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WHILE YOU ARE EMPEROR Increases your Ultimate generation while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 50% 2 Keeps: 60% 3 Keeps: 70% 4 Keeps: 80% 5 Keeps: 90% 6 Keeps: 100%
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WHILE YOU ARE EMPEROR Increases your Ultimate generation while in your campaign, depending on how many Home Keeps you own. 1 or less Keep: 50% 2 Keeps: 60% 3 Keeps: 70% 4 Keeps: 80% 5 Keeps: 90% 6 Keeps: 100%

Desecrate the ground at the target location, dealing 3190 Frost Damage over 10 seconds to enemies inside and applying Minor Vulnerability , increasing their damage taken by 5%. Consumes a corpse on cast to deal 30% more damage. You or an ally in the area can activate the Grave Robber synergy, dealing 2249 Frost Damage to enemies and healing for the damage done. You can use your own synergy.
Morph of Boneyard

Companion absolves the misdeeds of fallen souls at the target location, healing themselves and their allies for 1740 Health and removing up to 3 negative effects. Used when Companion or an ally is below 75% Health.

Bring forth an expanding beam of pure sunlight to doom an enemy, dealing 1161 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 1284 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.

Barter with Oblivion to trade vitality for power, sacrificing your Health in exchange for 3000 Magicka. After the exchange is complete, you gain Major Resolve for 30 seconds, increasing your Physical and Spell Resistance by 5948. The exchange reduces your healing done and damage shield strength by 50% for 4 seconds. After the exchange is complete, you gain Major Resolve , increasing your Physical and Spell Resistance.
Morph of Equilibrium

WITH TWO-HANDED WEAPON EQUIPPED Reduces the Stamina cost of your Two-Handed abilities by 15%.

Each Templar ability slotted increases your Armor. Your Weapon and Spell Damage bonus depends on your total Armor and the number of Templar abilities slotted.

Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 seconds. A ball of lightning is summoned at your end point, which intercepts up to 1 projectile attack made against you every 1 second for 3 seconds. Casting again within 4 seconds costs 33% more Magicka. Summons a ball of lightning that protects you from projectiles, but no longer stuns enemies. Grants brief snare and immobilization immunity after casting.
Morph of Bolt Escape

Create a turret to unleash a barrage of arrows at an enemy, dealing 15589 Physical Damage over 5 seconds. Create a turret to channel the attack for you, but for less damage.
Morph of Rapid Fire

Companion channels their energy and conjures a weapon made of sunlight before striking downward, dealing 5446 Magic Damage to all enemies in front of them. Enemies damaged by Baneslayer have particles remaining on them for 10 seconds that detonate for 2723 Magic Damage when a player deals damage to them.

WITH A FIGHTERS GUILD ABILITY SLOTTED You generate 3 Ultimate whenever you kill an enemy.

Set a sharpened blade trap at your location, which takes 1.5 seconds to arm and lasts for 20 seconds. When triggered, the trap deals 1439 Bleed Damage, an additional 3590 Bleed Damage over 20 seconds, and grants you Minor Force , increasing your Critical Damage by 10% for the duration. Enemies hit by the initial hit are afflicted with the Hemorrhaging status effect. Enemies who activate the trap are immobilized for 2 seconds. Increases the damage done by the initial hit, and it always applies the Hemorrhaging status effect.
Morph of Trap Beast

Invoke defensive tactics to protect yourself and nearby group members with wards that each absorb up to 11621 damage for 30 seconds.

Companion calls the earth to their defense, granting a damage shield for them and their nearby allies that absorbs 2700 damage for 6 seconds. While the damage shield holds, healing received is increased by 15%.

Companion rushes an enemy and rams them, stunning them for 4 seconds.

Light consecrates the ground on which you tread. Sacred Ground is now applied while you are in your own Nova and Spear Shards, and while Radial Sweep and Solar Barrage are active. While Sacred Ground is active, you heal for 1280 Health every 1 second. If you are at full Health after being healed from this effect while in combat, you also gain 2 Ultimate.

Reduces the time it takes you to resurrect another player by 30% while you are in a PvP area.

WITH TWO-HANDED WEAPON EQUIPPED Increases your Stamina Recovery by 30% for 10 seconds after killing a target.

Chant a short battle prayer to grant up to 3 nearby allies a shield that absorbs 13388 damage for 6 seconds and 5% cost reduction on their non-Ultimate abilities for 20 seconds.

Your prowess on Cyrodiil's battlefields exhausts your enemy, applying 11550 Heal Absorption for 6 seconds. This also increases their Roll Dodge cost by 33% for 4 seconds.

WITH ONE HAND WEAPON AND SHIELD EQUIPPED Reduces the Movement Speed penalty of Bracing. Current penalty: 36%

Companion bathes an enemy in a beam of sunlight, immediately dealing 2723 Magic Damage and healing allies nearby for 2722 Health. The residual light will then continue to heal allies near the enemy for 680 Health every 2 seconds for 8 seconds.

Wrap yourself in hardened bone, granting you Major Resolve and Minor Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948 and 2974. While active, ranged attackers will be pulled to you once every 2 seconds and become taunted for 15 seconds if they are not already taunted. If cast during combat, you can cast a corpse consuming ability on yourself. This effect can occur once every 10 seconds. Pulls in ranged enemies and attempts to taunt them. Reduces the cost as the ability ranks up.
Morph of Bone Armor
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