Public Test Realm
Public Test Realm
Bash
Basic • Barbarian
Bludgeoning
Fury Generate: 15
Lucky Hit: 50%
Bash the enemy with your weapon, dealing [46%] damage. After bashing enemies 4 times, your next Bash will Stun for 1.25 seconds, this increases to 2 seconds if using a Two-Handed weapon.
Physical Damage
Enhanced
Damaging a Stunned enemy with Bash grants you 20% Maximum Life as Fortify. Double this amount when using a Two-Handed weapon.
Battle
Damaging a Stunned enemy with Bash generates an additional 5 Fury, or 10 Fury if using a Two-Handed weapon.
Combat
After Critically Striking 4 times with Bash using a Two-Handed weapon, your next Core or Weapon Mastery Skill will Overpower.
Flay
Basic • Barbarian
Fury Generate: 15
Lucky Hit: 50%
Flay the enemy, dealing [8%] damage and inflicting [62%] Bleeding damage over 5 seconds.
Physical Damage
Requires a Slashing weapon
Enhanced
Flay has a 15% chance to make the enemy Vulnerable for 5 seconds. Double this chance when using a Two-Handed weapon.
Battle
When Flay deals direct damage to an enemy, they take x15% increased Bleeding damage from you for the next 3 seconds.
Combat
When Flay deals direct damage to an enemy, you gain 4% Damage Reduction and [X] Thorns for 6 seconds. This stacks up to 5 times.
Frenzy
Basic • Barbarian
Dual Wield
Fury Generate: 4
Lucky Hit: 30%
Unleash a rapid flurry of blows, dealing [34%] damage with each pair of hits.
If Frenzy hits an enemy, its Attack Speed is increased by +20% for 3 seconds, up to +60%.
Physical Damage
Requires Dual Wielded weapons
Enhanced
While Frenzy is granting +60% bonus Attack Speed, it also generates 3 additional Fury.
Battle
While Berserking, your other skills gain +5% Attack Speed for each stack of Frenzy you have.
Combat
You gain 8% Damage Reduction each stack of Frenzy you currently have.
Lunging Strike
Basic • Barbarian
Mobility
Fury Generate: 12
Lucky Hit: 50%
Lunge forward and strike an enemy for [45%] damage.
Physical Damage
Requires any complete Arsenal weapon
Enhanced
Lunging Strike deals x30% increased damage and Heals you for 2% Maximum Life when it damages a Healthy enemy.
Battle
Lunging Strike also inflicts 20% Bleeding damage over 5 seconds.
Combat
Critical Strikes with Lunging Strike grant you Berserking for 1.5 seconds.
Double Swing
Core • Barbarian
Dual Wield
Fury Cost: 25
Lucky Hit: 30%
Sweep your weapons from opposite directions, dealing [66%] damage with each weapon. Enemies caught in the center are damaged by both.
Physical Damage
Requires Dual Wielded weapons
Enhanced
If Double Swing damages a Stunned or Knocked Down enemy, gain 25 Fury.
Violent
Hitting an enemy with both hits of Double Swing makes them Vulnerable for 2 seconds.
Furious
Casting Double Swing while Berserking grants 2 additional seconds of Berserking.
Hammer of the Ancients
Core • Barbarian
Bludgeoning
Fury Cost: 35
Lucky Hit: 50%
Slam your hammer down with the fury of the Ancients, dealing [70%] damage to a concentrated area.
Physical Damage
Requires a Two-Handed Bludgeoning weapon
Enhanced
Gain x3% more Fury for 5 seconds for each enemy damaged by Hammer of the Ancients, stacking up to 10 times.
Violent
After Overpowering with Hammer of the Ancients, you deal x30% more damage for 5 seconds.
Furious
Hammer of the Ancients gains x2% increased Critical Strike Chance for every 10 Fury you had when using it.
Rend
Core • Barbarian
Fury Cost: 35
Lucky Hit: 33%
Cleave enemies in front of you, dealing [17%] damage and inflicting [134%] Bleeding damage over 5 seconds.
Physical Damage
Requires a Slashing weapon
Enhanced
Dealing direct damage with Rend extends the duration of Vulnerable on enemies by 2 seconds.
Violent
Rend deals x25% increased damage to Vulnerable enemies.
Furious
Direct damage with Rend grants 4 Fury per enemy hit, up to a maximum of 20 Fury.
Upheaval
Core • Barbarian
Fury Cost: 40
Lucky Hit: 25%
Tear into the ground with your weapon and fling debris forward, dealing [108%] damage.
Physical Damage
Requires a Two-Handed weapon
Enhanced
Upheaval has a 20% chance to Stun all enemies it damages for 2.5 seconds.
Violent
If Upheaval damages at least 2 enemies or a Boss, you gain Berserking for 2 seconds, increased to 3 seconds if it damages at least 4 enemies.
Furious
Dealing direct damage to an enemy with a Skill that is not Upheaval causes your next cast of Upheaval to deal x12% increased damage, stacking up to 6 times.
Whirlwind
Core • Barbarian
Channeled
Fury Cost: 25 per second
Lucky Hit: 20%
Rapidly attack surrounding enemies for [24%] damage.
Physical Damage
Requires any complete Arsenal weapon
Enhanced
Gain 1 Fury each time Whirlwind deals direct damage to an enemy, or 4 Fury against Elite enemies.
Violent
After using Whirlwind for 2 seconds, Whirlwind deals x35% increased damage until it is cancelled.
Furious
While using a Slashing weapon, Whirlwind also inflicts 40% of its Base damage as Bleeding damage over 5 seconds.
Challenging Shout
Defensive • Barbarian
Shout
Cooldown: 25 seconds
Taunt Nearby enemies and gain [48%] Damage Reduction for 6 seconds.
Enhanced
While Challenging Shout is active, gain x20% bonus Maximum Life.
Tactical
While Challenging Shout is active, you gain 3 Fury each time you take damage.
Strategic
While Challenging Shout is active, gain Thorns equal to 30% of your Maximum Life.
Ground Stomp
Defensive • Barbarian
Cooldown: [12.8] seconds
Lucky Hit: 33%
Smash the ground, dealing [13%] damage and Stunning surrounding enemies for 3 seconds.
Physical Damage
Enhanced
Increase Ground Stomp's duration by 1 second.
Tactical
Ground Stomp generates 40 Fury.
Strategic
Reduce the Cooldown of your Ultimate Skill by 2 second for each enemy damaged by Ground Stomp.
Iron Skin
Defensive • Barbarian
Cooldown: 14 seconds
Steel yourself, gaining a Barrier that absorbs [70%] of your missing Life for 5 seconds.
Physical Damage
Enhanced
Iron Skin‘s Barrier absorbs 20% more of your Maximum Life.
Tactical
While Iron Skin is active, Heal for 10% of the Barrier's original amount as Life per second.
Strategic
Iron Skin also grants 20% Maximum Life as Fortify. Double this amount if cast while below 50% Life.
Rallying Cry
Defensive • Barbarian
Shout
Cooldown: 25 seconds
Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by x [56%] for 6 seconds, and Nearby allies for 3 seconds.
Physical Damage
Enhanced
Rallying Cry grants you Unstoppable while active.
Tactical
Rallying Cry generates 20 Fury and grants you an additional x20% Resource Generation.
Strategic
Rallying Cry grants you 10% Maximum Life as Fortify. While Rallying Cry is active, you gain an additional 2% Maximum Life as Fortify each time you take or deal direct damage.
Charge
Brawling • Barbarian
Mobility
Cooldown: [13.94] seconds
Lucky Hit: 33%
Become Unstoppable and rush forward, pushing enemies with you and then swinging through them dealing [252%] damage and Knocking them back.
Physical Damage
Requires any complete Arsenal weapon
Enhanced
Enemies who are Knocked Back into terrain by Charge take 150% damage and are Stunned for 3 seconds.
Mighty
Damaging enemies with Charge makes them Vulnerable for 4 seconds.
Power
Reduce Charge's Cooldown by 2 seconds for each enemy it hits, up to 6 seconds. Charging a boss reduces the Cooldown by 4 seconds.
Kick
Brawling • Barbarian
Core
Charges: 2
Charge Cooldown: [10.66] seconds
Lucky Hit: 40%
Throw a powerful kick that deals 18% damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional 105% damage and are Stunned for 3 seconds.
Physical Damage
Enhanced
Damaging enemies with Kick makes them Vulnerable for 4 seconds.
Mighty
Kicked enemies deal 70% damage to enemies they collide with while being Knocked Back. Enemies damaged this way are Knocked Down for 2 seconds.
Power
If Kick damages an enemy, it consumes all of your Fury and deals an additional 25% damage per 10 Fury spent. Kick no longer Knocks Back enemies.
Leap
Brawling • Barbarian
Mobility
Cooldown: [13.94] seconds
Lucky Hit: 66%
Leap forward and then slam down, dealing [59%] damage and Knocking Back surrounding enemies on impact.
Physical Damage
Requires any complete Arsenal weapon
Enhanced
If Leap doesn't damage any enemies, its Cooldown is reduced by 4 seconds.
Mighty
Enemies damaged by Leap are Slowed by 70% for 5 seconds.
Power
If Leap damages at least one enemy, gain 40 Fury.
War Cry
Brawling • Barbarian
Shout
Cooldown: 25 seconds
Bellow a mighty war cry, increasing your damage dealt by x [21%] for 6 seconds, and Nearby allies for 3 seconds.
Enhanced
War Cry grants you Berserking for 4 seconds.
Mighty
War Cry grants you 15% Maximum Life as Fortify.
Power
If at least 6 enemies are Nearby when you cast War Cry, your damage bonus is increased by an additional x10%.
Death Blow
Weapon Mastery • Barbarian
Cooldown: 15 seconds
Lucky Hit: 50%
Attempt a killing strike, dealing [168%] damage to enemies in front of you.
If this kills an enemy, its Cooldown is reset.
Physical Damage
Requires any complete Arsenal weapon
Enhanced
Death Blow deals x150% increased damage to Bosses.
Warrior's
If Death Blow damages at least one enemy, gain Berserking for 3 seconds.
Fighter's
If Death Blow damages at least one enemy, gain 20 Fury.
Rupture
Weapon Mastery • Barbarian
Cooldown: [8.2] seconds
Lucky Hit: 50%
Skewer enemies in front of you, dealing 13% damage which isguaranteed to Overpower. Then rip your weapon out, damaging enemies for their total Bleeding amount and removing all Bleeding damage from them.
Physical Damage
Requires a Slashing weapon
Enhanced
Ripping your weapon out of enemies during Rupture causes an explosion that deals 70% Bleeding damage over 5 seconds. This damage is increased by x10% for each 50 Strength you have.
Warrior's
Hitting enemies with Rupture increases your Attack Speed by +40% for 5 seconds.
Fighter's
Hitting at least 1 enemy with Rupture Heals you for 22% of your Maximum Life.
Steel Grasp
Weapon Mastery • Barbarian
Charges: 2
Charge Cooldown: [8.8] seconds
Lucky Hit: 25%
Thow out a trio of chains that deal [32%] damage and Pull In enemies.
Physical Damage
Enhanced
Steel Grasp also makes enemies Vulnerable for 3 seconds.
Warrior's
Steel Grasp gains 1 additional Charge.
Fighter's
If Steel Grasp damages an enemy, gain Berserking for 2 seconds.
Call of the Ancients
Ultimate • Barbarian
Cooldown: 50 seconds
Call upon 3 Ancients to aid you in battle for 6 seconds.
- Korlic leaps at enemies, dealing 156% damage and swings his weapons in a frenzy, dealing 59% damage per hit.
- Talic spins in a whirlwind rapidly attacking enemies for 98% damage.
- Madawc upheaves the ground, dealing 293% damage.
Prime
While Call of the Ancients is active, gain +20% bonus Attack Speed and x25% increased damage.
Supreme
Each of the Ancients gains additional power:
Korlic: You gain 10 Fury each time Korlic damages an enemy with his Frenzy.
Talic: Enemies are Slowed by 50% for 1 second when damaged by his Whirlwind.
Madawc: 30% chance to Stun enemies for 3 seconds when using his Upheaval.
