7 pages. A page is a skill you choose on top of the seven core ones; each has 2 or 3 variants that unlock at mastery ranks 2, 5 and 8.
Hammerwheel
Page pick at level 4 · Projectile · 10 Spell Points · 0.5s cooldown
Holy hammers spiral out from where you stand, two and a half turns out to three and a half strides, striking everything they cross (a foe at most once a turn). One hammer, and one more for every 2 Oathlight you hold. A hammer that strikes 3 or more foes gives back 3 Spell Points.
Builds: Hammerstorm
Variants (one active at a time)
- Sunspiral mastery 2 A wider, slower spiral (out to four and a half strides over 3 seconds), and every foe it strikes is Marked for 3 seconds.
- Thunder-Maul mastery 5 Each hammer bursts where its spiral ends: thunder strikes everything within 1.5 strides (80%).
- Twin Wheel mastery 8 Each hammer is a counter-rotating pair at 65% damage; where the pair crosses a foe it is struck twice. Stand on a boss.
Sunward Disc
Page pick at level 4 · Projectile · 15 Spell Points · 5s cooldown
Hurl a disc of light that skips from foe to foe and draws their anger (taunt).
Builds: Sunshield Avenger
Variants (one active at a time)
- Sunburst mastery 2 The disc skips to 5 foes, each hit 15% lighter.
- Aegis Return mastery 5 Throwing it wards you: a barrier of 6% of your max HP.
- Penitent's Disc mastery 8 Every foe it strikes is Weakened for 4 seconds.
Sunchains
Page pick at level 4 · Projectile · 12 Spell Points · 6s cooldown
Chains of light bind the first foe in your path and leap on to four more, Rooting and Taunting each.
Builds: Hammerstorm · Sunshield Avenger
Variants (one active at a time)
- Penitent's Chain mastery 2 Chained foes are Taunted for 4 seconds and Weakened instead of Rooted.
- Sun Lash mastery 5 No chain: the light sweeps a 120 degree arc, 4.5 strides out, and strikes everything in it.
- Binding Light mastery 8 The chains leap through six foes and hold them for 3 seconds; 20% lighter.
Vow of Shelter
Page pick at level 9 · Buff · 20 Spell Points · 20s cooldown
Swear to hold the line: you and every ally within five strides take 18% less damage for 6 seconds, and a ward of light shields each of you.
Builds: Sunshield Avenger · Lightwarden
Variants (one active at a time)
- Rallying Vow mastery 2 The vow carries you forward: 15% move speed, and 40% shorter stuns, roots and slows.
- Wide Vow mastery 5 It reaches eight strides and lasts 8 seconds, but only 12% less damage.
- Good Shepherd mastery 8 A thick ward for every ally in reach: 14% of their max HP.
Aura of Penance
Page pick at level 9 · Buff · 0 Spell Points · 6s cooldown
An OATH for your Aura slot. A foe that strikes you or an ally within 5 tiles takes 40% of a weapon hit back as radiant damage (once per foe every half second). Holds back 25% of your Spell Points.
Builds: Sunshield Avenger · Lightwarden
Variants (one active at a time)
- Atonement mastery 2 What the oath hands back also mends the ally who was struck, for 20% of it.
- Contrition mastery 5 Foes within 5 tiles are Weakened while they stand there: they deal less.
- Vengeful mastery 8 The reflection doubles on any foe you have Taunted.
Aura of Sunfire
Page pick at level 14 · Buff · 0 Spell Points · 6s cooldown
An OATH for your Aura slot. A sun walks with you: foes within 5 tiles burn in its light for 10% of a weapon hit of radiant damage every second, and your skills hit 14% harder. Holds back 25% of your Spell Points.
Builds: Hammerstorm · Judicator
Variants (one active at a time)
- Scorching mastery 2 Foes in the light catch fire: they Burn while they stand there.
- Halo mastery 5 A tight halo: the light reaches 2.5 tiles, not 5, and burns twice as hard. A hammer brawler's sun.
- Kindling mastery 8 A foe dying in the light gives you 1 Oathlight (at most one every half second).
Oathmaul
Page pick at level 18 · Area · 10 Spell Points · 1s cooldown
Finisher: spends all your Oathlight (you need at least 1). A great hammer of light falls on the thickest knot of foes within six strides. Each pip widens its ring, deepens the blow, mends you for 2% of your health and looses a spiral of hammers from where it lands, and the blow drags the knot together.
Builds: Hammerstorm · Judicator · Lightwarden
Variants (one active at a time)
- Mercy mastery 2 The hammer also mends every ally within five strides for 3% of their health a pip, and what overflows becomes a ward.
- Hammer Rain mastery 5 A smaller hammer falls for each pip, each on the next thickest knot (195% each, no spirals): the pack-burst form.
- Anvil Blow mastery 8 One hammer on your target at 60% more, with no spirals and no drag: the boss form.