Prominence 2 Classes Guide: Every Talent Path, Fate and Ascendancy Explained

Minecraft Guides
28 Min Read

This guide lays out the entire Prominence II: Hasturian Era class system with the real numbers from the pack’s own talent tree files. You get every starting Path, all eleven Fates, all eight Ascendancies, the passives and stat nodes, plus how leveling, talent points and the Knowledge Scroll reset work in version 4.0.3.

It closes with the quest book’s recommended build for each playstyle, the mistakes that waste points, and answers to the questions players ask most. Every name and value here comes from the pack’s files: the talent tree JSON, the mod language files and the quest book, so it matches what you see in the tree.

What a class is

A starting Path, one Fate deeper in the tree, and the spell book you carry. There is no class menu, and a Knowledge Scroll changes all three.

Talent points

32 in total. The first arrives at level 3 and another at every odd level up to the level 65 cap, matching the tree’s 32 point limit.

Easiest starts

The quest book rates Fire Mage, Arcane Mage, Ranger and Tank as Easy. Each reaches its Fate within ten nodes.

Changing class

Use a Knowledge Scroll: three Paper, four Sticks and an Ink Sac. Every point refunds, your level stays.

How Classes Actually Work in Prominence 2

There is no class selection screen. You build a class from three layers: a starting Path at the root of the Talent Tree, a single Fate deeper in, and the spell book you carry. The tree opens with N and holds 176 nodes, six of them root Paths, eleven Fates, eight Ascendancies and seven passives, with the rest being small stat nodes.

The title above your head comes from your equipped spell book, not the tree. Prominent maps each book to a nametag title such as Warrior, Rogue, Archer, Fire Mage, Paladin, Priest, Unholy Death Knight, Monk or Astral Mage, so swapping books swaps the title.

Talent Keybinds

N
Open Talent Tree
Spend talent points, view your level and artifact upgrades
V
Signature Ability
Your spell book's signature skill (SimplySkills ability 1)
X
Ascendancy Ability
Fires your slotted Ascendancy skill (SimplySkills ability 2)

Leveling is separate from vanilla experience. Your player level sits at the top left of your inventory and climbs to a maximum of 65. The talent code awards a point at level 3 and at every odd level after that, which is exactly 32 points by level 65, matching the tree’s 32 point spending cap.

Each player level also adds 4 maximum health, counted from level 1, so level 65 carries 260 extra health before armor or talents. Experience comes from kills, each worth its dropped XP divided by nine plus a third of the victim’s maximum health, and the quest book says you deal 10% less damage per level a boss has over you.

Leveling and talent points

65 levels · 32 talent points (first at level 3, then every 2 levels) · +4 HP Max Health per level
Lv 3 First talent point
Lv 10 Cap until the Prologue is finished
Lv 50 Cap until Void's Invasion is finished
Lv 65 Max level
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Levels 1-101–10
Void's Invasion unlock11–50
Hasturian Era unlock51–65
Hover or tap a level to see what you have by then.
Talent pointUnlockCampaign gateMilestone
  • Level 3 — First talent pointEvery Path costs one point, so this is where you pick one
  • Level 10 — Cap until the Prologue is finishedA Worrying Reunion ends the Prologue: find S'kellak with the Flameborn Stone after the Night Lich or the Decaying King. Unlocks levels 11 to 50
  • Level 50 — Cap until Void's Invasion is finishedThe Hasturian Era quest needs the Hero of the Void's Invasion advancement, then unlocks levels 51 to 65
  • Level 65 — Max level32 talent points and +260 max health

Points land on odd levels from 3 onwards, 32 in total. Each level adds 4 max health, counted from level 1. Hover or tap a level to see what you hold by then.

Stuck at Level 10?

Leveling is gated by the campaign, not by grinding. At a gate the game tells you that you are not gaining Leveling Experience until you progress further in the campaign. Levels 11 to 50 open when you finish the Prologue: The Fallen Kings, whose closing quest, A Worrying Reunion, sends you to S’kellak with the Flameborn Stone after the Night Lich or the Decaying King. Levels 51 to 65 open once every chapter of Void’s Invasion is done and the Hasturian Era quest completes.

The Six Starting Paths

The tree is flagged exclusive root, so you buy exactly one Path and the other five lock. Every Path costs one point and gives a small bonus, but its real job is deciding which stat nodes sit next to you and therefore how cheaply you reach a given Fate.

Root Paths and their exact bonuses
Path Bonus Nodes touching it Built for
Ranger’s Path+1 Ranged DamageRanged Damage, Haste, StaminaBows, crossbows and guns
Rogue’s Path+1 Physical Damage, +5% HastePhysical Damage, two Ranged DamageFast melee, Death Knights, Warriors
Pyrotechnic Knowledge+1 Fire PowerTwo Fire Power, Maximum HealthFire Mages, Fire Battlemages
Enigmatic Knowledge+1 Arcane PowerFire Power, Frost Power, Magic ResistanceArcane and Astral Mages, Bards
Frozen Knowledge+1 Frost PowerFrost Power, Haste, StaminaFrost Mages, Frost Death Knights
Protector’s Path+2.5% Maximum Health, +1 Holy Power, +10% Self HealingTwo Maximum Health, Physical DamageTanks, Paladins, Priests, Blood Death Knights

Every root touches the Feet Control passive, so any build can spend its second point to stop the Better Combat forward leap and gain 5% movement speed after each hit. Enigmatic Knowledge is the most flexible magic root, bordering both Fire and Frost nodes and reaching all three magic Fates in ten nodes or fewer.