Iron Maelstrom
Ultimate • Barbarian
Cooldown: 45 seconds
Lucky Hit: 24%
Activate three times to attach chains to each of your weapons and perform an attack:
- First your Two-Handed Bludgeoning weapon slams into the ground, dealing 60% damage and Stunning enemies for 2 seconds.
- Next, your Two-Handed Slashing weapon swiped in front of you, dealing 20% damage and inflicting 120% Bleeding damage over 5 seconds.
- Finally, your Dual Wield weapons swing around you, dealing 33% damage per hit.
Physical Damage
Requires a Full Arsenal of weapons
Prime
Iron Maelstrom gains +30% increased Critical Strike Chance and deals x40% increased Critical Strike Damage
Supreme
Dealing direct damage to an enemy after swapping weapons reduces Iron Maelstrom's Cooldown by 1 second.
Wrath of the Berserker
Ultimate • Barbarian
Cooldown: 60 seconds
Explode into rage, Knocking Back surrounding enemies and gaining Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic Skills grants Berserking for 5 seconds.
Prime
While Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by x30%.
Supreme
While Wrath of the Berserker is active, every 50 Fury you spend increases Berserking's damage bonus by x25%, up to x100%.
Aggressive Resistance
• Barbarian
Passive
Gain [12%] Damage Reduction while Berserking.
Battle Fervor
• Barbarian
Passive
When a Brawling Skill damages at least one enemy, gain Berserking for [3] seconds.
Booming Voice
• Barbarian
Passive
Your Shout Skill effect durations are increased by x [24%] .
Brute Force
• Barbarian
Passive
Your Overpowers deal x [24%] increased damage when using a Two-Handed weapon.
Concussion
• Barbarian
Passive
Lucky Hit: Skills using Bludgeoning weapons have up to a [30%] chance to Stun enemies for 3 seconds, or up to a [45%] chance when using a Two-Handed Bludgeoning weapon.
Counteroffensive
• Barbarian
Passive
While you have Fortify for over 50% of your Maximum Life, you deal x [12%] increased damage.
Cut to the Bone
• Barbarian
Passive
Your Bleeding effects deal x [15%] increased damage to Vulnerable enemies.
Defensive Stance
• Barbarian
Passive
Increase the Damage Reduction gained while you are Fortified by an additional + [6%] .
Duelist
• Barbarian
Passive
Attack Speed is increased by + [9%] while using One-Handed weapons.
Endless Fury
• Barbarian
Passive
Basic Skills generate x [30%] more Fury when using Two-Handed weapons.
Expose Vulnerability
• Barbarian
Passive
Dealing direct damage with a Weapon Mastery skill causes your next Core Skill to make enemies Vulnerable for [3] second.
Furious Impulse
• Barbarian
Passive
Each time you swap weapons, gain [6] Fury.
Gushing Wounds
• Barbarian
Passive
When causing an enemy to Bleed, you have a chance equal to your Critical Strike Chance to increase the Bleed amount by 140% of your Critical Strike Damage bonus.
Overpowering a Bleeding enemy creates an explosion that inflicts 85% Bleeding damage over 5 seconds.
Guttural Yell
• Barbarian
Passive
Your Shout Skills cause enemies to deal [12%] less damage for 5 seconds.
Hamstring
• Barbarian
Passive
Your Bleeding effects Slow Healthy enemies by [60%] .
Heavy Handed
• Barbarian
Passive
While using Two-Handed weapons you deal x [15%] increased Critical Strike Damage.
Imposing Presence
• Barbarian
Passive
Gain x [18%] additional Maximum Life.
Invigorating Fury
• Barbarian
Passive
Heal for [9%] of your Maximum Life for each 100 Fury spent.
Martial Vigor
• Barbarian
Passive
Damage Reduction against Elites is increased by [12%] .
No Mercy
• Barbarian
Passive
You have + [9%] increased Critical Strike Chance against Immobilized, Stunned, or Slowed enemies.
Outburst
• Barbarian
Passive
Gain [X] Thorns. Also gain 10 Thorns for each 50 bonus Maximum Life you have.
Pit Fighter
• Barbarian
Passive
You deal x [9%] increased damage to Close enemies and gain [6%] Distant Damage Reduction.
Pressure Point
• Barbarian
Passive
Lucky Hit: Your Core and Weapon Mastery skills have up to a [30%] chance to make enemies Vulnerable for 2 seconds.
Prolific Fury
• Barbarian
Passive
While Berserking, Fury Generation is increased by x [18%] .
Quick Impulses
• Barbarian
Passive
Reduce the duration of Control Impairing Effects by [18%] .
Raid Leader
• Barbarian
Passive
Your Shouts also Heal allies for [3%] of their Maximum Life per second.
Slaying Strike
• Barbarian
Passive
You deal x [24%] increased damage against Injured enemies.
Swiftness
• Barbarian
Passive
Movement Speed is increased by + [12%] .
Tempered Fury
• Barbarian
Passive
Increase your Maximum Fury by [9] .
Thick Skin
• Barbarian
Passive
Each time you take direct damage gain [1.2%] Maximum Life as Fortify.
Tough as Nails
• Barbarian
Passive
Increase your Thorns by + [9%] . When enemies hit you, they take an additional 15% of your Thorns as Bleeding damage over 5 seconds.
Unbridled Rage
• Barbarian
Passive
Core Skills deal x100% increased damage, but cost x100% more Fury.
Unconstrained
• Barbarian
Passive
Increase Berserk's maximum duration by 5 seconds and increase its damage bonus to 100%.
Walking Arsenal
• Barbarian
Passive
Dealing direct damage with a Two-Handed Bludgeoning, Two-Handed Slashing, or Dual Wielded weapons grants x12% increased damage for 10 seconds.
While all three damage bonuses are active, you gain an additional x20% increased damage and x20% attack speed.
Wallop
• Barbarian
Passive
Your Skills using Bludgeoning weapons deal x [15%] increased damage if the enemy is Stunned or Vulnerable.
Claw
Basic • Druid
Werewolf
Shapeshifting
Spirit Generate: 15
Lucky Hit: 50%
Shapeshift into a Werewolf and claw at an enemy for [39%] damage.
Physical Damage
Enhanced
Claw's Attack Speed is increased by +20%.
Fierce
Claw applies 20% Poisoning damage over 6 seconds.
Wild
Claw has a 15% chance to attack twice.
Earth Spike
Basic • Druid
Nature Magic
Earth
Spirit Generate: 16
Lucky Hit: 35%
Sunder the earth, impaling the first enemy hit for [27%] damage.
Physical Damage
Enhanced
Earth Spike has a 15% chance to Stun for 2.5 seconds.
Fierce
Fortify for 12% of your Maximum Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back.
Wild
Summon a second Earth Spike when hitting an Immobilized or Stunned enemy.
Maul
Basic • Druid
Werebear
Shapeshifting
Spirit Generate: 20
Lucky Hit: 30%
Shapeshift into a Werebear and maul enemies in front of you, dealing [36%] damage.
Physical Damage
Enhanced
If an enemy is hit by Maul, then Fortify for 8% of your Maximum Life.
Fierce
Increases the range and radius of Maul by 25%.
Wild
Maul has a 20% chance to Knock Down enemies for 2 seconds.
Storm Strike
Basic • Druid
Storm
Nature Magic
Chain
Spirit Generate: 15
Lucky Hit: 25%
Electricity gathers around your weapon, dealing [28%] damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains.
You gain 15% Damage Reduction for 3 seconds after dealing damage with Storm Strike.
Lightning Damage
Enhanced
Storm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds.
Fierce
Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.
Wild
Storm Strike chains to 2 additional targets.
Wind Shear
Basic • Druid
Storm
Nature Magic
Spirit Generate: 16
Lucky Hit: 20%
Conjure a piercing blade of wind, dealing [28%] damage.
Physical Damage
Enhanced
Wind Shear has a 20% chance to make enemies Vulnerable for 4 seconds.
Fierce
Each enemy hit by Wind Shear increases your Movement Speed by +5% for 5 seconds, up to +20%.
Wild
Wind Shear grants 4 additional Spirit for each enemy hit beyond the first.
Landslide
Core • Druid
Nature Magic
Earth
Spirit Cost: 30
Lucky Hit: 20%
Crush enemies between 2 pillars of earth, dealing up to [105%] damage.
Physical Damage
Enhanced
After Landslide damages enemies 4 times, the next hit will Immobilize enemies for 3 seconds.
Raging
When you strike an Immobilized or Stunned enemy with Landslide, an additional pillar of earth is formed.
Primal
When you Immobilize or Stun an enemy, you gain a Terramote. Each enemy hit by Landslide consumes a Terramote causing a guaranteed Critical Strike with x40% Critical Strike Damage. Bosses always have up to a 10% chance to grant a Terramotewhen hit.
Lightning Storm
Core • Druid
Storm
Nature Magic
Channeled
Spirit Cost: 15 per strike
Lucky Hit: 15%
Conjure a growing lightning storm that deals [56%] damage per strike. The number of strikes increase the longer the storm is channeled up to a maximum of 5 at once.
Lightning Damage
Enhanced
The size of your Lightning Storm is preserved for 6 seconds after channeling.
Raging
Lightning Storm gains 1 additional lightning strike.
Primal
Lightning Storm has a 12% chance to Immobilize enemies hit for 3 seconds.
Pulverize
Core • Druid
Werebear
Shapeshifting
Spirit Cost: 35
Lucky Hit: 25%
Shapeshift into a Werebear and slam the ground, dealing [70%] damage to surrounding enemies.
Physical Damage
Enhanced
Your next Pulverize will Overpower every 12 seconds while you remain Healthy.
Raging
Pulverize deals x30% increased Overpower Damage. Enemies Overpowered by Pulverize are Stunned for 3 seconds.
Primal
Enemies hit with Pulverize deal 20% reduced damage for 4 seconds.
Shred
Core • Druid
Werewolf
Shapeshifting
Mobility
Spirit Cost: 35
Lucky Hit: 20%
Shapeshift into a Werewolf and perform a trio of combo attacks:
- 1st Attack: Dash towards the target and deal [39%] damage.
- 2nd Attack: Deal [55%] damage.
- 3rd Attack: Perform a larger finishing move dealing [108%] damage.
Physical Damage
Enhanced
Shred gains +30% Attack Speed and Heals for 4% of your Maximum Life if an enemy is struck.
Raging
Shred's third combo attack is larger and applies an additional 70% Poisoning damage over 5 seconds.
Primal
Shred's second and third attacks also perform a dash. In addition, Shred's Critical Strike Damage is increased by x30%.
Tornado
Core • Druid
Storm
Nature Magic
Spirit Cost: 40
Lucky Hit: 8%
Conjure a swirling tornado that deals [49%] damage.
Physical Damage
Enhanced
Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado.
Raging
Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.
Primal
Enemies damaged by Tornado are Slowed by 8% for 3 seconds, stacking up to 40%.
Blood Howl
Defensive • Druid
Werewolf
Shapeshifting
Cooldown: 15 seconds
Shapeshift into a Werewolf and howl furiously, Healing you for [26.8%] of your Maximum Life.
Enhanced
Kills reduce the Cooldown of Blood Howl by 1 second.
Innate
Blood Howl also generates 20 Spirit.
Preserving
Blood Howl also increases your Attack Speed by +15% for 4 seconds.
Cyclone Armor
Defensive • Druid
Storm
Nature Magic
Cooldown: 18 seconds
Lucky Hit: 25%
Passive: Powerful winds surround you, granting [14%] Non-Physical Damage Reduction.
Active: The winds rapidly expand, Knocking Back enemies and dealing [42%] damage.
Physical Damage
Enhanced
Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 2 seconds.
Innate
Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds.
Preserving
Every 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds.
Debilitating Roar
Defensive • Druid
Werebear
Shapeshifting
Shout
Cooldown: [17.6] seconds
Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 70% for 4 seconds.
Enhanced
Debilitating Roar also Fortifies you for 22% Maximum Life.
Innate
Debilitating Roar also Slows enemies by 65% for its duration.
Preserving
Debilitating Roar also Heals you for 4% of your Maximum Life each second for its duration.
Earthen Bulwark
Defensive • Druid
Nature Magic
Earth
Cooldown: 16 seconds
Lucky Hit: 30%
Rock's surround you for 3 seconds, granting a Barrier that absorbs [63%] of your Base Life in damage.
