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Diablo 4 Patch 2.0.1 PTR Datamined Class Changes - New Skills, New Aspects, Paragon Changes
Posted
2024/08/31 at 12:18 AM
by
Wowhead
We've been hard at work datamining all the new Class changes for Diablo 4's Patch 2.0.1 PTR! Take a look at the raw data we've gathered below.
This datamined information comes directly from the Diablo 4 client. While some of it may differ from what was described in patch notes, this is the current information in the Patch 2.0.1 PTR.
These changes may have already entered the game due to the nature of Blizzard's release process - while the items aren't necessarily new to this specific patch release, they are new to the latest comparison of patch changes.
Important to note in this datamined information is that due to the drastic changes coming to Diablo 4, including squishing the maximum level from 100 to 60, this information is much more dense than prior posts. Please bear with us as we continue to refine the information below, and keep in mind that many parts of this may change when Live.
Please note that performance on this page may lag due to the sheer amount of data. For improved performance, close any togglers you are not actively reading.
Here are the datamined changes for build 2.0.1.57456, compared to 1.5.1.56948.
NEW
NEW
Korlic leaps at enemies, dealing 176% 110% damage and swings his weapons in a frenzy, dealing 59% 40% damage per hit.
Talic spins in a whirlwind rapidly attacking enemies for 117% 80% damage.
Madawc upheaves the ground, dealing 332% 200% damage.
Lucky Hit Chance: 33% 100%
Generate Fury: 4 7
Unleash a rapid flurry of blows, dealing 26% 30% damage with each pair of hits.
Smash the ground, dealing 9.5% 20% damage and Stunning surrounding enemies for 3 seconds.
Your Bleeding effects have a 15% chance to Slow Healthy and Injured enemies by 20%. 70% each time they deal damage.
NEW
Heal for 3% of your Maximum Life (50) (0) for each 100 Fury spent.
NEW
NEW
Gain 66 16 Thorns. Also gain 33 8 Thorns for each 166 40 bonus Maximum Life you have.
You deal 7.5% 5%\ increased damage against Injured enemies.
Increase Berserking's maximum duration by 5 seconds and increase its damage bonus is increased to 60%\. While below 65% Life, you are always Berserk and gain a 25%\ Physical Damage Reduction bonus.
NEW
NEW
After being a Werewolf for 2 seconds, gain 30%\ Attack Speed for 15 seconds.
After being a When Shapeshifting, Werebear for 2 seconds, deal 50% grants 30%\ increased damage for 15 seconds. and Werewolf grants 20%\ Attack Speed.
Both bonuses persist as long as you are in either animal form and are lost after 3 seconds in Human form.
Shapeshift into a Werewolf and howl furiously, Healing you for 20.0% of your Maximum Life (332). (0).
A massive storm follows you for 8 seconds. Twisters Knock Back enemies dealing 46% damage, and lightning strikes wildly dealing 95% 115% damage.
NEW
Nature Magic Skills that consume Spirit, Heal you for 1% of your Maximum Life (17). (0).
NEW
Kills extend the duration by 1 second, and Overpowering Bosses extend the duration by 5 seconds, but the duration cannot go above 10 seconds.
When Shapeshifting into an animal form, Shapeshifting, Werebear grants 3% Damage Reduction and Werewolf grants 2%\ Movement Speed, each for 6 seconds. Bonuses Speed.
Both bonuses persist as long as you are in either animal form and are doubled while both are active. They are lost after 3 seconds in Human form.
NEW
NEW
Passive: 1 2 poison creeper creepers periodically emerges emerge from the ground every 7 seconds, applying 47% Poisoning damage over 6 seconds to an enemy in the area.
When Shapeshifting into a new animal form, you deal form grants 1%\ increased damage for 8 seconds, damage, up to 8% 6%\. . This bonus is lost after 3 seconds in Human form.
Passive: 1 Raven flies 2 Ravens fly above you and periodically attacks attack your enemies for 31% damage every 5 2.5 seconds.
NEW
Gain 20.0% 30.0%\ additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form.
While Healthy, deal 30.0% 15.0%\ increased damage, and 30.0% 45.0%\ increased Overpower damage.
Passive: Summon 2 3 wolf companions that bite enemies for 14% damage.
NEW
Blood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies after the first.