Rogue’s Path and Protector’s Path share the melee side, so both reach Warrior’s Devotion, Decaying Devotion, Shadow Techniques and S’kellak’s Blessing in eight to ten nodes. Pick Rogue’s Path for damage first and Protector’s Path for the two early health nodes and the Self Healing.

Plan a Build in the Talent Tree

The planner below is the pack’s real tree, drawn from the same files the game reads. Click a Path to start, then spend your 32 points under the game’s own rules: one Path, one Fate, and every node connected to something you already own. The counter shows the player level that many points requires, and the share button copies a link that reproduces the build.

Loading talent tree…

The Eleven Fates

A Fate is the node that turns a stat pile into a class. All eleven are mutually exclusive in the connection file, so the moment you buy one the other ten lock. Fates sit eight to thirteen nodes from a root, so the cheapest route costs eight points at player level 17 and the most awkward costs thirteen at level 27.

Several Fates carry a penalty written as a multiply total of minus one, which does not reduce the stat but sets it to zero. The three Archmage Fates each zero the other two elemental schools and their attack to spell conversions, Warrior’s Devotion zeroes every spell power including Holy and Soul, and Decaying Devotion zeroes Arcane and Fire only.

Every Fate in the 4.0.3 tree
Fate What you gain What you lose Class it powers
Fire Archmage+6 Fire Power, +10% Spell Critical Chance, Fire Devotion-20% Ranged Damage, Frost and Arcane set to zeroFire Mage with the Tome of Fire
Frost Archmage+6 Frost Power, +5% Spell Critical Chance, +20% Spell Critical Damage, Frozen Devotion-20% Ranged Damage, Fire and Arcane set to zeroFrost Mage with the Tome of Frost
Arcane Archmage+6 Arcane Power, +25% Spell Critical Damage, Arcane Devotion-20% Ranged Damage, Fire and Frost set to zeroArcane Mage with the Tome of Arcane
Knowledge Of Runes & Stars+3 Astral Power (that is +3 Fire, Frost and Arcane), +8% Spell Critical Chance, +15% Spell Critical Damage-20% Ranged DamageAstral Mage with Astral Invocations, Elemental Wizards
High Priest+10 Holy Power-60% Physical DamagePriest with the Holy Book, Paladins who heal
Warrior’s Devotion+10 Physical Damage, Titan’s Grip: +80% Physical Damage with a two handed weapon-55% Haste with two handed weapons, all spell power set to zeroWarrior with the Warriors’ Codex
Decaying Devotion+5 Physical Damage, +10 Unholy Power, +10 Blood Power, Rider of Apocalypse (+50% Death Knight damage on a horse)Arcane and Fire set to zeroFrost, Unholy and Blood Death Knights
Sin’dorei Heritage+5 Ranged Damage, +10% Ranged Damage, +100% Draw Speed-50% Armor Efficiency, -1 Knockback ResistanceArcher and the three hunter books
S’kellak’s Blessing+100 Maximum Health, +30% Damage Mitigation-30% Armor and Armor ToughnessProtector, Paladin, Blood Death Knight tanks
Shadow Techniques+35% Haste, +6 Soul Power, Slice & Dice double strike chance (doubled on one handed weapons)NothingRogue with the Rogue Handbook, Monks, Spellblades
A Bard’s Tale+4.5 Arcane Power, +7.5 Holy Power, +10% Spell Haste, +5 Ranged Damage, +25% Draw SpeedNothingBard with Songs of Harmony or Songs of Valor

Each card below shows the Fate’s own frame and icon from the pack, the Paths it is reached from, the Ascendancy it opens, and a link that loads the cheapest route to it in the planner.

Fate

Fire Archmage

1 talent point
Open in planner →
Fate

Frost Archmage

1 talent point
Open in planner →
Fate

Arcane Archmage

1 talent point
Open in planner →
Fate

Knowledge Of Runes & Stars

1 talent point
Open in planner →
Fate

High Priest

1 talent point
Open in planner →
Fate

Warrior's Devotion

1 talent point
Open in planner →
Fate

Decaying Devotion

1 talent point
Open in planner →
Fate

Sin'dorei Heritage

1 talent point
Open in planner →
Fate

S'kellak's Blessing

1 talent point
Open in planner →
Fate

Shadow Techniques

1 talent point
Open in planner →
Fate

A Bard's Tale

1 talent point
Open in planner →

Two Fates are pure upside. Shadow Techniques and A Bard’s Tale carry no negative modifier, which is why the quest book recommends Shadow Techniques for Spellblades who swing more than they cast. S’kellak’s Blessing looks like a loss on paper, but its 30% Damage Mitigation applies to everything that hits you, while the armor you give up only covered physical damage.