Enhanced
Earthen Bulwark makes you Unstoppable while active.
Innate
Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing 30% to surrounding enemies. This damage is increased by Barrier bonuses.
Preserving
Casting Earthen Bulwark grants 18% Maximum Life as Fortify.
Ravens
Companion • Druid
Cooldown: 15 seconds
Lucky Hit: 45%
Passive: 1 Raven flies above you and periodically attacks your enemies for [43%] damage every 5 seconds.
Active: The target area is swarmed with ravens, dealing [420%] damage over 6 seconds.
Physical Damage
Enhanced
You have 8% increased Critical Strike Chance against enemies for 6 seconds after they are hit by Ravens.
Ferocious
Enemies inside the swarm of Ravens when it is activated become Vulnerable for 3 seconds.
Brutal
2 additional Ravens periodically attack enemies. Increase the passive damage of Ravens by x40%.
Poison Creeper
Companion • Druid
Cooldown: 20 seconds
Lucky Hit: 28%
Passive: 1 poison creeper periodically emerges from the ground every 7 seconds, applying [66%] Poisoning damage over 6 seconds to an enemy in the area.
Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and Poisoning them for [176%] damage over 2 seconds.
Poison Damage
Enhanced
Pọison Creeper's Immobilize duration is increased by 1 second.
Ferocious
Pọison Creeper's active Poisoning duration is increased by 3 seconds.
Brutal
Your Critical Strike Chance is increased by +20% against enemies strangled by Pọison Creeper.
Wolves
Companion • Druid
Cooldown: 11 seconds
Lucky Hit: 50%
Passive: Summon 2 wolf companions that bite enemies for [20%] damage.
Active: Direct your wolves to focus an enemy, becoming Unstoppable, and leaping to them and striking for [280%] damage.
Physical Damage
Enhanced
Wolves deal x25% increased damage to Immobilized, Stunned, Slowed, or Poisoned enemies.
Ferocious
Lucky Hit: Your Wolves' attacks have up to a 40% chance to Fortify you for 8% Maximum Life.
Brutal
When you Critically Strike, your Wolves gain +25% Attack Speed for 3 seconds.
Boulder
Wrath • Druid
Nature Magic
Earth
Cooldown: 10 seconds
Lucky Hit: 4%
Unearth a large rolling boulder that repeatedly Knocks Back enemies, dealing [60%] damage with each hit.
Physical Damage
Enhanced
When Boulder reaches the end of its path, enemies hit are Slowed by 30% for 3 seconds. If Boulder Overpowered, enemies are Stunned for 4 seconds instead.
Natural
While you have any Fortify, Boulder has 20% increased Critical Strike Chance.
Savage
Boulder's Critical Strike Chance is increased by +3% each time it deals damage.
Hurricane
Wrath • Druid
Storm
Nature Magic
Cooldown: 20 seconds
Lucky Hit: 21%
Form a hurricane around you that deals [239%] damage to surrounding enemies over 8 seconds.
Physical Damage
Enhanced
Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
Natural
Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds.
Savage
Enemies affected by Hurricane deal 20% less damage.
Rabies
Wrath • Druid
Werewolf
Shapeshifting
Chain
Cooldown: 12 seconds
Lucky Hit: 50%
Shapeshift into a Werewolf and perform an infectious bite against enemies in front of you, dealing [39%] damage and applying an additional [196%] Poisoning damage over 6 seconds.
Infected enemies spread Rabies to other surrounding targets.
Poison Damage
Enhanced
Rabies' Poisoning damage also increases over the lifetime of the disease, dealing 60% bonus damage at max duration.
Natural
Rabies spreads 50% faster.
Savage
Rabies deals its total Poisoning damage in 4 seconds instead of 6.
Trample
Wrath • Druid
Werebear
Shapeshifing
Mobility
Cooldown: 14 seconds
Lucky Hit: 20%
Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing [105%] damage and Knocking Back enemies.
Enemies who are Knocked Back into terrain take an additional [63%] damage and are Stunned for 3 seconds.
Physical Damage
Enhanced
Trample deals 150% bonus damage. This bonus is reduced by 50% for each enemy hit after the first.
Natural
Casting Trample grants 20% Maximum Life as Fortify.
Savage
Casting Trample grants 40 Spirit.
Cataclysm
Ultimate • Druid
Storm
Nature Magic
Cooldown: 60 seconds
Lucky Hit: 62%
A massive storm follows you for 10 seconds. Twisters Knock Back enemies, and lightning strikes wildly dealing 95% damage.
Lightning Damage
Prime
Cataclysm's duration is increased by 4 seconds.
Supreme
Lightning strikes from Cataclysm make enemies Vulnerable for 6 seconds.
Grizzly Rage
Ultimate • Druid
Werebear
Shapeshifting
Cooldown: 50 seconds
Shapeshift into a Dire Werebear for 12 seconds gaining x20% bonus damageand 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form.
Kills extend the duration by 1 second up to 10 additional seconds.
Prime
Grizzly Rage grants you Unstoppable for 6 seconds.
Supreme
Gain 8% Maximum Life as Fortify per second while Grizzly Rage is active.
Lacerate
Ultimate • Druid
Werewolf
Shapeshifting
Cooldown: 35 seconds
Lucky Hit: 7%
Shapeshift into a Werewolf, become Immune and quickly dash 10 times between enemies in the area dealing up to 560% damage.
Prime
Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. The first Critical Strike is guaranteed and deals x150% increased damage.
Supreme
Whenever Lacerate Critically Strikes, you deal x4% increased damage for 10 seconds, up to x40%.
Petrify
Ultimate • Druid
Nature Magic
Earth
Cooldown: 50 seconds
Encase all Nearby enemies in stone, Stunning them for 3.75 seconds. You deal x30% increased Critical Strike Damage to enemies affected by Petrify.
Against Bosses, the Critical Strike Damage bonus is increased to x50% and its duration is increased to 7.5 seconds.
Physical Damage
Prime
Petrify grants 50 Spirit when cast and its effect durations are increased by 1 second.
Supreme
Killing an enemy affected by Petrify reduces its Cooldown by 1 second. Hitting a Boss with Petrify reduces its Cooldown by 10 seconds.
Abundance
• Druid
Passive
Basic Skills generate x [18%] more Spirit.
Ancestral Fortitude
• Druid
Passive
You gain + [15%] Resistance to All Elements .
Bad Omen
• Druid
Passive
Lucky Hit: Up to a [30%] chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Bolt also hits dealing 55% damage.
Bestial Rampage
• Druid
Passive
After being a Werewolf for 2 seconds, gain +30% Attack Speed for 15 seconds.
After being a Werebear for 2 seconds, deal x50% increased damage for 15 seconds.
Call of the Wild
• Druid
Passive
Your Companion Skills deal [36%] bonus damage.
Charged Atmosphere
• Druid
Passive
Every [8] seconds, a Lightning Bolt hits a Nearby enemy dealing 45% damage.
Circle of Life
• Druid
Passive
Nature Magic Skills that consume Spirit Heal you for [3%] of your Maximum Life.
Clarity
• Druid
Passive
After casting a Companion Skill, your next Core or Wrath Skill's damage and Critical Strike Chance are increased by [15%] , up to [45%] .
Crushing Earth
• Druid
Passive
Earth Skills deal x [15%] increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
Defensive Posture
• Druid
Passive
Increases the amount of Fortify you gain from all sources by [15%] and you gain [9%] Damage Reduction while Fortified.
Defiance
• Druid
Passive
Nature Magic Skills deal x [12%] increased damage to Elites.
Digitigrade Gait
• Druid
Passive
You gain + [12%] Movement Speed while in Werewolf form.
This bonus persists for 3 seconds after leaving Werewolf form.
Earthen Might
• Druid
Passive
Lucky Hit: Damaging enemies with Earth Skills has up to a 5% chance to:
- Restore all of your Spirit
- Cause your attacks to be guaranteed Critical Strikes for 5 seconds
This chance is increased by:
- 10% for Critical Strikes
- 10% if the target is Stunned, Immobilized, or Knocked Back
Electric Shock
• Druid
Passive
Lucky Hit: Dealing Lightning damage to enemies has up to a [24%] chance to Immobilize them for 3 seconds.
If the target is already Immobilized, the Lightning damage dealt to them is increased by x [21%] instead.
Elemental Exposure
• Druid
Passive
Lucky Hit: Your Storm Skills have up to a 10% chance to make enemies Vulnerable for [3] seconds.
Endless Tempest
• Druid
Passive
Increase the duration of Hurricane and Cataclysm by [15%] .
Envenom
• Druid
Passive
Poisoned enemies take x [30%] additional Critical Strike Damage.
Heart of the Wild
• Druid
Passive
Maximum Spirit is increased by [9] .
Heightened Senses
• Druid
Passive
When Shapeshifting into an animal form, Werebear grants [6%] Damage Reduction and Werewolf grants [6%] Movement Speed, each for 6 seconds. Bonuses are doubled while both are active.
Iron Fur
• Druid
Passive
You gain [9%] Damage Reduction while in Werebear form.
This bonus persists for 3 seconds after leaving Werebearform.
Lupine Ferocity
• Druid
Passive
Every 6th Werewolf Skill hit Critically Strikes and deals x70% increased damage, increased to x140% against Injured enemies.
Mending
• Druid
Passive
While in Werebear form, you receive [18%] additional Healing from all sources and gain [12%] increased Maximum Life.
Natural Disaster
• Druid
Passive
Your Earth Skills deal x [12%] increased damage to Vulnerable enemies.
Your Storm Skills deal x [12%] increased damage to enemies that are Stunned, Immobilized, or Knocked Back.
Natural Fortitude
• Druid
Passive
Shapeshifting Fortifies you for [6%] Maximum Life.
Nature's Fury
• Druid
Passive
Casting an Earth Skill has a 35% chance to trigger a free Storm Skill of the same category, and vice versa. In addition, these free Skills count as both Earth and Storm Skills.
Nature's Reach
• Druid
Passive
Deal x [15%] increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back.
Nature's Resolve
• Druid
Passive
[15%] chance when struck to Fortify you for 4% Maximum Life.
Neurotoxin
• Druid
Passive
Poisoned enemies are slowed by [24%] .
Perfect Storm
• Druid
Passive
Storm Skills that you cast grant 1 Spirit and deal x30% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy.
Predatory Instinct
• Druid
Passive
Critical Strike Chance against Close enemies is increased by + [6%] .
Provocation
• Druid
Passive
When you remain in Werebear form for at least [12] seconds, your next non-Defensive Skill will Overpower.
Quickshift
• Druid
Passive
When a Shapeshifting Skill transforms you into a different form, it deals x [3%] increased damage.When Shapeshifting into a new animal form, you deal [3%] increased damage for 3 seconds, up to [24%] .
Resonance
• Druid
Passive
Nature Magic Skills deal x [6%] increased damage. Triple this bonus if an Earth Skill is the next Skill cast after a Storm Skill, or a Storm Skill is the next Skill cast after an Earth Skill.
Safeguard
• Druid
Passive
Critical Strikes with Earth Skills Fortify you for [7%] Maximum Life.
Stone Guard
• Druid
Passive
While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal x [12%] increased damage.
Thick Hide
• Druid
Passive
Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for [30%] Maximum Life.
Toxic Claws
• Druid
Passive
Critical Strikes with Werewolf Skills deal [36%] of their Base damage as Poisoning damage over 4 seconds.
Unrestrained
• Druid
Passive
Reduce the duration of Control Impairing Effects by [15%] . Double this effect while you have Fortify for over 50% of your Maximum Life.
Ursine Strength
• Druid
Passive
Gain x20% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form.
While Healthy, deal x25% increased damage, and x30% increased Overpower damage.
Vigilance
• Druid
Passive
You gain [15%] Damage Reduction for 6 seconds after using a Defensive Skill.
Wild Impulses
• Druid
Passive
Your Core Skills cost x [9%] more Spirit but deal x [15%] increased damage.
Bone Splinters
Basic • Necromancer
Bone
Generate Essence: 7
Lucky Hit: 17%
Fire 3 splinters of bone, dealing [13%] damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence.
