Demolitions

''A true diplomat never burns bridges. They blow them up.''

Demolitions is a skill tree covering your proficiency and abilities with grenades and bombs, as well as the efficiency of gadgets that consume energy. If you want a breakdown on how to employ demolitions, please see the Demolitions entry in the Combat section.

Improve your ranking in Demolitions by dealing damage with thrown explosives and the activated abilities of Demolitions-based hybrid weapons (e.g. flamethrower), or specific Demolitions-based mods (e.g. Scorcher). You get +1% to damage with explosives per rank you have in Demolitions, and +1 to-hit on thrown weapon attack rolls per 10 ranks. For explosives that do not do damage, the explosive damage increase is instead translated to an increase in effect duration.

Below is the list of abilities available:

Demo-damage1.pngsive Damage
Deal more damage with your bombs with this passive ability tree.

Explosive Damage (I)

Prerequisites: Demolitions (20)

Required For: Explosive Damage (II)

Thrown explosives deal 10% more damage. Activated Demolitions abilities and Demolitions hybrid weapon abilities deal +1 damage.

Explosive Damage (II)

Prerequisites: Demolitions (40), Explosive Damage (I)

Required For: Explosive Damage (III)

Thrown explosives deal 20% more damage. Activated Demolitions abilities and Demolitions hybrid weapon abilities deal +2 damage.

Explosive Damage (III)

Prerequisites: Demolitions (60), Explosive Damage (II)

Required For: Explosive Damage (IV)

Thrown explosives deal 30% more damage. Activated Demolitions abilities and Demolitions hybrid weapon abilities deal +3 damage.

Explosive Damage (IV)

Prerequisites: Demolitions (80), Explosive Damage (III)

Required For: Explosive Damage (V)

Thrown explosives deal 40% more damage. Activated Demolitions abilities and Demolitions hybrid weapon abilities deal +4 damage.

Explosive Damage (V)

Prerequisites: Demolitions (100), Explosive Damage(IV)

Thrown explosives deal 50% more damage. Activated Demolitions abilities and Demolitions hybrid weapon abilities deal +5 damage.

Demo-pyro1.pngechnics
Need a light? This ability tree unlocks fire-based special abilities for a meager fee of oil. From there, you have the choice to specialise in abilities that offer a larger area of denial, or more precision in the area of effect.

Pyrotechnics (I)

Prerequisites: Demolitions (5)

Required For: Pyrotechnics (II)

Your Stamina cost for using and activating flamethrowers is decreased by 30%. You gain access to the following special ability:


 * Incendiary Barrier: You can use one unit of oil and an oil flask to create a wall of fire.

Pyrotechnics (II)

Prerequisites: Demolitions (25), Pyrotechnics (I)

Required For: Accelerance (III), Conflagration (III)

Your Stamina cost for using and activating flamethrowers is decreased by 35%. You gain access to the following special abilities:


 * Incendiary Barrier: You can use one unit of oil and an oil flask to create a wall of fire.
 * Flaming Pellets: You can use one unit of oil to throw a pellet grenade that deals fire damage.

Accelerance
Accelerance (III)

Prerequisites: Demolitions (45), Pyrotechnics (II)

Required For: Accelerance (IV)

Your Stamina cost for using and activating flamethrowers is decreased by 40%. You gain access to the following special abilities:


 * Incendiary Barrier: You can use one unit of oil and an oil flask to create a wall of fire.
 * Flaming Pellets: You can use one unit of oil to throw a pellet grenade that deals fire damage.
 * Fire Bomb: You can use one unit of oil to throw a short-ranged incendiary grenade that explodes after a long delay, dealing a high amount of instant and sustained fire damage.

Accelerance (IV)

Prerequisites: Demolitions (65), Accelerance (III)

Required For: Accelerance (V)

Your Stamina cost for using and activating flamethrowers is decreased by 45%. You gain access to the following special abilities:


 * Incendiary Barrier: You can use one unit of oil and an oil flask to create a wall of fire.
 * Flaming Pellets: You can use one unit of oil to throw a pellet grenade that deals fire damage.
 * Fire Bomb: You can use one unit of oil to throw a short-ranged incendiary grenade that explodes after a long delay, dealing a high amount of instant and sustained fire damage.
 * Dragon's Fire: You can use one unit of oil to throw an incendiary grenade at a single target. If it hits the target is afflicted with a burning effect that resists removal.