Arcane Archmage Has No Ascendancy

Every Fate except one connects to an Ascendancy node. Arcane Archmage only touches an Arcane Power stat node, and the only way from there to Cataclysm runs through another Fate, which you cannot own, so a pure Arcane build never gets an active Ascendancy skill. If you want Cataclysm on an Arcane build, take Knowledge Of Runes & Stars instead and accept the smaller +3 Arcane Power.

The Eight Ascendancies

Ascendancies are the active skills of the tree and each one connects only to a Fate, so your Fate decides which Ascendancies you can even reach. Two pairs are also mutually exclusive: Righteous Hammers against Bone Armor under S’kellak’s Blessing, and Cyclonic Cleave against Skyward Sunder under Decaying Devotion.

All of them scale with Corruption, an armor stat added through Corruption Infusions at a Smithing Table. The quest book lists Aberration Limb for +10, Aberration Heart for +20 and X’al, The Faceless Eye for +35, with the Corruption Infusion Template found in End Cities. Reaching 38 Corruption unlocks a second effect on every Ascendancy except Dissonance.

Ascendancy

Cyclonic Cleave

1 talent point
Open in planner →
Ascendancy

Cataclysm

1 talent point
Ascendancy

Skyward Sunder

1 talent point
Open in planner →
Ascendancy

Righteous Hammers

1 talent point
Ascendancy

Bone Armor

1 talent point
1

Cyclonic Cleave

Shadow Techniques or Decaying Devotion, 25s cooldown

You swing your weapon around yourself while moving forward, hitting everything nearby. It scales with Physical Damage and Haste, gains damage for every point of Corruption, and at 38 Corruption it pulls the enemies it hits toward you, turning a rogue into a crowd gatherer.

2

Cataclysm

Fire Archmage, Frost Archmage or Knowledge Of Runes and Stars, 70s cooldown

You lock in place for 3.5 seconds and channel comets down a line in front of you. It scales with the higher of your Frost or Fire spell power, so an Astral build with both gets full value. Corruption raises comet frequency, and at 38 Corruption every comet grants a stack of Spellforged.

3

Rapidfire

Sin’dorei Heritage, 30s cooldown

Rapidfire needs a bow or crossbow in your main hand and puts you in a six second firing stance where you can move but take no other actions. Corruption stretches the duration, and at 38 Corruption every third arrow grants a stack of Marksmanship, the same ranged damage buff that Focus Zone feeds.

4

Skyward Sunder

Warrior’s Devotion or Decaying Devotion, 16s cooldown

You gain a stack of Barrier for every stack of Might on you, charge forward knocking enemies back, then launch yourself and your targets skyward before slamming them down. It scales with the highest of your attack, ranged or spell attributes, and at 38 Corruption the charge inflicts Deathmark. The short cooldown makes it the Warrior’s staple.

5

Righteous Hammers

S’kellak’s Blessing, 60s cooldown

Hammers orbit you for a duration, dealing melee damage to anything nearby and granting 2% increased melee attack per hammer. You gain an additional hammer for every 10 Corruption, and at 38 Corruption extra hammers periodically seek out targets on their own. The quest book calls this the damage option for tanks.

6

Righteous Shield

High Priest, 6s cooldown

While slotted, every block you perform builds a stack of Golden Aegis, worth 1% Healing Spell Power, Armor and Armor Toughness per stack up to 15. Activating it throws a holy shield that changes with stacks spent: under 5 it ricochets twice, at 5 it ricochets five times, at 10 it pierces through and heals allies, and at 15 it grows, hits hard and inflicts Death Mark.

7

Bone Armor

S’kellak’s Blessing, 40s cooldown

Bone Armor taunts nearby enemies and wraps you in bone layers, one extra layer per enemy taunted up to six, with each layer giving +1 Blood Power. Taking damage strips a layer. Corruption extends the taunt, and at 38 Corruption the taunt also inflicts Weakness, making it the pure resistance pick for Protectors and Blood Death Knights.

8

Dissonance

A Bard’s Tale, 40s cooldown

Dissonance releases a disruptive sound that stuns nearby enemies and loads them with negative effects. Each point of Corruption extends the duration, and unlike the other seven it has no separate 38 Corruption effect. It is the only Ascendancy built for a support position rather than a damage one.

Passives Worth a Point

Seven passive nodes sit among the stat circles and each costs one point. On the melee side, S’kellak’s Call gives your hits a chance to call down a molten hammer dealing fire damage to your target and everything nearby, doubled under the Warrior’s Devotion. Omnivampirism appears twice, once on the physical side and once beside the Arcane nodes, each granting +2% Lifesteal on any hit.

On the ranged side, Focus Zone triggers after you use the Barrage ability from the Archery Manual. While focused you draw slower and move slower, but the shot deals significantly more damage, and with a crossbow you skip the focus and immediately gain Stealth and Marksmanship instead.

