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Telekinesis
May 6, 2026 at 10:08 PM
Initial telekinesis page covering force-grab use cases and environmental kills.
Telekinesis, sometimes referred to as Force in pre-release coverage, is a magic-class ability that lets the Druid lift and throw enemies through invisible pulls. The classic use case is environmental: hurl an enemy off a ledge, into a spike trap, or across a fortress wall. Pre-launch trailers and previews call out the mechanic explicitly as a way to convert a tough fight into a clean kill if the terrain cooperates.
Edges and pits. Lift an enemy and toss them off a cliff or into a chasm.
Hazards. Throw enemies into traps, spikes, fire, or breakable objects.
Range control. Push a charging foe back and reset to mid-range for a spell cast or another swing.
Crowd reset. Throw a clustered enemy into the middle of a group, then hit the survivors with a handbomb.
Telekinesis is a strong early pickup for almost any Druid because it converts environmental knowledge into damage. Caster builds use it as their primary defensive tool, replacing a melee parry. Bruiser builds use it to set up finisher conditions on tough enemies. Skirmisher builds use it to disengage when the dagger throw is on cooldown.
Whether telekinesis is a unique skill-tree branch or a baseline ability, whether grab range scales with skill points, the cost (mana, focus, stamina), and the exact weight class limit (whether bosses can be lifted) are unconfirmed. The ability's existence is confirmed by trailers and previews; the precise rules are pending the Early Access build.