Accelerance (V)

Prerequisites: Demolitions (85), Accelerance (IV)

Your Stamina cost for using and activating flamethrowers is decreased by 50%. You gain access to the following special abilities:


 * Incendiary Barrier: You can throw an incendiary grenade to create a wall of fire instead of the usual circle.
 * Flaming Pellets: You can use one unit of oil to throw a pellet grenade that deals fire damage.
 * Fire Bomb: You can use one unit of oil to throw a short-ranged incendiary grenade that explodes after a long delay, dealing a high amount of instant and sustained fire damage.
 * Dragon's Fire: You can use one unit of oil to throw an incendiary grenade at a single target. If it hits the target is afflicted with a burning effect that resists removal.
 * Gaze of the Colossus: You combine four units of oil with two incendiary grenades in large flasks, detonating them both simultaneously to create wide beams of liquid fire that scorch the ground in a perpendicular line.

Conflagration
Conflagration (III)

Prerequisites: Demolitions (45), Pyrotechnics (II)

Required For: Conflagration (IV)

Your Stamina cost for using and activating flamethrowers is decreased by 40%. You gain access to the following special abilities:


 * Incendiary Barrier: You can throw an incendiary grenade to create a wall of fire instead of the usual circle.
 * Flaming Pellets: You can use one unit of oil to throw a pellet grenade that deals fire damage.
 * Flaming Weapons: You can use an oil flask to apply fire to your weapons.

Conflagration (IV)

Prerequisites: Demolitions (65), Conflagration (III)

Required For: Conflagration (V)

Your Stamina cost for using and activating flamethrowers is decreased by 45%. You gain access to the following special abilities:


 * Incendiary Barrier: You can throw an incendiary grenade to create a wall of fire instead of the usual circle.
 * Flaming Pellets: You can use one unit of oil to throw a pellet grenade that deals fire damage.
 * Flaming Weapons: You can use an oil flask to apply fire to your weapons.
 * Breath of Fire: You can use an oil flask to project a cone of fire.

Conflagration (V)

Prerequisites: Demolitions (85), Conflagration (IV)

Your Stamina cost for using and activating flamethrowers is decreased by 50%. You gain access to the following special abilities:


 * Incendiary Barrier: You can throw an incendiary grenade to create a wall of fire instead of the usual circle.
 * Flaming Pellets: You can use one unit of oil to throw a pellet grenade that deals fire damage.
 * Flaming Weapons: You can use an oil flask to apply fire to your weapons.
 * Breath of Fire: You can use an oil flask to project a cone of fire.
 * Fire Storm: You can use an incendiary grenade and two units of oil to create a projectile that explodes into a violent fire storm.

Demo-gas1.pngation
Leave a lasting mark with investment into this skill tree. Branch to gain combinations that inflict status effects, or more acid-based alchemical attacks.

Fumigation (I)

Prerequisites: Demolitions (5)

Required For: Fumigation (II)

You gain access to the following special ability:


 * Acid Cloud: You can use one unit of acid to throw a smoke grenade that deals acid damage to anyone standing inside the cloud.

Fumigation (II)

Prerequisites: Demolitions (25), Fumigation (I)

Required For: Catalytics (III), Corrosion (III)

You gain access to the following special abilities:


 * Acid Cloud: You can use one unit of acid to throw a smoke grenade that deals acid damage to anyone standing inside the cloud.
 * Caustic Pellets: You can use one unit of acid to throw a pellet grenade that deals acid damage.

Catalytics
Catalytics (III)

Prerequisites: Demolitions (45), Fumigation (II)

Required For: Catalytics (IV)

You gain access to the following special abilities:


 * Acid Cloud: You can use one unit of acid to throw a smoke grenade that deals acid damage over time.
 * Caustic Pellets: You can use one unit of acid to throw a pellet grenade that deals acid damage.
 * Knockout Gas: You can use one unit of acid to throw a smoke grenade that inflicts a sleeping effect on living creatures.

Catalytics (IV)

Prerequisites: Demolitions (65), Catalytics (III)

Required For: Catalytics (V)

You gain access to the following special abilities:


 * Acid Cloud: You can use one unit of acid to throw a smoke grenade that deals acid damage over time.
 * Caustic Pellets: You can use one unit of acid to throw a pellet grenade that deals acid damage.
 * Knockout Gas: You can use one unit of acid to throw a smoke grenade that inflicts a sleeping effect on living creatures.
 * Corrosive Gas: You can use one unit of acid to throw a smoke grenade that causes creatures to suffer penalties to Armor, wounding resistance, knockdown resistance, and Dodge.