Casters get two. Empower sits between the Arcane and Fire nodes and gives each cast a chance to add a stack of Attunement, worth +2% spell damage for that school per stack. Critical Thinking sits between the Arcane and Frost nodes and trades 25% of every spell power, Blood and Unholy included, for +75% Spell Critical Damage.

Stat Nodes: What the Small Circles Give

The other 144 nodes are stat circles, and each costs a single point. The table shows the exact value per node and how many copies exist in the whole tree, so you can see the ceiling for any stat before you commit a Fate route through it.

Stat nodes in the Talent Tree
Node Per node Copies in tree
Maximum Health+2.5%17
Ranged Damage+3%13
Haste+2%13
Fire Power+3% and +1% Spell Critical Chance13
Frost Power+3% and +1% Spell Haste13
Arcane Power+3% and +1% Spell Critical Damage13
Physical Damage+3.5%11
Holy Power+3% and +3% Self Healing10
Stamina+10%7
Rolling Distance+4% and -2% Roll Cooldown7
Rolling Distance (large)+8% and -5% Roll Cooldown3
Lethality+3.5%6
Movement Speed+3%6
Armor Efficiency+8%4
Armor Toughness+5%3
Jump Height+4%3
Magic Resistance+7.52

The percentages do not all stack the same way. Maximum Health, Haste, Movement Speed and the elemental powers use the multiply base operation, so seventeen health nodes add a flat 42.5% to your base health. Physical Damage and Ranged Damage use multiply total, so they compound, and all eleven Physical Damage nodes come to roughly +46% rather than +38.5%.

Magic Resistance is Prominent’s own attribute rather than a vanilla one. Each node adds 7.5 points, and with only two copies in the tree it is a cheap grab for any build starting on Enigmatic Knowledge, which touches one of them directly.

Which Path to Pick for Your Playstyle

The pack’s quest book gives a difficulty rating and a recommended Fate for every archetype, and those recommendations line up with the tree geometry above. The gear named below is the quest book’s own upgrade chain for each class, not a community tier list.

1

Warrior

Rogue’s Path into Warrior’s Devotion, two handed weapons

Take Rogue’s Path, buy the Physical Damage line and land on Warrior’s Devotion at ten nodes. Titan’s Grip gives +80% Physical Damage with a two handed weapon at the price of 55% Haste, so pair it with slow hitters like the Diamond Double Axe or a Great Hammer and the Warriors’ Codex. Grab S’kellak’s Call on the way and slot Skyward Sunder.

The quest book names Titan’s Shroud as the preferred warrior armor and Thunderwrath as the artifact tied to this Fate, since being fated to the Warrior’s Devotion raises its proc chance to 35%.

2

Rogue and Monk

Rogue’s Path into Shadow Techniques, Haste first

Rogues are the sustained damage class, and the quest book says Haste comes first, then Physical Damage. Shadow Techniques adds +35% Haste and the Slice & Dice double strike, which doubles again on one handed weapons, so dual wield daggers or rapiers with the Rogue Handbook and slot Cyclonic Cleave. Armor runs Rogue Tunic, then Assassin Tunic at +5% Haste per piece, then the Souldancer Robe.

Monks take the same route with fist weapons and the Force Mastery book, and the quest book points them at the Fist of Fury. Their Fate is still Shadow Techniques, since its Haste and double strikes apply to every melee hit.

3

Ranger and Gunner

Ranger’s Path into Sin’dorei Heritage

Take Ranger’s Path, fill every Ranged Damage node you pass and reach Sin’dorei Heritage in nine nodes. The +5 Ranged Damage, a further +10% on top and +100% Draw Speed come with half your armor and no knockback resistance, so you are squishy by design. Focus Zone and Rapidfire both feed Marksmanship stacks.

The quest book splits rangers into a fast build with shortbows or rapid crossbows and a burst build with longbows or heavy crossbows, both in the Ranger Tunic set, and guns follow the same route. The Archery Manual, then Mintaka’s Fright, Alnilam’s Sight or Alnitak’s Might alongside the Orion artifact, supplies the abilities.

4

Fire, Frost or Arcane Mage

Matching Knowledge root into the matching Archmage

Start on the root for your element, stack that element’s power nodes and take its Archmage Fate, which the quest book recommends over anything else for a devoted mage. Fire wants Spell Critical Chance, Arcane wants Spell Critical Damage and Frost wants Spell Haste, and the stat nodes hand you exactly those bonuses. Fire and Frost then unlock Cataclysm.

Gear starts at Wizard Robes and a Wizard Staff with the Tome of Fire, Tome of Frost or Tome of Arcane. The quest book’s next step is the Magus set, crafted from the drops of Magus, a Void’s Invasion Chapter II boss, and recommended from level 50, with a Mageseeker Hat if you want more critical damage.

5

Astral Mage and Spellblade

Enigmatic Knowledge into Knowledge Of Runes and Stars

Astral magic uses all three elements through the Astral Invocations book, which the quest book calls the Runic Invocations, so you want Knowledge Of Runes & Stars for its +3 to every school and the extra critical stats. Enigmatic Knowledge reaches it in nine nodes and lets you spread points across Fire, Frost and Arcane without a Fate zeroing any of them. The quest book rates this the hardest mage.