Physical Damage
Enhanced
Bone Splinters has a 25% chance to fire 2 additional projectiles if cast while you have 50 or more Essence.
Acolyte's
Hitting the same enemy at least 3 times with the same cast of Bone Splinters grants 8% Critical Strike Chance for 4 seconds.
Initiate's
Bone Splinters has a 20% chance per hit to make enemies Vulnerable for 2 seconds.
Decompose
Basic • Necromancer
Darkness
Channeled
Generate Essence: 10 per second
Lucky Hit: 40%
Tear the flesh from an enemy, dealing [46%] damage per second and forming a usable Corpse with the flesh every 1 second.
Shadow Damage
Enhanced
Decompose now causes a small explosion x40% damage when creating a Corpse or when the enemy dies, and you gain 10 Essence.
Acolyte's
Explosions from Decompose make enemies Vulnerable for 4 seconds.
Initiate's
Decompose Slows enemies by 50%. When Decompose explodes, you gain +30% Movement Speed for 8 seconds.
Hemorrhage
Basic • Necromancer
Blood
Generate Essence: 9
Lucky Hit: 35%
Burst an enemy's blood, dealing [38%] damage. Hemorrhage has a 20% chance to form a Blood Orb.
Physical Damage
Enhanced
After picking up a Blood Orb, your next Hemorrhage also deals damage to enemies around your target and grants 2 additional Essence per enemy hit.
Acolyte's
Hemorrhage gains an additional +20% Attack Speed while Healthy.
Initiate's
Hemorrhage grants 1.6% Maximum Life as Fortify each time it hits an enemy, and has a 1.5% chance per enemy hit to Fortify you for 100% Maximum Life.
Reap
Basic • Necromancer
Darkness
Generate Essence: 4 per enemy hit
Lucky Hit: 17%
Sweep an ethereal scythe in front of you, dealing [18%] damage. Hitting an enemy with Reap increases your Damage Reduction by 15% for 2 seconds.
Shadow Damage
Enhanced
If an enemy hit by Reap dies within 2 seconds, you gain +30% Attack Speed for 3 seconds.
Acolyte's
Reap forms a Corpse under the first enemy hit. Can only occur every 4 seconds.
Initiate's
Reap instantly kills enemies below 5% Life. This does not work on Bosses or Players.
Blight
Core • Necromancer
Darkness
Essence Cost: 25
Lucky Hit: 40%
Unleash concentrated blight that deals [56%] damage and leaves behind a defiled area, dealing [147%] damage over 6 seconds.
Shadow Damage
Enhanced
Blight Slows enemies by 25%.
Supernatural
You and your Minions deal x20% increased damage to enemies within Blight.
Paranormal
Blight has a 30% chance to Immobilize enemies for 2.5 seconds on impact.
Blood Lance
Core • Necromancer
Blood
Essence Cost: 15
Lucky Hit: 33%
Throw a blood lance that lingers in an enemy for 3 seconds, dealing [112%] damage to the enemy and all other lanced enemies.
Physical Damage
Enhanced
Blood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies after the first.
Supernatural
After casting Blood Lance 6 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
Paranormal
While at least 2 enemies or a Boss are affected by Blood Lance, you gain +15% Attack Speed and Blood Lance's Essence cost is reduced by 3.
Blood Surge
Core • Necromancer
Blood
Essence Cost: 30
Lucky Hit: 12%
Draw blood from enemies, dealing [28%] damage, and expel a blood nova, dealing [98%] damage. Blood Surge's nova damage is increased by x5% per enemy drained, up to x50%.
Physical Damage
Enhanced
Blood Surge Heals you for 3% of your Maximum Life when drawing blood from enemies. If 4 or more enemies are drawn from, then Heal for an additional 2.5% of your Maximum Life.
Supernatural
Each time an enemy is hit by Blood Surge's nova, you are Fortified for 1% Maximum Life. While you have Fortify for over 50% of your Maximum Life, Blood Surge deals x30% increased damage.
Paranormal
If an enemy is damaged by Blood Surge's nova while you are Healthy, gain 1 stack of Overwhelming Blood. When you have 5 stacks of Overwhelming Blood, your next Blood Surge Overpowers.
Bone Spear
Core • Necromancer
Bone
Essence Cost: 25
Lucky Hit: 50%
Conjure a bone spear from the ground, dealing [119%] damage and piercing through enemies.
Physical Damage
Enhanced
Bone Spear breaks into 3 shards when it is destroyed, dealing 25% damage each.
Supernatural
Bone Spear makes the first enemy hit Vulnerable for 3 seconds.
Paranormal
Bone Spear has a 5% increased Critical Strike Chance. If Bone Spear's primary projectile Critically Strikes, it fires 2 additional bone shards upon being destroyed.
Sever
Core • Necromancer
Darkness
Essence Cost: 20
Lucky Hit: 20%
A specter of you charges forward and attacks with its scythe for [112%] damage then returns to you and attacks again for [42%] damage.
Shadow Damage
Enhanced
Sever damages enemies along its path for 75% of its initial damage.
Supernatural
Sever deals x2% increased damage for each Minion you have upon cast.
Paranormal
Every 3rd cast of Sever makes enemies Vulnerable for 3 seconds.
Blood Mist
Macabre • Necromancer
Blood
Cooldown: [20.8] seconds
Lucky Hit: 9%
Disperse into a bloody mist, becoming Immune for 3 seconds. You periodically deal 2% damage to enemies and Heal for [0.7%] of your Maximum Life.
Physical Damage
Enhanced
Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.
Ghastly
Blood Mist leaves behind a Corpse every 1second.
Dreadful
You gain +10% Critical Strike Chance for 4 seconds after Blood Mist ends.
Bone Prison
Macabre • Necromancer
Bone
Cooldown: [14.76] seconds
Unearth a prison of bone with [X] Life that surrounds the target area for 6 seconds.
Enhanced
Enemies inside of Bone Prison when cast are made Vulnerable for 8 seconds.
Ghastly
If an enemy is trapped by Bone Prison, gain 25 Essence, plus an additional 5 per enemy trapped.
Dreadful
Reduce your active cooldowns by 0.5 seconds for each enemy trapped by Bone Prison, up to 3 seconds.
Bone Spirit
Macabre • Necromancer
Bone
Core
Essence Cost: All Remaining Essence
Cooldown: 12 seconds
Lucky Hit: 33%
Consume all of your Essence to conjure a spirit of bone that seeks enemies. Upon reaching an enemy, the spirit explodes, dealing [112%] damage to the target and all surrounding enemies. Damage is increased by x4% for each point of Essence spent casting Bone spirit.
Physical Damage
Enhanced
If Bone spirit Critically Strikes, its Cooldown is reduced by 7 seconds. This effect can only happen once per cast.
Ghastly
Bone spirit has an additional +10% Critical Strike Chance.
Dreadful
After Bone spirit hits an enemy, you generate 30% of your Maximum Essence over the next 4 seconds.
Decrepify
Curse • Necromancer
Corruption
Essence Cost: 10
Curse the target area. Enemies afflicted by Decrepify are Slowed by [51%] and deal [24%] less damage for 10 seconds.
Physical Damage
Enhanced
Lucky Hit: Enemies hit while afflicted with Decrepify have up to a 10% chance to be Stunned for 2 seconds.
Abhorrent
Lucky Hit: Enemies hit while afflicted with Decrepify have up to a 15% chance to reduce your active Cooldowns by 1 second.
Horrid
When you or your Minions hit an enemy afflicted with Decrepify below 10% Life, they are instantly killed. Does not work on Bosses.
Iron Maiden
Curse • Necromancer
Corruption
Essence Cost: 10
Curse the target area. Enemies afflicted by Iron Maiden take [42%] damage each time they deal direct damage. Lasts 10 seconds.
Physical Damage
Enhanced
Iron Maiden no longer costs Essence. Instead, gain 5 Essence for each enemy Cursed. Does not work with enemies who are already Cursed with Iron Maiden.
Abhorrent
Heal for 7% of your Maximum Life when an enemy dies while afflicted with Iron Maiden.
Horrid
When at least 3 enemies are afflicted by Iron Maiden, its damage is increased byx30%.
Corpse Explosion
Corpse • Necromancer
Corruption
Lucky Hit: 25%
Detonate a Corpse, dealing [119%] damage to surrounding enemies.
Physical Damage
Enhanced
Corpse Explosion's radius is increased by 15%.
Blighted
Corpse Explosion becomes a Darkness Skill and, instead of exploding, releases a vile miasma dealing 95% Shadow Damage over 6 seconds.
Plagued
Corpse Explosion deals x10% increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack.
Corpse Tendrils
Corpse • Necromancer
Corruption
Cooldown: [8.8] seconds
Lucky Hit: 20%
Veins burst out of a Corpse, Pulling in enemies, Stunning them for 3 seconds, and dealing [28%] damage to them. Does not consume the Corpse.
Physical Damage
Enhanced
Enemies who are in range of Corpse Tendrils are Slowed by 50% before being Pulled.
Blighted
Corpse Tendrils has a 35% chance to drop a Blood Orb when damaging enemies.
Plagued
Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds.
Army of the Dead
Ultimate • Necromancer
Summoning
Cooldown: 70 seconds
Lucky Hit: 64%
Call forth the deep buried dead. Volatile Skeletons emerge over the next 7 seconds that explode when around enemies, dealing 45% damage.
Physical Damage
Prime
When Army of the Dead‘s Volatile Skeletons explode, they have a 100% chance to leave behind a Corpse.
Supreme
Army of the Dead also raises your Skeletal Warriors and Skeletal Mages.
Blood Wave
Ultimate • Necromancer
Blood
Cooldown: 50 seconds
Lucky Hit: 20%
Conjure a tidal wave of blood that deals 150% damage and Knocks Backenemies.
Physical Damage
Prime
Blood Wave Slows enemies by 50% for 4 seconds.
Supreme
Blood Wave leaves behind 3 Blood Orbs as it travels.
Bone Storm
Ultimate • Necromancer
Bone
Cooldown: 60 seconds
Lucky Hit: 40%
A swirling storm of bones appears around you and your Golem, dealing 180% to surrounding enemies over 10 seconds.
Physical Damage
Prime
Your Damage Reduction is increased by 15% while Bone Storm is active.
Supreme
Your Critical Strike Chance is increased by +20% while Bone Storm is active.
Raise Skeleton
Summoning • Necromancer
You Raise a Skeleton from a Corpse to fight for you.Once all of your Skeletons have been summoned, Raise Skeleton briefly summons a Skeletal Priest to empower your Minions for 8 seconds, increasing their damage by 30% and healing them for 25% of their Maximum Life.
Golem
Summoning • Necromancer
Cooldown: 16 seconds
Passive: You are protected by a Golem with [X] Life that attacks for 77% damage.
Active: Your Golem becomes Unstoppable and Taunts Nearby enemies and takes 30% reduced damage for the next 6 seconds. It gains 70% of its Armor as Thorns for the duration. You become Unstoppable for 1.5 seconds.
When your Golem dies, it respawns after 20 seconds.
Amplify Damage
• Necromancer
Passive
You deal x [12%] increased damage to Cursed enemies.
Bonded in Essence
• Necromancer
Passive
Every 8 seconds, your Skeletal Priest's Healing will Heal your Skeletons for an additional [60%] of their Maximum Life.
Coalesced Blood
• Necromancer
Passive
While Healthy your Blood Skills deal x [18%] increased damage.
Compound Fracture
• Necromancer
Passive
After Critically Striking 10 times with Bone Skills, your Bone Skills deal x [15%] increased damage for 5 seconds.
Crippling Darkness
• Necromancer
Passive
Lucky Hit: Darkness Skills have up to a 15% chance to Stun enemies for [3] seconds and deal [X] Shadow damage to them.
Death's Defense
• Necromancer
Passive
Your Minions gain + [12%] increased Armor and + [24%] increased Resistance to All Elements.
Death's Embrace
• Necromancer
Passive
Close enemies take x [6%] more damage from you and deal [12%] less damage to you.
Death's Approach
• Necromancer
Passive
Gain [12%] Movement Speed.
Drain Vitality
• Necromancer
Passive
Lucky Hit: Hitting enemies with Blood Skills has up to a 30% chance to Fortify you for [8%] Maximum Life.