Catalytics (V)

Prerequisites: Demolitions (85), Catalytics (IV)

You gain access to the following special abilities:


 * Acid Cloud: You can use one unit of acid to throw a smoke grenade that deals acid damage over time.
 * Caustic Pellets: You can use one unit of acid to throw a pellet grenade that deals acid damage.
 * Knockout Gas: You can use one unit of acid to throw a smoke grenade that inflicts a sleeping effect on living creatures.
 * Corrosive Gas: You can use one unit of acid to throw a smoke grenade that causes creatures to suffer penalties to Armor, wounding resistance, knockdown resistance, and Dodge.
 * Confusion Gas: You can use two units of acid to throw a smoke grenade that inflicts a confusion effect on living creatures.

Corrosion
Corrosion (III)

Prerequisites: Demolitions (45), Fumigation (II)

Required For: Corrosion (IV)

You gain access to the following special abilities:


 * Acid Cloud: You can use one unit of acid to throw a smoke grenade that deals acid damage to anyone standing inside the cloud.
 * Caustic Pellets: You can use one unit of acid to throw a pellet grenade that deals acid damage.
 * Acid Grenade: You can use one unit of acid to throw a frag grenade that deals acid damage.

Corrosion (IV)

Prerequisites: Demolitions (65), Corrosion (III)

Required For: Corrosion (V)

You gain access to the following special abilities:


 * Acid Cloud: You can use one unit of acid to throw a smoke grenade that deals acid damage to anyone standing inside the cloud.
 * Caustic Pellets: You can use one unit of acid to throw a pellet grenade that deals acid damage.
 * Acid Grenade: You can use one unit of acid to throw a frag grenade that deals acid damage.
 * Acid Ray: You can use one unit of acid and an oil flask to concoct a deadly single-target projectile.

Corrosion (V)

Prerequisites: Demolitions (85), Corrosion (IV)

You gain access to the following special abilities:


 * Acid Cloud: You can use one unit of acid to throw a smoke grenade that deals acid damage to anyone standing inside the cloud.
 * Caustic Pellets: You can use one unit of acid to throw a pellet grenade that deals acid damage.
 * Acid Grenade: You can use one unit of acid to throw a frag grenade that deals acid damage.
 * Acid Ray: You can use one unit of acid and an oil flask to concoct a deadly single-target projectile.
 * Acid Bomb: You can use three units of acid to throw a short-ranged concussion grenade that explodes with a wide burst of acid.

Demo-cryo1.pngenics
When a situation becomes a little hot, this ability tree will help you cool things off. Branch to gain abilities that freeze targets, or more cold-based area-of-effect attacks.

Cryogenics (I)

Prerequisites: Demolitions (5)

Required For: Cryogenics (II)

You gain access to the following special ability:


 * Cryo Grenade: You can use one unit of cryosene to throw a frag grenade that deals cold damage.

Cryogenics (II)

Prerequisites: Demolitions (25), Cryogenics (I)

Required For: Frigidation (III), Vitrification (III)

You gain access to the following special abilities:


 * Cryo Grenade: You can use one unit of cryosene to throw a frag grenade that deals cold damage.
 * Freezing Pellets: You can use one unit of cryosene to throw a pellet grenade that deals cold damage.

Frigidation
Frigidation (III)

Prerequisites: Demolitions (45), Cryogenics (II)

Required For: Frigidation (IV)

You gain access to the following special abilities:


 * Cryo Grenade: You can use one unit of cryosene to throw a frag grenade that deals cold damage.
 * Freezing Pellets: You can use one unit of cryosene to throw a pellet grenade that deals cold damage.
 * Flash Freeze: You can use one unit of cryosene to throw a cryo bomb that freezes a single target.

Frigidation (IV)

Prerequisites: Demolitions (65), Frigidation (III)

Required For: Frigidation (V)

You gain access to the following special abilities:


 * Cryo Grenade: You can use one unit of cryosene to throw a frag grenade that deals cold damage.
 * Freezing Pellets: You can use one unit of cryosene to throw a pellet grenade that deals cold damage.
 * Flash Freeze: You can use one unit of cryosene to throw a cryo bomb that freezes a single target.
 * Polar Ray: You can use two units of cryosene to turn a flask of oil into a jet of frost that travels outward in a line and freezes anything it touches.