Spellblades mix Physical Damage with one element using the Fire Techniques, Frost Techniques or Arcane Techniques books. Take your element’s Archmage Fate if you cast more than you swing, or Shadow Techniques if you swing more than you cast.

6

Healer and Paladin

Protector’s Path into High Priest or S’kellak’s Blessing

Healers take Protector’s Path for its +1 Holy Power and +10% Self Healing, run the Holy Power nodes and pick High Priest for +10 Holy Power. The 60% Physical Damage cut is the point: your job is Flash Heal, Circle of Healing and Divine Protection from the Holy Book. High Priest is also the only door to Righteous Shield.

A Paladin with the Paladin Libram, Oath of Defiance or Oath of Vengeance is a tank first, so the quest book’s tank advice applies and S’kellak’s Blessing is the Fate. Wanting both healing power and Righteous Shield means accepting High Priest’s damage penalty instead.

7

Death Knight

Rogue’s or Protector’s Path into Decaying Devotion

Death Knights fight with Runeblades and Great Runeblades, which carry all three Death Knight powers, and their Fate is Decaying Devotion for +10 Unholy Power, +10 Blood Power and +5 Physical Damage. It is one of only two Fates with two Ascendancy doors, Cyclonic Cleave or Skyward Sunder, though you hold only one. Rider of Apocalypse adds 50% damage while on a horse.

Frost Death Knights use one handed Runeblades with the Tome of the Eternal Winter as the fast variant. Unholy Death Knights swing Great Runeblades with the Tome of Unholy Teachings for burst, which the quest book says pairs best with Decaying Devotion. Blood Death Knights tank with the Tome of Vampiric Knowledge from Protector’s Path, taking S’kellak’s Blessing, since it’s the only Fate that opens Bone Armor.

8

Bard

Enigmatic Knowledge into A Bard’s Tale

A Bard’s Tale is a hybrid Fate with no penalties, granting Arcane Power, Holy Power, Spell Haste, Ranged Damage and Draw Speed at once, and it unlocks Dissonance. Enigmatic Knowledge or Pyrotechnic Knowledge reach it in ten nodes. Bards play the Songs of Harmony or Songs of Valor books over archery, arcane or healing gear.

Bard buffs only reach players in your party, formed with the /openpac-parties command. Solo, the Fate still works as a generalist, but the class is built for groups.

9

Tank

Protector’s Path into S’kellak’s Blessing, eight nodes

Tanks have the shortest Fate route in the tree: Protector’s Path to S’kellak’s Blessing is eight nodes, so you hold your Fate by level 17. The +100 Maximum Health and +30% Damage Mitigation outweigh the 30% armor cut, and the seventeen Maximum Health nodes keep scaling you. Choose Bone Armor for taunting or Righteous Hammers for damage.

The quest book’s armor chain runs Diamond to Netherite, then Sapphire Armor, which trades some armor for +20 Maximum Health per piece and a damage reflecting passive. Grab Armor Efficiency and Armor Toughness nodes where you pass them.

Community Consensus on the Strongest Builds

Across the guides players have published, devoted mages and rangers come out on top for late game damage, warriors sit close behind with far less gear dependence, and rogues trail on raw numbers while remaining the most popular pick. None of these figures are measured by the pack, so treat them as a starting point and test on the target dummy yourself.

Best Prominence 2 Builds for Every Class

The routes above only get you to your Fate, but the tree has 32 points to spend, and where the rest of them go is where most players get stuck. Each of the builds below uses all 32 points, and you’re able to load any of them into the planner above with the button on its card, so you can change a few nodes from there if you’d like.

The totals on each card come straight from the talent tree, so they’ll update when the pack does, and these builds were last checked against version 4.0.3. Stat nodes go to the main stat of the class first, then Maximum Health, so if a build takes a node that looks wasted, it’s usually the only way through to the next useful one.

Warrior Build

Build

Warrior Build

32 / 32 pointslevel 65
PathRogue's Path
FateWarrior's Devotion
AscendancySkyward Sunder
PassivesS'kellak's Call
GearGreat Hammer or Diamond Double Axe, Warriors' Codex
Totals from the tree
  • Armor+24%
  • Armor Toughness+15%
  • Haste+7%
  • Lethality+17.5%
  • Max Health+12.5%
  • Physical Damage+11, +31.7% total
  • Self Healing+3%
  • Stamina+20%
  • Arcane Powerdisabled
  • Fire Powerdisabled
  • Frost Powerdisabled
  • Holy Powerdisabled
  • Soul Powerdisabled

To play a Warrior, you’ll start on Rogue’s Path and head towards Warrior’s Devotion, taking Skyward Sunder as soon as it becomes available. Most of the other points go into Physical Damage and Lethality. Although Titan’s Grip lowers your Haste when using a two handed weapon, so it isn’t worth picking up Haste nodes, and the last few points are better spent on armor.