Evulsion
• Necromancer
Passive
Your Bone Skills deal x [15%] increased Critical Strike Damage to Vulnerable enemies.
Fueled by Death
• Necromancer
Passive
You deal x [9%] increased damage for 6 seconds after consuming a Corpse.
Gloom
• Necromancer
Passive
When you damage enemies with Darkness Skills, they take x [6%] increased Shadow Damage from you and your Minions for 2 seconds, stacking up to 3 times.
Golem Mastery
• Necromancer
Passive
Increase the damage and Life of your Golem by x [75%] .
Grim Harvest
• Necromancer
Passive
Consuming a Corpse generates [6] Essence.
Gruesome Mending
• Necromancer
Passive
You receive + [30%] more Healing from all sources.
Hellbent Commander
• Necromancer
Passive
Your Minions deal x [45%] increased damage while you are Close to them.
Hewed Flesh
• Necromancer
Passive
Lucky Hit: Your damage has up to a [12%] chance to create a Corpse at the target‘s location.
This chance is doubled against Bosses.
Imperfectly Balanced
• Necromancer
Passive
Your Core Skills cost x [9%] more Essence, but deal x [15%] increased damage.
Inspiring Leader
• Necromancer
Passive
While you are Healthy, you gain [12%] increased critical chance and your Minions gain [18%] increased Critical Strike Chance.
Kalan's Edict
• Necromancer
Passive
Your Minions gain 3% Attack Speed for each active Minion.
Memento Mori
• Necromancer
Passive
Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by [60%] .
Necrotic Carapace
• Necromancer
Passive
When a Corpse is formed from your Skills or your Minions, Fortify for [6%] Maximum Life.
Ossified Essence
• Necromancer
Passive
Your Bone Skills deal x0.5% increased damage for each point of Essence you have above 50 upon cast.
Rapid Ossification
• Necromancer
Passive
Every 100 Essence you spend reduces the cooldowns of your Bone Skills by [1.5] seconds.
Rathma's Vigor
• Necromancer
Passive
After being Healthy for 12 seconds, your next Blood Skill Overpowers. This timer is reduced by 2 seconds each time Blood Orbs Heal or Overheal you for an amount greater than or equal to your base Life.
Reaper's Pursuit
• Necromancer
Passive
Damaging enemies with Darkness Skills increases your Movement Speed by + [15%] for 3 seconds.
Serration
• Necromancer
Passive
Your Bone Skills have a + [0.9%] increased Critical Strike Chance for each 10 Essence you have upon cast.
Shadowblight
• Necromancer
Passive
Shadow damage infects enemies with Shadowblight for 2 seconds. Every 10th time an enemy receives Shadow damage from you or your Minions while they are affected by Shadowblight, they take an additional 22% Shadow damage. Shadowblight's damage is increased by x100% of your Shadow Damage over Time bonus.
Skeletal Mage Mastery
• Necromancer
Passive
Increase the damage and Life of your Skeletal Mages by x [60%] .
Skeletal Warrior Mastery
• Necromancer
Passive
Increase the damage and Life of your Skeletal Warriors by x [45%] .
Spiked Armor
• Necromancer
Passive
Gain [X] Thorns and [15%] additional Armor.
Stand Alone
• Necromancer
Passive
Increases Damage Reduction by [18%] when you have no minions. Each active minion reduces this bonus by 2%.
Terror
• Necromancer
Passive
You deal x [9%] increased Shadow damage to enemies who are Slowed or Chilled, and x [9%] increased Shadow damage to enemies who are Stunned, Immobilized, or Frozen. These bonuses stack and apply to Shadow Damage dealt by your Minions.
Tides of Blood
• Necromancer
Passive
Your Blood Skills deal x [15%] increased Overpower damage. This bonus is doubled while you are Healthy.
Transfusion
• Necromancer
Passive
Lucky Hit: Blood Skills have up to a [9%] chance to create a Blood Orb at the target's location. This can only occur once every 4 seconds. This chance is doubled against Bosses.
Unliving Energy
• Necromancer
Passive
Your maximum Essence is increased by [9] .
Blade Shift
Basic • Rogue
Cutthroat
Lucky Hit: 50%
Quickly stab your victim for [28%] damage and shift, allowing you to move freely through enemies for 3 seconds.
Physical Damage
Requires Dual Wielded weapons
Enhanced
While Blade Shift is active, you gain +20% Movement Speed.
Fundamental
Moving through enemies while Blade Shift is active refreshes its duration. After moving through enemies 5 times, your next Blade Shift will Daze enemies for 2 seconds.
Primary
While Blade Shift is active, you gain +15% Resistance to All Elements and reduce the duration of incoming Control Impairing effects by 20%.
Forceful Arrow
Basic • Rogue
Marksman
Lucky Hit: 50%
Fire a powerful arrow at an enemy, dealing [31%] damage. Every 3rd cast makes the enemy Vulnerable for 5 seconds.
Physical Damage
Requires a Ranged weapon
Enhanced
Every 3rd cast of Forceful Arrow additionally has a 15% increased Critical Strike Chance.
Fundamental
Forceful Arrow Knocks Back Non-Elite enemies if they are Close. If they collide with another enemy, both or Knocked Down for 1.5 seconds.
Primary
Every 3rd cast of Forceful Arrow piercing through all enemies hit.
Heartseeker
Basic • Rogue
Marksman
Lucky Hit: 50%
Fire an arrow that seeks an enemy, dealing [34%] damage and increasing your Critical Strike Chance against them by 5% for 4 seconds, up to 15%.
Physical Damage
Requires a Ranged weapon
Enhanced
When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.
Fundamental
Heartseeker also increases the Critical Strike Damage the enemy takes from you by x5% for 4 seconds, up to x15%.
Primary
Heartseeker ricochets to an additonal enemy, dealing 75% of the original damage.
Invigorating Strike
Basic • Rogue
Cutthroat
Lucky Hit: 50%
Melee attack an enemy, dealing [35%] damage and increasing Energy Regeneration by 20% for 3 seconds.
Physical Damage
Requires Dual Wielded weapons
Enhanced
Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to 30%.
Fundamental
Hitting an enemy with Invigorating Strike while you are below 85% Energy makes them Vulnerable for 3 seconds.
Primary
Invigorating Strike additionally grants 8% Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy increases this bonus to 16% Lucky Hit Chance.
Puncture
Basic • Rogue
Marksman
Lucky Hit: 35%
Throw blades a short distance, dealing [29%] damage. Every 3rd cast Slows enemies by 20% for 2 seconds. Critical Strikes will always Slow.
Physical Damage
Requires Dual Wielded weapons
Enhanced
Gain 2 Energy when Puncture damages a Crowd Controlled enemy.
Fundamental
Punture now throws 3 blades in a spread, each dealing 35% of its Base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds.
Primary
Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet.
Barrage
Core • Rogue
Imbueable
Marksman
Chain
Energy Cost: 30
Lucky Hit: 16%
Unleash a barrage of 5 arrows that expands outwards, each dealing [31%] damage. Each arrows has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow's Base damage.
Physical Damage
Requires a Ranged weapon
Enhanced
Barrage's ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critical Strike an enemy.
Advanced
Whenever a single cast of Barrage ricochets at least 4 times, your next cast gains 20% increased Critical Strike Chance.
Improved
Every 3rd cast of Barrage makes enemies Vulnerable for 2 seconds.
Flurry
Core • Rogue
Imbueable
Cutthroat
Energy Cost: 25
Lucky Hit: 10%
Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing [105%] damage to each.
Physical Damage
Requires Dual Wielded weapons
Enhanced
Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.
Advanced
Evading through an enemy will cause your next Flurry to deal 30% increased damage and Stun enemies for 2.5 seconds.
Improved
Flurry deals 20% increased damage to Vulnerable enemies. If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.
Penetrating Shot
Core • Rogue
Imbueable
Marksman
Energy Cost: 35
Lucky Hit: 50%
Fire an arrow that pierces through all enemies in a line, dealing [98%] damage.
Physical Damage
Requires a Ranged weapon
Enhanced
Penetrating Shot has a +10% increased Critical Strike Chance. If Penetrating Shot damages at least 3 enemies, gain +10% Critical Strike Chance for 5 seconds.
Advanced
When cast with full Energy, Penetrating Shot will Slow all enemies hit by 50% for 3 seconds. Elite enemies will also be Knocked Down for 1.5 seconds.
Improved
Penetrating Shot deals an additional x10% increased damage per enemy it hits.
Rapid Fire
Core • Rogue
Imbueable
Marksman
Energy Cost: 25
Lucky Hit: 20%
Rapidly fire 5 arrows, each dealing [46%] damage.
Physical Damage
Requires a Ranged weapon
Enhanced
Each subsequent arrow from Rapid Fire has 5% increased Critical Strike Chance, up to 40% for the 8th arrow.
Advanced
Rapid Fire deals x30% increased Critical Strike Damage for 5 seconds after you Evade.
Improved
Gain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy.
Twisting Blades
Core • Rogue
Imbueable
Cutthroat
Energy Cost: 30
Lucky Hit: 33%
Impale an enemy with your blades, dealing [63%] damage and making them take x8% increased damage from you while impaled. After 1.5 seconds, the blades return to you, piercing enemies for [101%] damage.
Physical Damage
Requires Dual Wielded weapons
Enhanced
Twisting Blades deals x30% increased damage when returning.
Advanced
When your Twisting Blades return, your active Cooldowns are reduced by 0.1 second per enemy they passed through, up to 2 seconds.
Improved
Enemies are Dazed while impaled with Twisting Blade.
Concealment
Subterfuge • Rogue
Cooldown: [16] seconds
Vanishes from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage.
Concealment also makes you Unstoppable, grants +30% Movement Speed, and allows you to move freely through enemies for its duration.
Using an attack Skill during Concealment will break Concealment.
Enhanced
You gain 40 Energy when you enter Concealment.
Countering
The Skill that breaks Concealment will always be a guaranteed Critical Strike.
Subverting
The Skill that breaks Concealment always makes enemies Vulnerable for 6 seconds.
Dark Shroud
Subterfuge • Rogue
Cooldown: 20 seconds
Surround yourself with up to 5 protective shadows. Gain [9.6%] Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed.
Enhanced
Dark Shroud's shadows have a 14% chance to not be consumed.
Countering
While you have at least 2 active shadows from Dark Shroud, gain 8% Critical Strike Chance.
Subverting
Each active shadow from Dark Shroud grants you +4% increased Movement Speed.
Poison Trap
Subterfuge • Rogue
Trap
Cooldown: 10 seconds
Lucky Hit: 20%
Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying [536%] Poisoning damage over 9 seconds to enemies in the area.
You can have 4 armed traps out at once.
Poison Damage
Enhanced
Pọison Trap Knocks Down enemies for 1.5 seconds when it activates.
Countering
Pọison Trap has a 30% chance to reset your Imbuement Skill Cooldowns when activated.
Subverting
You deal 10% increased Poison Damage to enemies standing inside your Pọison Trap.
Smoke Grenade
Subterfuge • Rogue
Grenade
Cooldown: 13 seconds
Throw a smoky concoction at enemies that Dazes them for [5.6] seconds.
Enhanced
Enemies affected by Smoke Grenade take x25% increased damage from you.
Countering
Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable.
Subverting
If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer.
Caltrops
Agility • Rogue
Trap
Mobility
Charges: 2
Charge Cooldown: 12 seconds
Lucky Hit: 25%
Leap backwards and throw caltrops on the ground, dealing [56%] damage and Slowing enemies by [62%] . Lasts 7 seconds.
Physical Damage
Enhanced
Enemies in Caltrops take x10% increased damage from you, increased by x5% each second.
Methodical
Caltrops now deal Cold damage and Chills enemies for 25% per second.
Disciplined
You have 5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
Dash
Agility • Rogue
Imbueable
Cutthroat
Mobility
Charges: 2
Charge Cooldown: [9.8] seconds
Lucky Hit: 25%
Dash forward and slash enemies for [52%] damage.
Physical Damage
Requires Dual Wielded weapons
Enhanced
Enemies damaged by Dash take x15% increased Critical Strike Damage from you for 5 seconds.
Methodical
Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 4 seconds per cast.
Disciplined
Dash Slows enemies hit by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead.