Frigidation (V)

Prerequisites: Demolitions (85), Frigidation (IV)

You gain access to the following special abilities:


 * Cryo Grenade: You can use one unit of cryosene to throw a frag grenade that deals cold damage.
 * Freezing Pellets: You can use one unit of cryosene to throw a pellet grenade that deals cold damage.
 * Flash Freeze: You can use one unit of cryosene to throw a cryo bomb that freezes a single target.
 * Polar Ray: You can use two units of cryosene to turn a flask of oil into a jet of frost that travels outward in a line and freezes anything it touches.
 * Ice Storm: You can use three units of cryosene to throw a cryo bomb with a slightly longer fuse that has a larger radius and no damage falloff.

Vitrification
Vitrification (III)

Prerequisites: Demolitions (45), Cryogenics (II)

Required For: Vitrification (IV)

You gain access to the following special abilities:


 * Cryo Grenade: You can use one unit of cryosene to throw a frag grenade that deals cold damage.
 * Freezing Pellets: You can use one unit of cryosene to throw a pellet grenade that deals cold damage.
 * Cone of Cold: You can use two units of cryosene and a cryo bomb to produce a cone-shaped blast of cold.

Vitrification (IV)

Prerequisites: Demolitions (65), Vitrification (III)

Required For: Vitrification (V)

You gain access to the following special abilities:


 * Cryo Grenade: You can use one unit of cryosene to throw a frag grenade that deals cold damage.
 * Freezing Pellets: You can use one unit of cryosene to throw a pellet grenade that deals cold damage.
 * Cone of Cold: You can use two units of cryosene and a cryo bomb to produce a cone-shaped blast of cold.
 * Frost Cloud: You can use one unit of cryosene to throw a smoke grenade that slows creatures and removes sustained acid and fire damage.

Vitrification (V)

Prerequisites: Demolitions (85), Vitrification (IV)

You gain access to the following special abilities:


 * Cryo Grenade: You can use one unit of cryosene to throw a frag grenade that deals cold damage.
 * Freezing Pellets: You can use one unit of cryosene to throw a pellet grenade that deals cold damage.
 * Cone of Cold: You can use one unit of cryosene and a cryo bomb to produce a cone-shaped blast of cold.
 * Frost Cloud: You can use one unit of cryosene to throw a smoke grenade that slows creatures and removes sustained acid and fire damage.
 * Ice Shield: You can use four units of cryosene and a cryo bomb to create a shield of ice around yourself that absorbs damage. After one round the shield explodes outward, dealing cold damage to anyone nearby.

Demo-electro1.pngrotechnics
This ability tree will leave your opponents in shock and awe. Branch to gain the ability to inflict status effects and recharge electrical equipment with a well-placed projectile, or to shoot more lightning.

Electrotechnics (I)

Prerequisites: Demolitions (5)

Required For: Electrotechnics (II)

You gain access to the following special ability:


 * Sticky Grenade: You can use one unit of power to throw a frag grenade that sticks to any creature you hit with a touch attack.

Electrotechnics (II)

Prerequisites: Demolitions (25), Electrotechnics (I)

Required For: Overcurrent (III), Discharge (III)

You gain access to the following special abilities:


 * Sticky Grenade: You can use one unit of power to throw a frag grenade that sticks to any creature you hit with a touch attack.
 * Shocking Pellets: You can use one unit of power to throw a pellet grenade that deals electrical damage.

Overcurrent
Overcurrent (III)

Prerequisites: Demolitions (45), Electrotechnics (II)

Required For: Overcurrent (IV)

You gain access to the following special abilities:


 * Sticky Grenade: You can use one unit of power to throw a frag grenade that sticks to any creature you hit with a touch attack.
 * Shocking Pellets: You can use one unit of power to throw a pellet grenade that deals electrical damage.
 * Charging Field: You can use one unit of power to throw a Tesla bomb that recharges electrical items.

Overcurrent (IV)

Prerequisites: Demolitions (65), Overcurrent (III)

Required For: Overcurrent (V)

You gain access to the following special abilities:


 * Sticky Grenade: You can use one unit of power to throw a frag grenade that sticks to any creature you hit with a touch attack.
 * Shocking Pellets: You can use one unit of power to throw a pellet grenade that deals electrical damage.
 * Charging Field: You can use one unit of power to throw a Tesla bomb that recharges electrical items.
 * Stun Grenade: You can use one unit of power to throw a Tesla bomb that deals electrical damage and stuns a target on a direct hit.