Rogue Build

Build

Rogue Build

32 / 32 pointslevel 65
PathRogue's Path
FateShadow Techniques
AscendancyCyclonic Cleave
PassivesOmnivampirism
GearDaggers or rapiers, Rogue Handbook
Totals from the tree
  • Haste+17%, +35% total
  • Holy Power+3%
  • Lethality+17.5%
  • Lifesteal+2%
  • Max Health+2.5%
  • Movement Speed+12%
  • Physical Damage+1, +31.7% total
  • Ranged Damage+6.1%
  • Self Healing+3%
  • Soul Power+6
  • Stamina+10%

Rogues rely on Haste, and Shadow Techniques gives you a lot of it straight away. The Haste nodes around the Fate will add even more, which helps Cyclonic Cleave as it scales with both your Haste and Physical Damage. It’s also worth noting that this build has very little health, so Omnivampirism is taken to heal you while attacking.

Monks are able to use the same tree as Rogues, since they also rely on Haste. Instead of daggers, they’ll use fist weapons, along with the Force Mastery book in place of the Rogue Handbook.

Ranger Build

Build

Ranger Build

32 / 32 pointslevel 65
PathRanger's Path
FateSin'dorei Heritage
AscendancyRapidfire
PassivesFocus ZoneOmnivampirism
GearBow or crossbow, Archery Manual
Totals from the tree
  • Armor-50%
  • Draw Speed+50%
  • Haste+2%
  • Knockback Resistance-1
  • Lifesteal+2%
  • Max Health+22.5%
  • Movement Speed+12%
  • Ranged Damage+6, +61.5% total

Every Ranged Damage node in the tree can be found on the way to Sin’dorei Heritage, so a Ranger is able to take all of them. However, Sin’dorei Heritage halves your armor, which makes you quite fragile. That’s why the rest of the points go into Maximum Health and Movement Speed, and Focus Zone and Omnivampirism are both close enough to pick up too.

Gunners can also use the Ranger build, although Rapidfire requires a Bow or Crossbow in your main hand. If you’re using a gun, it won’t do anything, so you should put that point into another Maximum Health node instead.

Fire Mage Build

Build

Fire Mage Build

32 / 32 pointslevel 65
PathPyrotechnic Knowledge
FateFire Archmage
AscendancyCataclysm
PassivesEmpower
GearWizard Staff, Tome of Fire
Totals from the tree
  • Armor+24%
  • Armor Toughness+5%
  • Fire Power+7, +33%
  • Holy Power+3%
  • Max Health+12.5%
  • Movement Speed+6%
  • Ranged Damage-20%
  • Roll Cooldown+5%
  • Roll Distance+8%
  • Self Healing+3%
  • Spell Crit Chance+22.7%
  • Stamina+40%
  • Arcane Powerdisabled
  • Frost Powerdisabled

A Fire Mage will take as many Fire Power nodes as possible, before picking Fire Archmage and then Cataclysm. Once you take Fire Archmage, your Frost and Arcane Power are switched off, so you shouldn’t spend any points on them. Instead, the spare points will go into Maximum Health, Stamina and some armor. Empower is the passive to take, as it increases the damage of whichever school you’re casting.

Frost Mage Build

Build

Frost Mage Build

32 / 32 pointslevel 65
PathFrozen Knowledge
FateFrost Archmage
AscendancyCataclysm
PassivesEmpower
GearWizard Staff, Tome of Frost
Totals from the tree
  • Armor+8%
  • Frost Power+7, +30%
  • Haste+4%
  • Jump Height+4%
  • Max Health+22.5%
  • Movement Speed+3%
  • Physical Damage+3.5%
  • Ranged Damage-20%
  • Spell Crit Chance+6.1%
  • Spell Crit Damage+22.4%
  • Spell Haste+10.5%
  • Arcane Powerdisabled
  • Fire Powerdisabled

The Frost Mage works the same way as the Fire Mage, but on the other side of the tree, using Frost Power nodes, Frost Archmage and Cataclysm. Frost magic benefits from Spell Haste, which you’ll get from the nodes on the way. There’s also a few Fire and Arcane nodes along the route, and these will stop working after you take the Fate, but there isn’t a way around them.

Arcane Mage Build

Build

Arcane Mage Build

32 / 32 pointslevel 65
PathEnigmatic Knowledge
FateArcane Archmage
PassivesEmpowerCritical Thinking
GearWizard Staff, Tome of Arcane
Totals from the tree
  • Arcane Power+7, +36%, -25% total
  • Blood Power-25%
  • Holy Power+3%, -25% total
  • Lightning Power-25%
  • Magic Resistance+15
  • Max Health+10%
  • Ranged Damage-20%
  • Self Healing+3%
  • Soul Power-25%
  • Spell Crit Chance+7.2%
  • Spell Crit Damage+146.5%
  • Spell Haste+2%
  • Unholy Power-25%
  • Fire Powerdisabled
  • Frost Powerdisabled

Unlike the other mages, Arcane Archmage doesn’t have an Ascendancy, so the extra point is spent on Critical Thinking. Critical Thinking will lower your Spell Power, but it raises your Spell Critical Damage by a large amount, and this adds to the critical damage the Fate already gives you. Although the route from Enigmatic Knowledge passes through Fire and Frost Power nodes, which the Fate switches off.