Shadow Step
Agility • Rogue
Imbueable
Cutthroat
Mobility
Cooldown: 9 seconds
Lucky Hit: 100%
Become Unstoppable and quickly move through the shadows to stab your victim from behind for [101%] damage. Gain +50% increased Movement Speed for 2 seconds afterwards.
Physical Damage
Requires Dual Wielded weapons
Enhanced
Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by 8% for 3 seconds.
Methodical
Enemies damaged by Shadow Step are Stunned for 2 seconds.
Disciplined
Shadow Step's Cooldown is reduced by 3 seconds when it damages an enemy you have not hit with Shadow Step in the last 4 seconds.
Cold Imbuement
Imbuement • Rogue
Cooldown: 13 seconds
Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for [45%] per hit.
Enhanced
Lucky Hit: Cold Imbued Skills have up to a 40% chance to make enemies Vulnerable for 3 seconds.
Blended
Lucky Hit: Cold Imbued Skills have up to a 35% chance to instantly Freeze enemies for 3 seconds.
Mixed
Cold Imbued Skills deal 20% damage to Crowd Controlled enemies. Double this bonus against Frozen enemies.
Poison Imbuement
Imbuement • Rogue
Cooldown: 13 seconds
Lucky Hit: 33%
Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply [140%] of their Base damage as additional Poisoning damage over 5 seconds.
Poison Damage
Enhanced
Poison Imbuement's Poisoning Duration is increased by 1 second.
Blended
Critical Strikes with Poison Imbued Skills deal 75% increased Poisoning damage.
Mixed
Poison Imbued skills have up to a 30% chance to reduce Poison Imbuement's cooldown by 2 seconds.
Shadow Imbuement
Imbuement • Rogue
Cooldown: 13 seconds
Lucky Hit: 33%
Imbue your weapons with festering shadows. Your next 2 Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing [56%] damage to all surrounding enemies.
If the infection expires before the enemy dies, it will deal [56%] damage to only that enemy.
Shadow Damage
Enhanced
You have 15% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.
Blended
Shadow Imbuement's primary explosion makes enemies Vulnerable for 2 seconds.
Mixed
Enemies infected by Shadow Imbuement take 12% increased Non-Physical damage from you for 8 seconds.
Death Trap
Ultimate • Rogue
Trap
Cooldown: 50 seconds
Lucky Hit: 8%
Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing 250% damage to each enemy in the area.
Shadow Damage
Prime
Enemies are Pulled into Death Trap when it activates.
Supreme
If Death Trap kills an enemy, its Cooldown is reduced by 12 seconds.
Rain of Arrows
Ultimate • Rogue
Imbueable
Marksman
Cooldown: 55 seconds
Lucky Hit: 2%
Arrows rain down over a large area 2 times, each wave dealing 110% damage.
Physical Damage
Requires a Ranged weapon
Prime
lmbuement Skill effects applied by Rain of Arrows have 30% increased potency.
Supreme
Rain of Arrows' first wave Knocks Down enemies for 3 seconds.
Shadow Clone
Ultimate • Rogue
Cooldown: 60 seconds
Your shadow mimicks your actions for 15 seconds.
This Shadow Clone deals 60% of your damage.
Physical Damage
Prime
You are Unstoppable for 5 seconds after casting Shadow Clone.
Supreme
Your Shadow Clone deals an additional 20% of your damage.
Adrenaline Rush
• Rogue
Passive
While moving, you gain [15%] increased Energy Regeneration.
Aftermath
• Rogue
Passive
After using an Ultimate Skill, restore [90] Energy.
Agile
• Rogue
Passive
Using a Cooldown increases your Dodge Chance by [12%] for 3 seconds.
Alchemical Advantage
• Rogue
Passive
You gain + [3%] increased Attack Speed for each enemy you've Poisoned, up to +15%.
Alchemist's Fortune
• Rogue
Passive
Non-Physical damage you deal has a [15%] increased Lucky Hit Chance.
Chilling Weight
• Rogue
Passive
Chilled enemies have their movement speed further reduced by up to [30%] , and you gain x [15%] increased Chill effect.
Close Quarters Combat
• Rogue
Passive
Damaging a Close enemy with Marksman or Cutthroat Skills each grant a +15% Attack Speed bonus for 8 seconds.
While both Attack Speed bonuses are active, your damage dealt is increased by x10% of the total amount of your Damage vs Crowd Controlled bonus.
Concussive
• Rogue
Passive
After Knocking Back or Knocking Down an enemy, you gain [12%] increased Critical Strike Chance for 4 seconds.
Consuming Shadows
• Rogue
Passive
Each time you kill an enemy with Shadow damage, you generate [30] Energy.
Deadly Venom
• Rogue
Passive
You deal [9%] increased Poisoning damage.
Debilitating Toxins
• Rogue
Passive
Poisoned enemies deal [15%] less damage.
Exploit
• Rogue
Passive
You deal x [18%] increased damage to Healthy and injured enemies.
Exposure
• Rogue
Passive
Lucky Hit: Dealing damage to an enemy affected by a Trap Skill has up to a 25% chance to:
- Reduce the active Cooldowns of your Trap Skills by 20%
- Drop a cluster of exploding Stun Grenades that deal 40% total Physical damage and Stun enemies for 0.50 seconds
Frigid Finesse
• Rogue
Passive
You deal x [15%] increased damage to Chilled enemies. This bonus increases to x [30%] against Frozen enemies.
Haste
• Rogue
Passive
While at or above 50% maximum Energy, gain + [15%] increased Movement Speed. While below 50% maximum Energy, gain + [15%] increased Attack Speed.
Impetus
• Rogue
Passive
After moving 12 meters, your next non-Basic attack deals x [21%] increased damage.
Innervation
• Rogue
Passive
Lucky Hit: Up to a [30%] chance to gain 8 Energy.
Malice
• Rogue
Passive
You deal x [9%] increased damage to Vulnerable enemies.
Mending Obscurity
• Rogue
Passive
When entering Stealth and every second while Stealthed, you Heal for [15%] Maximum Life.
Momentum
• Rogue
Passive
Cutthroat Skills grant a stack of Momentum for 8 seconds if they either:
- Hit a Stunned, Dazed, or Frozen enemy
- Hit any enemy from behind
While at 3 stacks of Momentum you gain:
- 20% increased Damage Reduction
- x30% increased Energy Regeneration
- +15% increased Movement Speed
Precision
• Rogue
Passive
Each Marksman skill cast grants 1 stack of Precision, or 2 if it has Critically Struck. When you reach 4 stacks, your next Marksman Core or Ultimate Skill is a guaranteed Critical Strike that deals x50% increased Critical Strike Damage, consuming all stacks of Precision. This damage is further increased by an amount equal to x15% of your Critical Strike Damage bonus.
Precision Imbuement
• Rogue
Passive
Imbued Skills gains [9%] increased Critical Strike Chance.
Rapid Gambits
• Rogue
Passive
Your Evade Cooldown is reduced by [1.5] seconds when you Daze an enemy.
Reactive Defense
• Rogue
Passive
Gain [18%] Damage Reduction while inflicted with Control Impairing Effects.
Rugged
• Rogue
Passive
Gain [27%] Damage Reduction against Damage Over Time effects.
Second Wind
• Rogue
Passive
Every 100 Energy you spend grants you [15%] increased Lucky Hit Chance for 5 seconds.
Shadow Crash
• Rogue
Passive
Lucky Hit: Shadow damage has up to a 10% chance to Stun for [1.5] seconds.
Siphoning Strikes
• Rogue
Passive
Lucky Hit: Critical Strikes against Close enemies have up to a 85% chance to Heal for [3%] of your Maximum Life.
Sturdy
• Rogue
Passive
You gain [18%] Close Damage Reduction.
Stutter Step
• Rogue
Passive
Critically Striking an enemy grants + [15%] Movement Speed for 4 seconds.
Trap Mastery
• Rogue
Passive
When Pọison Trap or Death Trap activates, you gain [12%] increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.
Trick Attacks
• Rogue
Passive
When you Critically Strike a Dazed enemy, they are Knocked Down for [1.5] seconds.
Victimize
• Rogue
Passive
Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing 39% of the original damage to them and surrounding enemies.
Victimize's damage is increased by 120% of your Vulnerable Damage Bonus.
Weapon Mastery
• Rogue
Passive
Gain a bonus when attacking based on weapon type:
- Daggers: x [15%] increased damage to Healthy enemies.
- Swords: x [9%] increased damage.
- Bows: x [12%] increased damage to Vulnerable enemies.
- Crossbows: x [15%] increased Critical Strike Damage.
Arc Lash
Basic • Sorcerer
Shock
Lucky Hit: 14%
Unleash arcing lightning that deals [59%] damage to enemies in front of you. Every 10 times Arc Lash swipes, it Stuns all enemies hit for 2 seconds.
Enchantment: When you use a Cooldown, enemies around you are Stunned for [0.7] seconds.
Lightning Damage
Enhanced
If Arc Lash's initial swipe Critically Strikes, it swipes an additional time.
Glinting
Hitting a Stunned enemy with Arc Lash reduces your Cooldowns by 0.15 seconds.
Flickering
Gain +6% Movement Speed for 5 seconds per enemy hit with Arc Lash, up to +18%.
Fire Bolt
Basic • Sorcerer
Pyromancy
Lucky Hit: 35%
Hurl a flaming bolt, dealing [22%] damage and Burning for [62%] damage over 8 seconds.
Enchantment: Direct damage from Skills applies additional [33%] Burning damage over 8 seconds.
Fire Damage
Enhanced
Fire Bolt pierces through Burning enemies.
Glinting
Fire Bolt increases the Burning damage you deal to the enemy by 25% for 3 seconds.
Flickering
Fire Bolt generates 2 Mana when hitting an enemy.
Frost Bolt
Basic • Sorcerer
Frost
Lucky Hit: 40%
Throw a bolt of frost at an enemy, dealing [53%] damage and Chilling them for 15%.
Enchantment: Direct damage from Skills applies up to [25%] Chill.
Cold Damage
Enhanced
Frost Bolt has a 15% chance to explode on Chilled enemies, hitting surrounding enemies. Chance increased to 100% against frozen enemies.
Glinting
Frost Bolt generates Mana when hitting Chilled or Frozen enemies.
Flickering
Frost Bolt makes Frozen enemies Vulnerable for 3 seconds.
Spark
Basic • Sorcerer
Shock
Lucky Hit: 9%
Launch a bolt of lightning that shocks an enemy 4 times, dealing [14%] damage each hit.
Enchantment: Killing an enemy has a [18%] chance to form a Crackling Energy.
Lightning Damage
Enhanced
Each time Spark hits its primary target, it has a 40% chance to hit up to 3 additional enemies, dealing 7% damage. If there are no other enemies to hit, Spark instead deals x20% increased damage to its primary target.
Glinting
Spark grants 2% increased Critical Strike Chance per cast for 5 seconds, up to 8%.
Flickering
Each time Spark hits an enemy it has a 4% chance to form a Crackling Energy.
Chain Lightning
Core • Sorcerer
Shock
Chain
Mana Cost: 35
Lucky Hit: 25%
Unleash a stream of lightning that deals [50%] damage and chains between Nearby enemies and you up to 5 times, prioritizing enemies.
Enchantment: Chain Lightning forms automatically after spending 100 Mana.
Lightning Damage
Enhanced
Chain Lightning gains a 3% increased Critical Strike Chance per bounce.
Greater
Each time Chain Lightning bounces, it deals x5% increased damage for its duration.
Destructive
When Chain Lightning Critically Strikes, it has a 30% chance to form a Crackling Energy.
Charged Bolts
Core • Sorcerer
Shock
Mana Cost: 30
Lucky Hit: 20%
Release 5 bolts of lightning that course along the ground in an erratic pattern, dealing [42%] damage.
Enchantment: When you Stun an enemy, there's a 40% chance to release 3 Charged Bolts from them.
Lightning Damage
Enhanced
Hitting an enemy at least 3 times with the same cast of Charged Bolts releases a lightning nova, dealing 30% damage to enemies around them.
Greater
Charged Bolts deals x35% increased damage to Stunned enemies.
Destructive
Hitting an enemy with Charged Bolts reduces their damage dealt by 25% for 3 seconds.