Overcurrent (V)

Prerequisites: Demolitions (85), Overcurrent (IV)

You gain access to the following special abilities:


 * Sticky Grenade: You can use one unit of power to throw a frag grenade that sticks to any creature you hit with a touch attack.
 * Shocking Pellets: You can use one unit of power to throw a pellet grenade that deals electrical damage.
 * Charging Field: You can use one unit of power to throw a Tesla bomb that recharges electrical items.
 * Stun Grenade: You can use one unit of power to throw a Tesla bomb that deals electrical damage and stuns a target on a direct hit.
 * Tesla Field: You can use three units of power to throw a Tesla bomb that creates a magnetic field that causes 50% of ranged attacks to miss and slows creatures that have metal equipment.

Discharge
Discharge (III)

Prerequisites: Demolitions (45), Electrotechnics (II)

Required For: Discharge (IV)

You gain access to the following special abilities:


 * Sticky Grenade: You can use one unit of power to throw a frag grenade that sticks to any creature you hit with a touch attack.
 * Shocking Pellets: You can use one unit of power to throw a pellet grenade that deals electrical damage.
 * Spark Grenade: You can use one unit of power to throw a Tesla bomb with a longer fuse and no damage falloff.

Discharge (IV)

Prerequisites: Demolitions (65), Discharge (III)

Required For: Discharge (V)

You gain access to the following special abilities:


 * Sticky Grenade: You can use one unit of power to throw a frag grenade that sticks to any creature you hit with a touch attack.
 * Shocking Pellets: You can use one unit of power to throw a pellet grenade that deals electrical damage.
 * Spark Grenade: You can use one unit of power to throw a Tesla bomb with a longer fuse and no damage falloff.
 * Chain Lightning: You can use two units of power to throw a Tesla bomb that creates a chain lightning effect instead of an explosion.

Discharge (V)

Prerequisites: Demolitions (85), Discharge (IV)

You gain access to the following special abilities:


 * Sticky Grenade: You can use one unit of power to throw a frag grenade that sticks to any creature you hit with a touch attack.
 * Shocking Pellets: You can use one unit of power to throw a pellet grenade that deals electrical damage.
 * Spark Grenade: You can use one unit of power to throw a Tesla bomb with a longer fuse and no damage falloff.
 * Chain Lightning: You can use two units of power to throw a Tesla bomb that creates a chain lightning effect instead of an explosion.
 * Lightning Bomb: You can use three units of power to throw a Tesla bomb that deals both piercing and electrical damage.

Demo-accuracy1.pngsive Accuracy
Aim better with this passive ability tree. Branch to also make your explosive critical damage more devastating, or increase the chance of a critical-hit explosion.

Explosive Accuracy (I)

Prerequisites: Demolitions (15)

Required For: Explosive Accuracy (II)

Your attack rolls with thrown explosives, Demolitions hybrid weapons, and Demolitions activated abilities gain +1 to-hit.

Explosive Accuracy (II)

Prerequisites: Demolitions (35), Explosive Accuracy (I)

Required For: Explosive Critical (III), Explosive Consistency (III)

Your attacks with thrown explosives, Demolitions hybrid weapons, and Demolitions activated abilities gain +2 to-hit.

Explosive Critical
Explosive Critical (III)

Prerequisites: Demolitions (55), Explosive Accuracy (II)

Required For: Explosive Critical (IV)

Your attacks with thrown explosives, Demolitions hybrid weapons, and Demolitions activated abilities gain +3 to-hit and 20% to critical damage.

Explosive Critical (IV)

Prerequisites: Demolitions (75), Explosive Critical (III)

Required For: Explosive Critical (V)

Your attacks with thrown explosives, Demolitions hybrid weapons, and Demolitions activated abilities gain +4 to-hit and 40% to critical damage.

Explosive Critical (V)

Prerequisites: Demolitions (95), Explosive Critical (IV)

Your attacks with thrown explosives, Demolitions hybrid weapons, and Demolitions activated abilities gain +5 to-hit and 60% to critical damage.

Explosive Consistency
Explosive Consistency (III)

Prerequisites: Demolitions (55), Explosive Accuracy (II)

Required For: Explosive Consistency (IV)

Your attacks with thrown explosives, Demolitions hybrid weapons, and Demolitions activated abilities gain +3 to-hit and 1% to critical chance.

Explosive Consistency(IV)

Prerequisites: Demolitions (75), Explosive Consistency (III)

Required For: Explosive Consistency (V)

Your attacks with thrown explosives, Demolitions hybrid weapons, and Demolitions activated abilities gain +4 to-hit and 2% to critical chance.

Explosive Consistency (V)

Prerequisites: Demolitions (95), Explosive Consistency (IV)

Your attacks with thrown explosives, Demolitions hybrid weapons, and Demolitions activated abilities gain +5 to-hit and 3% to critical chance.