Astral Mage Build

Build

Astral Mage Build

32 / 32 pointslevel 65
PathEnigmatic Knowledge
FateKnowledge Of Runes & Stars
AscendancyCataclysm
PassivesEmpower
GearAstral Invocations
Totals from the tree
  • Arcane Power+4, +6%
  • Fire Power+3, +39%
  • Frost Power+3, +39%
  • Ranged Damage-20%
  • Spell Crit Chance+22.9%
  • Spell Crit Damage+17.3%
  • Spell Haste+13.8%

Knowledge Of Runes & Stars doesn’t disable any school of magic, so an Astral Mage is able to take every Fire Power and Frost Power node in the tree. This also makes it the best build for Cataclysm, as Cataclysm scales with whichever of your Fire or Frost Power is higher. Like the other mages, Empower is the passive you should take.

Healer Build

Build

Healer Build

32 / 32 pointslevel 65
PathProtector's Path
FateHigh Priest
AscendancyRighteous Shield
GearHoly Book, a shield to block with
Totals from the tree
  • Armor+24%
  • Armor Toughness+15%
  • Holy Power+11, +30%
  • Max Health+17.5%
  • Movement Speed+6%
  • Physical Damage-58.6%
  • Roll Cooldown+5%
  • Roll Distance+8%
  • Self Healing+40%
  • Stamina+30%

Taking High Priest will greatly reduce your Physical Damage, so a Healer skips the damage nodes and takes all of the Holy Power nodes instead. The remaining points are put into Maximum Health, armor and Stamina, which lets you survive for longer while healing your party. It’s also worth noting that Righteous Shield only gains Golden Aegis stacks when blocking an attack, so you’ll want a shield.

Paladin (Tank) Build

Build

Paladin (Tank) Build

32 / 32 pointslevel 65
PathProtector's Path
FateS'kellak's Blessing
AscendancyRighteous Hammers
PassivesS'kellak's Call
GearPaladin Libram, Oath of Defiance
Totals from the tree
  • Armor+24%, -30% total
  • Armor Toughness+15%, -30% total
  • Damage Mitigation+30%
  • Holy Power+1
  • Lethality+3.5%
  • Max Health+100, +32.5%
  • Movement Speed+3%
  • Physical Damage+14.8%
  • Ranged Damage+9.3%
  • Self Healing+10%
  • Stamina+10%

If you want to be a Tank, you’ll need S’kellak’s Blessing, which a Paladin reaches from Protector’s Path. After picking Righteous Hammers, most of the points are spent on Maximum Health. Although a few Armor Efficiency and Armor Toughness nodes are also taken, since S’kellak’s Blessing reduces your armor. S’kellak’s Call is a good passive for this build, as the hammers increase your melee attack.

Bard Build

Build

Bard Build

32 / 32 pointslevel 65
PathEnigmatic Knowledge
FateA Bard's Tale
AscendancyDissonance
PassivesEmpower
GearSongs of Harmony or Songs of Valor
Totals from the tree
  • Arcane Power+5.5, +27%
  • Draw Speed+25%
  • Fire Power+21%
  • Holy Power+7.5, +27%
  • Magic Resistance+15
  • Max Health+2.5%
  • Ranged Damage+5
  • Self Healing+27%
  • Spell Crit Chance+7.2%
  • Spell Crit Damage+9.4%
  • Spell Haste+10%

A Bard’s Tale doesn’t switch off any school of magic, so the Fire Power nodes you pass from Enigmatic Knowledge are still useful. After taking Dissonance, a Bard will split the remaining points between Arcane Power and Holy Power. Bard buffs will only affect players in your party though, which can be set up using the /openpac-parties command.

Unholy Death Knight Build

Build

Unholy Death Knight Build

32 / 32 pointslevel 65
PathRogue's Path
FateDecaying Devotion
AscendancySkyward Sunder
PassivesOmnivampirismS'kellak's Call
GearGreat Runeblade, Tome of Unholy Teachings
Totals from the tree
  • Armor+24%
  • Blood Power+10
  • Haste+15%
  • Holy Power+3%
  • Lethality+17.5%
  • Lifesteal+2%
  • Max Health+7.5%
  • Physical Damage+6, +31.7% total
  • Self Healing+3%
  • Stamina+20%
  • Unholy Power+10
  • Arcane Powerdisabled
  • Fire Powerdisabled

There’s three Death Knight builds, as Runeblades use all three of their powers. An Unholy Death Knight will go from Rogue’s Path to Decaying Devotion, mostly through Physical Damage and Lethality nodes, and then take Skyward Sunder. The remaining points are spent on the melee nodes surrounding the Fate, and you’ll also pick up Omnivampirism and S’kellak’s Call along the way.