Fireball
Core • Sorcerer
Pyromancy
Mana Cost: 35
Lucky Hit: 33%
Hurl an exploding ball offire, dealing [84%] damage to surrounding enemies.
Enchantment: When you kill an enemy, they explode in a Fireball for 50% of its damage.
Fire Damage
Enhanced
Fireball's radius is increased based on distance traveled, up to 50%.
Greater
Fireball deals 10% of the Burning damage you've applied to enemies as additional direct damage.
Destructive
Fireball's explosion's Critical Strike Damage is increased by +20%. increased to +30% when hitting at least 3 enemies.
Frozen Orb
Core • Sorcerer
Frost
Mana Cost: 40
Lucky Hit: 4%
Unleash an orb that Chills for 34% and expels piercing shards, dealing a total of [60%] damage. Upon expiration, Frọzen Orb explodes, dealing [57%] damage and Chilling enemies for 9%.
Enchantment: Whenever you cast a Non-Basic Skill, you have a 30% chance to launch a Frozen Orb at a Nearby enemy.
Cold Damage
Enhanced
While Healthy, the explosion of Frozen Orb deals x45% increased damage.
Greater
Frọzen Orb‘s explosion has a 40% chance to make all enemies hit Vulnerable for 3 seconds. Frọzen enemies are always made Vulnerable.
Destructive
Frọzen Orb's explosion restores 5 Mana when hitting a Frozen enemy.
Ice Shards
Core • Sorcerer
Frost
Mana Cost: 30
Lucky Hit: 16%
Launch 5 shards that deal [45%] damage each. Deals x25% increased damage to Frozen enemies.
Enchantment: Ice Shards automatlcally conjure and fly towards Frozen enemies.
Cold Damage
Enhanced
Ice Shards have a 50% chance to ricochet to another enemy. Ice Shards always ricochet off of Frozen enemies.
Greater
While you have a Barrier active, Ice Shards always receives its bonuses against Frozen enemies.
Destructive
Hitting an enemy with 5 Ice Shards in a single cast makes them Vulnerable for 2 seconds.
Incinerate
Core • Sorcerer
Pyromancy
Channeled
Cost: 25 Mana per second
Lucky Hit: 8.35%
Channel a beam of fire, Burning enemies for [118%] damage per second. Damage per second increases over 2 seconds, up to [175%] .
You gain 20% Damage Reduction while channeling.
Enchantment: Every 14 seconds, a serpent spawns and Incinerates enemies for 8 seconds.
Fire Damage
Enhanced
While channeling lncinerate, you Burnenemies around you for 25% of thedamage per second.
Greater
Every 3 seconds an enemy has been hit by lncinerate, they are Immobilized for 1.5 seconds.
Destructive
Enemies deal 30% less damage while Burning from Incinerate.
Flame Shield
Defensive • Sorcerer
Pyromancy
Cooldown: 20 seconds
Lucky Hit: 35%
Engulf yourself in flames for [2.4] seconds, Burning surrounding enemies for [56%] damage per second.
While Flame Shield is active, you are Immune.
Enchantment: Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen once every 30 seconds.
Fire Damage
Enhanced
Flame Shield has a 50% larger burn radius.
Mystical
After Flame Shield ends, surrounding enemies are Stunned for 3 seconds and your next Skill is a guaranteed Critical Strike.
Shimmering
Flame Shield Heals you for 50% of your missing Life.
Frost Nova
Defensive • Sorcerer
Frost
Cooldown: [19.7] seconds
Unleash a torrent of frost, Freezing enemies around you for 3 seconds.
Enchantment: Lucky Hit: Your Conjuration Skills have up to a 35% chance to unleash a Frost Nova when hitting enemies.
Enhanced
Killing enemies Frozen by Frost Nova reduces its Cooldown by 1 seconds, up to 4 seconds per cast.
Mystical
Frost Nova makes enemies Vulnerable for 4 seconds, increased to 6 seconds against Bosses.
Shimmering
Frost Nova grants 3% Dodge Chance per enemy hit, up to 15%. Hitting a Boss gives the maximum amount. For the next 8 seconds, you keep this effect, and successful Dodges generate 20 Mana.
Ice Armor
Defensive • Sorcerer
Frost
Cooldown: 20 seconds
A Barrier of ice forms around you for 6 seconds, absorbing [45%] of your Maximum Life in damage. While Ice Armor is active, 5% of your damage dealt is added to its Barrier.
Enchantment: Upon getting hit, you have a 5% chance apply Ice Armor.
Enhanced
While Ice Armor is active, your Mana Regeneration is increased by x30%.
Mystical
While Ice Armor is active, you periodically Chill Close enemies for 20% and deal 15% increased damage to Frozen enemies.
Shimmering
While Ice Armor is active, you reduce its Cooldown by 1 seconds for every 50 Mana you spend.
Teleport
Defensive • Sorcerer
Shock
Mobility
Cooldown: [8.8] seconds
Lucky Hit: 65%
Transform into lightning, becoming Unstoppable and surging to the target location, dealing [35%] damage around you upon arrival.
Enchantment: Evade is replaced with a short range Teleport on a [13.6] second Cooldown.
Lightning Damage
Enhanced
You gain 30% Movement Speed for 3 seconds after Teleporting.
Mystical
Teleport deals 500% increased damage. It also forms a Crackling Energy for each enemy it hits, up to 3.
Shimmering
After Teleporting, you gain 30% Damage Reduction for 4 seconds.
Hydra
Conjuration • Sorcerer
Pyromancy
Mana Cost: 20
Lucky Hit: 3%
Summon a 3-headed hydra for 10 seconds. Each head spits fire at enemies, dealing [20%] damage.
Maximum 2 active Hydras at a time.
Enchantment: After spending 200 Mana, a 5-headed Hydra spawns for 5 seconds.
Fire Damage
Enhanced
While Healthy, your casts of Hydra gain 1 additional head.
Invoked
After you Critically Strike, your Hydras gain 30% Critical Strike Chance for 3 seconds.
Summoned
Hydra also Burns enemies for an additional 60% of its Base damage dealt over 6 seconds.
Ice Blades
Conjuration • Sorcerer
Frost
Cooldown: 16 seconds
Lucky Hit: 15%
Conjure a pair of ice blades for 6.0 seconds that rapidly slash enemies for [32%] damage and have a 40% chance to make them Vulnerable for 2 seconds.
Enchantment: For every 40 seconds in Cooldowns you spend, you spawn an Ice Blades on a random enemy.
Cold Damage
Enhanced
Ice Blades's Cooldown is reduced by 0.5 seconds each time it hits a Vulnerable enemy.
Invoked
Your Ice Blades gain +10% increased Attack Speed per active Ice Blades.
Summoned
20% of Enhanced Ice Blades's Cooldown reduction is applied to your other Skills.
Lightning Spear
Conjuration • Sorcerer
Shock
Cooldown: 20 seconds
Lucky Hit: 5%
Conjure a spear of lightning that seeks out enemies for 6.0 seconds, dealing [22%] damage per hit. Critical Strikes apply Vulnerable for 3 seconds.
Enchantment: Absorbing Crackling Energy has a 10% chance to conjure a Lightning Spear.
Lightning Damage
Enhanced
After Critically Striking, Lightning Spear gains a 5% increased stacking Critical Strike Chance for its duration.
Invoked
Lightning Spear Stuns enemies for 2 seconds when Critically Striking.
Summoned
Collecting Crackling Energy increases the damage of your next Lightning Spear cast by 20%, up to 160%.
Blizzard
Mastery • Sorcerer
Frost
Core
Mana Cost: 40
Lucky Hit: 33%
Summon a frigid blizzard that deals [182%] damage and continually Chills enemies for 18% over 8 seconds.
Enchantment: Every 15 seconds, a Blizzard forms over you and follows you for 6 seconds.
Cold Damage
Enhanced
Blizzard deals x25% increased damage to Frozen enemies.
Wizard's
While you have an active Blizzard, your Core Skills cost 20% less Mana.
Mage's
Blizzard's duration is increased by 4 seconds.
Firewall
Mastery • Sorcerer
Pyromancy
Core
Mana Cost: 30
Lucky Hit: 30%
Create a wall of flames that Burns enemies for [224%] damage over 8 seconds.
Enchantment: Lucky Hit: Up to 25% chance when dealing Burning damage to spawn 2 Firewalls for 3 seconds.
Fire Damage
Enhanced
Enemies take 25% increased Burning damage from you while standing in Firewall.
Wizard's
You gain 5% increased Mana Regeneration per active Firewall, up to 35%.
Mage's
Enemies continue Burning for 3 seconds after leaving Firewall.
Meteor
Mastery • Sorcerer
Pyromancy
Core
Mana Cost: 40
Lucky Hit: 40%
Summon a meteor that strikes the target location, dealing [112%] damage and Burning the ground for [49%] damage over 3 seconds.
Enchantment: Lucky Hit: Up to a 8% chance for a Meteor to fall on enemies.
Fire Damage
Enhanced
If a cast of Meteor hits 3 or more enemies, there is a 30% chance an additional Meteor falls on the same location.
Wizard's
Meteor's impact Immobilizes enemies for 2 seconds.
Mage's
Meteor falls 30% faster.
Ball Lightning
Mastery • Sorcerer
Shock
Core
Mana Cost: 50
Lucky Hit: 5%
Discharge a ball of lightning that slowly moves forward, continually zapping enemies for [28%] damage.
Enchantment: Lucky Hit: Critical Strikes have up to a 25% chance to spawn a static Ball Lightning.
Lightning Damage
Enhanced
Ball Lightning's attack rate is increased by your Attack Speed Bonus, up to 25%.
Wizard's
If an enemy is hit at least 4 times by a cast of Ball Lightning, a Crackling Energy is formed. Can only happen twice per cast.
Mage's
After hitting Close enemies 50 times with Ball Lightning, your next cast of it Stuns enemies hit for 1 second.
Deep Freeze
Ultimate • Sorcerer
Frost
Cooldown: 60 seconds
Lucky Hit: 2%
Encase yourself in ice, becoming Immune for 4 seconds, continually dealing 25% damage, and Chilling enemies for 14%. When Deep Freeze expires, it deals 100% additional damage.
Casting Deep Freeze again ends the effect early.
Cold Damage
Prime
When Deep Freeze ends, gain 10% of your Base Life as a Barrier for 6 seconds for each enemy you Froze while it was active.
Supreme
When Deep Freeze ends, surrounding enemies are made Vulnerable for 5 seconds and your Non-Ultimate Cooldowns instantly reset.
Inferno
Ultimate • Sorcerer
Pyromancy
Cooldown: 45 seconds
Lucky Hit: 10%
Summon a fiery serpent that continually constricts the target area, Burning enemies for 295% damage over 8 seconds.
Fire Damage
Prime
Inferno repeatedly Pulls enemies to its center.
Supreme
While Inferno is active, your Pyromancy Skills cost no Mana.
Unstable Currents
Ultimate • Sorcerer
Shock
Cooldown: 70 seconds
Lightning surges within you for 10 seconds. Whenever you cast a Shock Skill, a random Core, Conjuration, or Mastery Shock Skill is also cast.
Prime
Unstable Currents increases your Attack Speed by +25% while active.
Supreme
While Unstable Currents is active, Crackling Energy pulses 25% faster and costs no charges.
Align the Elements
• Sorcerer
Passive
You gain [9%] Damage Reduction against Elites for each second you haven't taken damage from one, up to 40%. This bonus persists for 3 seconds after taking damage.
Avalanche
• Sorcerer
Passive
Lucky Hit: Your Frost Skills have up to a 10% chance to make your next cast of Ice Shards, Frọzen Orb, or Blizzard consume no Mana and deal x60% increased damage. Chance is doubled against Vulnerable enemies.
Cold Front
• Sorcerer
Passive
While you have a Barrier active, you apply [24%] more Chill.
Combustion
• Sorcerer
Passive
Your Burning effects deal x20% increased damage, and an additional x4% per unique source of Burning you have applied to the enemy.
Conduction
• Sorcerer
Passive
Critical Strikes with Shock Skills increase your Movement Speed by + [12%] for 4 seconds.
Conjuration Mastery
• Sorcerer
Passive
You gain [3%] damage, [3%] Movement Speed, and [6%] Mana Regeneration for each active Conjuration.