Grenade1.pngdier
Throwing explosives is not a task to perform lightly, and in the heat of battle friendly fire is always a concern. Even if you take utmost care, the act of launching explosives may leave you distracted and with your guard down, allowing an opportunistic foe to attempt to capitalise on your inattention. This passive ability tree will give you the capability to minimise collateral damage and evade opportunistic attacks while your guard is down, and you can specialize to also deal more damage with your explosions if you receive collateral damage by them, or to reduce the amount of friendly fire damage your explosives do.

Grenadier (I)

Prerequisites: Demolitions (1)

Required For: Grenadier (II)

You gain a +1 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 5% less damage from your explosives and area-of-effect Demolitions abilities.

Grenadier (II)

Prerequisites: Demolitions (20), Grenadier (I)

Required For: Sapper (III), Heads Up (III)

You gain a +2 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 10% less damage from your explosives and area-of-effect Demolitions abilities.

Sapper
Sapper (III)

Prerequisites: Demolitions (40), Grenadier (II)

Required For: Sapper (IV)

You gain a +3 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 15% less damage from your explosives and area-of-effect Demolitions abilities. When you damage yourself with your own explosives the damage dealt to other creatures in the blast radius is increased by 5%.

Sapper (IV)

Prerequisites: Demolitions (60), Sapper (III)

Required For: Reckless Bomber (V), Friendlier Fire (V)

You gain a +4 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 20% less damage from your explosives and area-of-effect Demolitions abilities. When you damage yourself with your own explosives the damage dealt to other creatures in the blast radius is increased by 10%.

Reckless Bomber (V)

Prerequisites: Demolitions (80), Sapper (IV)

You gain a +5 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 25% less damage from your explosives and area-of-effect Demolitions abilities. When you damage yourself with your own explosives the damage dealt to other creatures in the blast radius is increased by 15% and your critical hit damage is increased by 50%.

Friendlier Fire (V)

Prerequisites: Demolitions (80), Sapper (IV)

You gain a +5 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 25% less damage from your explosives and area-of-effect Demolitions abilities. When you damage yourself with your own explosives the damage dealt to hostile creatures in the blast radius is increased by 15%.

Heads Up
Heads Up (III)

Prerequisites: Demolitions (40), Grenadier (II)

Required For: Heads Up (IV)

You gain a +3 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 20% less damage from your explosives and area-of-effect Demolitions abilities.

Heads Up (IV)

Prerequisites: Demolitions (60), Heads Up (III)

Required For: Get Down (V), For the Team (V)

You gain a +4 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 30% less damage from your explosives and area-of-effect Demolitions abilities.

Get Down (V)

Prerequisites: Demolitions (80), Heads Up (IV)

You gain a +5 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 40% less damage and are immune to critical hits from your explosives and area-of-effect Demolitions abilities.

For the Team (V)

Prerequisites: Demolitions (80), Heads Up (IV)

You gain a +5 Dodge bonus against attacks of opportunity threatened by throwing explosives, and allies take 40% less damage from your explosives and area-of-effect Demolitions abilities. If you take damage from your own attack this reduction increases to 60%.

Demo-gadget1.pngteering
Even in Trivium, it always helps to leave a smaller emissions footprint. Points spent in this ability tree will reduce the fuel costs of items you use.

Gadgeteering (I)

Prerequisites: Demolitions (10)

Required For: Gadgeteering (II)

You treat all item fuel costs as being 10% lower. You can refuel Demolitions hybrid weapons by an additional 10%.

Gadgeteering (II)

Prerequisites: Demolitions (30), Gadgeteering (I)

Required For: Gadgeteering (III)

You treat all item fuel costs as being 20% lower. You can refuel Demolitions hybrid weapons by an additional 20%.

Gadgeteering (III)

Prerequisites: Demolitions (50), Gadgeteering (II)

Required For: Gadgeteering (IV)

You treat all item fuel costs as being 30% lower. You can refuel Demolitions hybrid weapons by an additional 30%.

Gadgeteering (IV)

Prerequisites: Demolitions (70), Gadgeteering (III)

Required For: Gadgeteering (V)

You treat all item fuel costs as being 40% lower. You can refuel Demolitions hybrid weapons by an additional 40%.

Gadgeteering (V)

Prerequisites: Demolitions (90), Gadgeteering (IV)

You treat all item fuel costs as being 50% lower. You can refuel Demolitions hybrid weapons by an additional 50%.

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