Frost Death Knight Build

Build

Frost Death Knight Build

32 / 32 pointslevel 65
PathRogue's Path
FateDecaying Devotion
AscendancyCyclonic Cleave
PassivesOmnivampirism
GearRuneblade, Tome of the Eternal Winter
Totals from the tree
  • Armor+8%
  • Blood Power+10
  • Haste+19%
  • Holy Power+3%
  • Lethality+17.5%
  • Lifesteal+2%
  • Max Health+7.5%
  • Movement Speed+3%
  • Physical Damage+6, +31.7% total
  • Ranged Damage+6.1%
  • Self Healing+3%
  • Unholy Power+10
  • Arcane Powerdisabled
  • Fire Powerdisabled

A Frost Death Knight takes the same route as the Unholy build, but chooses Cyclonic Cleave instead of Skyward Sunder, as only one of these can be taken. Cyclonic Cleave scales with Physical Damage and Haste, which suits a fast one handed Runeblade and the Tome of the Eternal Winter. For this reason, the spare points are put into Haste nodes.

Blood Death Knight Build

Build

Blood Death Knight Build

32 / 32 pointslevel 65
PathProtector's Path
FateS'kellak's Blessing
AscendancyBone Armor
PassivesOmnivampirismS'kellak's Call
GearRuneblade, Tome of Vampiric Knowledge
Totals from the tree
  • Armor-30%
  • Armor Toughness+5%, -30% total
  • Damage Mitigation+30%
  • Holy Power+1
  • Lethality+3.5%
  • Lifesteal+2%
  • Max Health+100, +42.5%
  • Movement Speed+3%
  • Physical Damage+18.8%
  • Ranged Damage+6.1%
  • Self Healing+10%
  • Stamina+10%

The Blood Death Knight is slightly different to the other two. Bone Armor can only be reached from S’kellak’s Blessing, which can’t be taken with Decaying Devotion, so this build tanks from Protector’s Path instead. It takes lots of Maximum Health nodes and Omnivampirism. Bone Armor will taunt nearby enemies and gives Blood Power for each layer, so it works best when surrounded.

How to Reset Your Talents

Knowledge Scroll

Resets your talent tree knowledge and refunds all points previously spent, including your Path and Fate. The scroll is consumed on use and does not touch your player level. Craft it from three Paper in a column, an Ink Sac to the right of the middle Paper and four Sticks in the corners.

Primordial Scroll

Resets your Artifact’s upgrade tree and refunds its points, leaving the main Talent Tree alone. You buy it from S’kellak in Vaaz with a Cinderstone Trophy. Using it without a bound artifact fails with the message that your body does not possess any influence to an Artifact.

The Getting Started quest chapter hands you a free Knowledge Scroll for reading the Talent Tree quest, and the recipe is cheap enough to keep a spare. Switching from a Frost Mage to a Tank is a single right click followed by respending your points.

One reset happens automatically. The first time a character from an older Prominence II save loads into the Hasturian Era, the talent code resets their tree and caps their stored experience at level 50, so returning players should expect to rebuild once.

Common Mistakes

The costliest error is splitting points between two elemental schools and then taking an Archmage Fate. Fire Archmage sets Frost and Arcane to zero, so every Frost Power node you bought becomes dead weight. If you genuinely want two or three elements, Knowledge Of Runes & Stars is the only Fate that keeps them all alive.

The same trap catches hybrid melee players, because Warrior’s Devotion zeroes Holy and Soul power too, stripping healing from a Paladin and Soul scaling from a Monk. Players also stall at level 10 and grind harder, when experience is simply capped until the Prologue of Void’s Invasion is done.

Finally, do not look for a class menu. Your class is the Path, the Fate and the spell book, and all three can change with a Knowledge Scroll. Remember too that an Ascendancy only appears once you own the Fate it hangs from.

Frequently Asked Questions

What is the best class for solo play in Prominence 2?
›

The quest book rates Fire and Arcane mages, rangers and tanks as Easy, and community guides report mages and rangers dealing the most late game damage. For a first solo run, a Fire Mage on Pyrotechnic Knowledge into Fire Archmage or a Tank on Protector’s Path into S’kellak’s Blessing are the smoothest routes, since both reach their Fate within ten nodes.

Can you change class in Prominence 2?
›

Yes. Use a Knowledge Scroll, crafted from Paper, Sticks and an Ink Sac, to refund every talent point including your Path and Fate, then respend them. Your player level stays where it was, so a level 41 character reset becomes a level 41 character with 20 free points.

How many talent points do you get in Prominence 2?
›

You earn 32 talent points in total. The first arrives at level 3 and another comes at every odd level after that, so level 65 delivers the last one. The Talent Tree itself is capped at 32 spent points, which is exactly enough for a Path, a Fate, an Ascendancy and 29 stat or passive nodes.

How do you level up faster in Prominence 2?
›

Kill enemies with high maximum health, because each kill grants its dropped XP divided by nine plus a third of the victim’s maximum health, so bosses and elites are worth far more than zombies. Move between chunks, since the anti farming rule stops counting after 25 kills in one chunk for twelve hours. Above all, clear the campaign gates at level 10 and level 50 or your experience stops accruing.

Does the talent tree reset when you die in Prominence 2?
›

No. Your player level and spent talents are stored in persistent player data and nothing in the pack’s talent configuration ties them to death. The only things that reset the tree are a Knowledge Scroll you use yourself and the one time migration that runs when an older save first enters the Hasturian Era.