Convulsions
• Sorcerer
Passive
Lucky Hit: Shock Skills have up to a [15%] chance to Stun enemies for 3 seconds.
Coursing Currents
• Sorcerer
Passive
Hitting enemies with Shock Skills increases your Critical Strike Chance by [3%] . Resets upon getting a Critical Strike.
Crippling Flames
• Sorcerer
Passive
Lucky Hit: Your Pyromancy Skills have up to a [15%] chance to Immobilize enemies for 2 seconds. This chance is doubled while you are Healthy.
Devastation
• Sorcerer
Passive
Your Maximum Mana is increased by [9] .
Devouring Blaze
• Sorcerer
Passive
You deal x [21%] increased Critical Strike Damage against Burning enemies. If they are also Crowd Controlled, this bonus is increased to x [30%] .
Electrocution
• Sorcerer
Passive
Enemies deal [18%] less damage for 5 seconds after being Critically Struck by your Shock Skills.
Elemental Attunement
• Sorcerer
Passive
Lucky Hit: Critical Strikes have up to a [21%] chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.
Elemental Dominance
• Sorcerer
Passive
Your Core and Mastery Skills deal x [12%] increased damage when cast above 50 Mana.
Endless Pyre
• Sorcerer
Passive
You deal increased Burning damage to enemies for each second they remain Burning, up to [15%] after 5 seconds.
Esu's Ferocity
• Sorcerer
Passive
Your Fire Critical Strike Damage is increased by x25% against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +10% against enemies below 50% Life.
Critical Strikes that kill enemies or hit a Boss grant both bonuses against all enemies for 3 seconds.
Both bonuses are also granted for 3 seconds when hitting a Boss with a Critical Strike.
Fiery Surge
• Sorcerer
Passive
Killing a Burning enemy increases your Mana Regeneration by [45%] for 3 seconds.
Frigid Breeze
• Sorcerer
Passive
Lucky Hit: Cold damage against Vulnerable enemies has up to a 20% chance to generate [15] Mana.
Glass Cannon
• Sorcerer
Passive
You deal x [18%] increased damage, but take x [6%] more damage.
Hoarfrost
• Sorcerer
Passive
You deal x [9%] increased damage to Chilled enemies, and x [18%] increased damage to Frozen enemies.
Icy Touch
• Sorcerer
Passive
You deal [12%] increased Cold damage to Vulnerable enemies.
Icy Veil
• Sorcerer
Passive
Your Barriers have a [24%] increased duration.
Inner Flames
• Sorcerer
Passive
Your Pyromancy Skills deal x [12%] increased damage while you are Healthy.
Invigorating Conduit
• Sorcerer
Passive
Upon absorbing Crackling Energy, you gain [12] Mana.
Mana Shield
• Sorcerer
Passive
Everytime you spend 100 Mana, you gain [24%] Damage Reduction for 5 seconds.
Overflowing Energy
• Sorcerer
Passive
Crackling Energy hits 1 additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill Cooldowns are reduced by 0.1 seconds, increased to 0.35 seconds against Elites.
Permafrost
• Sorcerer
Passive
Frost Skills deal x [15%] increased damage to Elites.
Potent Warding
• Sorcerer
Passive
After casting a Non-Basic Skill, you gain + [] Resistance and + [] Maximum Resistance to that Skill's element for 9 seconds.
Precision Magic
• Sorcerer
Passive
Your Lucky Hit Chance is increased by + [15%] .
Protection
• Sorcerer
Passive
Using a Cooldown grants [30%] of your Maximum Life as a Barrier for 3 seconds.
Shatter
• Sorcerer
Passive
After Freeze expires, enemies explode for 30% of the damage you dealt to them while Frozen.
Shocking Impact
• Sorcerer
Passive
Every time you Stun an enemy, you deal [120%] Lightning damage to them.
Snap Freeze
• Sorcerer
Passive
Lucky Hit: Frost Skills have up to a [15%] chance to instantly Freeze.
Soulfire
• Sorcerer
Passive
Your Pyromancy Skills cost [12%] less Mana and deal [6%] increased damage. Double these bonuses after standing still for 2 seconds.
Static Discharge
• Sorcerer
Passive
Lucky Hit: Critical Strikes with Shock Skills have up to a [15%] chance to form a Crackling Energy.
Vyr's Mastery
• Sorcerer
Passive
Close enemies take x20% increased damage from your Shock Skills and deal 20% less damage to you. Critical Strikes increase these bonuses by 25% for 3 seconds.
Warmth
• Sorcerer
Passive
Every 1 second, you Heal for [1.8%] of your Maximum Life for each Nearby Burning enemy. Healing increased to [6%] from Bosses.
Skeletal Warriors
• Necromancer
Passive
Skirmishers
Sword-wielding skeletal minions that deal 30% increased damage but have 15% reduced Life.
Upgrades & Sacrifice
- You can raise one additional Skirmisher Warrior.
- Each time you Critically Strike, your Skirmishers Warriors' next attack Critically Strikes and deals x50% bonus Critical Strike damage.
- Your Critical Strike Chance is increased by +10%, but you can no longer raise Skeletal Warriors.
Defenders
Durable shield-bearers with 15% increased Life.
Upgrades & Sacrifice
- Every 6 seconds your Skeletal Defenders taunt enemies.
- Skeletal Defenders take 99% reduced damage.
- You gain +25% Resistance to All Elements, but you can no longer raise Skeletal Warriors.
Reapers
Wields a powerful scythe that has a special wind-up attack, dealing heavy damage every 10 seconds.
Upgrades & Sacrifice
- Reaper's wind-up attacks now reduce one of your active Cooldowns by 3 seconds.
- Reapers have a 15% chance to carve the flesh off enemies, forming a Corpse.
- You deal x20% increased Shadow Damage, but you can no longer raise Skeletal Warriors.
Skeletal Mages
• Necromancer
Passive
Shadow
Shadow Mages wield power from the beyond firing piercing shadow bolts.
Upgrades & Sacrifice
- You deal x3% increased damage for each active Shadow Mage.
- Shadow Mages fire an additional shadow bolt every 3 attacks.
- Your maximum Essence is increased by 20 and your Essence Generation by 20%, but you can no longer raise Skeletal Mages.
Cold
Cold Mages attacks will chill enemies eventually freezing them in their tracks.
Upgrades & Sacrifice
- Each time your Cold Mages damage enemies with their primary attack, you gain 3 Essence.
- Cold Mage's attacks apply Vulnerable for 4 seconds.
- You deal x20% increased damage to Vulnerable enemies, but you can no longer raise Skeletal Mages.
Bone
Bone Mages use their own bodies as projectiles, dealing heavy damage at the cost of their own Life.
Upgrades & Sacrifice
- Bone Mages now cast Bone Splinters or Bone Spear every 6th attack if it is on your Action Bar.
- Each time a Bone Mage dies, they leave behind a Corpse. Their attacks Fortify you for 3% of your Maximum Life.
- Your Overpower damage is increased by x30%, but you can no longer raise Skeletal Mages.
Golems
• Necromancer
Passive
Bone
A horrid protector that taunts enemies, forcing them to attack the Golem.
Upgrades & Sacrifice
- Activating your Golem's ability causes it to shed 5 corpses.
- When your Bone Golem takes damage, it unleashes Bone Spikes dealing 154% damage and makes enemies Vulnerable for 4 seconds. This effect can only happen once every 3 seconds.
- You gain +15% increased Attack Speed, but you lose the ability to summon a Golem.
Blood
Drains Life from nearby enemies to heal and bolster itself.
Upgrades & Sacrifice
- Your Blood Golem absorbs 30% of damage you would take.
- When Blood Golem heals itself with its active ability, you are healed for 5% of your Maximum Life for each enemy drained. While your Blood Golem is Healthy, they gain 25% Damage Reduction and 50% increased damage.
- Your Maximum Life is increased by x15%, but you lose the ability to summon a Golem.
Iron
An amalgamation of steel that slams the ground and Stuns enemies.
Upgrades & Sacrifice
- Every 2nd Iron Golem attack causes a shockwave, dealing 154% damage to the primary enemy and to enemies behind them.
- Your Iron Golem's slam attack also pull in enemies.
- You deal x35% increased Critical Strike Damage, but you lose the ability to summon a Golem.
Combo Points
• Rogue
Passive
Your Basic Skills now generate Combo Points. Core Skills consume Combo Points for additional effects.
Inner Sight
• Rogue
Passive
Attack marked enemies to fill up your Inner Sight gauge. Attacking non-marked enemies fill it at 5% of the normal rate. When it's full, gain unlimited Energy and +25% Critical Strike Chance for 4 seconds.
Preparation
• Rogue
Passive
Every 75 Energy you spend reduces your Ultimate Skill's Cooldown by 5 seconds. Using an Ultimate Skill resets the Cooldowns of your other Skills.
1h Axe
• Barbarian
Passive
+ [10.0%] increased Critical Strike Chance against Injured enemies. Double this amount when using two Axes.
Rank 10: Lucky Hit: Critical Strikes have up to a 55% chance to grant +6% increased Attack Speed for 2 seconds. Double the Attack Speed bonus when using two Axes.
1h Mace
• Barbarian
Passive
x [10%] increased damage to Stunned enemies. Double this amount when using two Maces.
Rank 10: Lucky Hit: Up to a 10% chance to gain Berserking for 1.50 seconds when you hit a Stunned enemy. Double this chance when using two Maces.
1h Sword
• Barbarian
Passive
Lucky Hit: Up to a [10%] chance to gain 5 Fury when hitting a Crowd Controlled enemy. Double this chance when using two Swords.
Rank 10: Killing a Crowd Controlled enemy grants +15% increased Attack Speed for 3 seconds. Double this amount for kills with two Swords.
2h Axe
• Barbarian
Passive
x [10.0%] increased damage to Vulnerable enemies.
Rank 10: +10% increased Critical Strike Chance against Vulnerable enemies.
Polearm
• Barbarian
Passive
+ [15%] increased Lucky Hit Chance.
Rank 10: You deal x15% increased damage while Healthy.
2h Sword
• Barbarian
Passive
[20%] of direct damage you deal is inflicted as Bleeding damage over 5 seconds.
Rank 10: You deal x30% increased Bleeding damage for 5 seconds after killing an enemy.
2h Mace
• Barbarian
Passive
Lucky Hit: Up to a [10%] chance to gain 5 Fury when hitting an enemy. Double the amount of Fury gained while Berserking.
Rank 10: You deal x15% increased Critical Strike damage while Berserking.
Prickleskin
• Druid
Passive
Gain [X] Thorns.
Gift of the Stag
• Druid
Passive
Gain 40 Maximum Spirit.
Wariness
• Druid
Passive
Take 15% reduced damage from Elites.
Advantageous Beast
• Druid
Passive
Gain +15% Movement Speed and 15% Impairment Reduction.
Scythe Talons
• Druid
Passive
Gain +10% increased Critical Strike Chance.
Iron Feather
• Druid
Passive
Gain x20% Maximum Life.
Swooping Attacks
• Druid
Passive
Gain +15% Attack Speed.
Avian Wrath
• Druid
Passive
Gain x30% Critical Strike Damage.
Obsidian Slam
• Druid
Passive
Every 10th kill will cause your next Earth Skill to Overpower
Overload
• Druid
Passive
Lucky Hit: Dealing Lightning damage has up to a 40% chance to cause the target to emit a static discharge, dealing 20% Lightning damage to surrounding enemies.
masoch*stic
• Druid
Passive
Lucky Hit: Critical Strikes with Shapeshifting Skills have up to a 75% chance to Heal you for 5% Maximum Life.
Calm Before the Storm
• Druid
Passive
Lucky Hit: Nature Magic Skills have up to a 10% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds.
Packleader
• Druid
Passive
Lucky Hit: Critical Strikes have up to a 25% chance to reset the Cooldowns of your Companion Skills.
Energize
• Druid
Passive
Lucky Hit: Dealing damage has up to a 15% chance to restore 30 Spirit.
Bolster
• Druid
Passive
Fortify for 25% of your Maximum Life when you use a Defensive Skill.
Calamity
• Druid
Passive
Extend the duration of Ultimate Skills by 25%.