Disperse into a bloody mist, becoming Immune for 3 seconds. You periodically deal 1.75% damage to enemies and Heal for 0.5% of your Maximum Life (8) (0) .
Lucky Hit Chance: 20% 12%
Unearth a prison of bone with 497 120 Life that surrounds the target area for 6 seconds.
Generate Essence: 7 6
Fire 3 splinters of bone, dealing 9% 8% damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence.
You gain 4%\ 5%\+] Movement Speed.
NEW
Passive: You are protected by a Golem with 3,133 756 Life that attacks for 72,668,673% damage.
Generate Essence: 9 8
Burst an enemy's blood, dealing 27% 25% damage. Hemorrhage has a 20% chance to form a Blood Orb.
NEW
NEW
After being Healthy for 12 15 seconds, your next Blood Skill Overpowers. This timer is reduced by 2 seconds each time Blood Orbs Heal or Overheal you for 1,658 400 Life.
Sweep an ethereal scythe in front of you, dealing 13% 12% damage. Hitting an enemy with Reap increases your Damage Reduction by 15% for 2 seconds.
NEW
Gain 166 32 Thorns and 5%\ additional Armor.
NEW
Lucky Hit: Your Blood Skills have up to a 3% chance to create a Blood Orb at the target's location. This can only occur once every 4 2 seconds.
While moving, you gain 5% 7%\ increased Energy Regeneration.
NEW
NEW
While both Attack Speed bonuses are active, you deal increased damage equal to 10% 15%\ of your Damage vs Crowd Controlled Close bonus.
Concealment also makes you Unstoppable, grants 30%\ Movement Speed, and allows you to move freely through enemies Unhindered for its duration.
NEW
If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
NEW
While this damage bonus is ready, your Agility Basic, Agility, and Subterfuge Skills deal 5%\ increased damage.
When entering Stealth and every second while Stealthed, you Heal for 5% of your Maximum Life (83). (0).
Casting or Channeling a Cutthroat Skill grants a stack of Momentum. Casting a Non-Cutthroat Marksman Skill removes a stack of Momentum.
Rain of Arrows' first wave Knocks Down enemies for 3 seconds.
Every 100 Energy you spend grants 15% of your Maximum Life (249) (0) as a Barrier for 3 seconds.
Lucky Hit: Critical Strikes against Close enemies have up to a 85% chance to Heal you for 1% of your Maximum Life (17). (0).
NEW
NEW
Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing 62% 80% damage of the damage same type to them and surrounding enemies.
Current Damage Increase: 24%\ damage: 115%.
Gain a bonus when attacking based on weapon type: the weapons used in your attack:
You gain Gain a stacking bonus for each active Conjuration, up to 30 stacks:
1%\ damage, Damage
1%\ Movement Speed, and Speed
2%\ Mana Regeneration for each active Conjuration.
NEW
NEW
You deal 6%\ increased Burning damage damage. This bonus is increased to 25%\ to enemies for each second while they remain Burning, up to 5%\ after 5 seconds. are affected by more Burning Damage Over Time than their total Life.
NEW
NEW
NEW
NEW
Maximum You may have up to 2 Hydras active Hydras at a time.
You gain 20% Damage Reduction while channeling. Channeling Incinerate.
Using a Cooldown grants 10% of your Maximum Life (166) (0) as a Barrier for 3 seconds.
Every 1 second, you Heal for 1.0% of your Maximum Life (16.6) (0.0) for each Nearby Burning enemy. Healing increased to 4.0% from Bosses.
While Berserking, your other skills gain 5%\ 6%\+] Attack Speed for each stack of Frenzy you have.
When Flay deals direct damage to an enemy, you gain 4% Damage Reduction and 166 40 Thorns for 6 seconds. This stacks up to 5 times.
You gain 8% 5% Damage Reduction for each and 5% Movement Speed per stack of Frenzy you currently have.
While Frenzy is granting 60%\ bonus Attack Speed, it also generates 3 additional Fury. the Fury costs of your Core Skills are reduced by 25%.
Increase Ground Stomp’s duration by Stomp generates 60 Fury and has a 1 second. second increased Stun duration.
Lunging Strike deals 30%\ increased damage and Heals you for 2% Maximum Life (33) (0) when it damages a Healthy enemy.
NEW
Ripping your weapon out of enemies during Rupture causes an explosion that deals 70% Bleeding damage over 5 seconds. This damage is increased by 10% 20%\ for every 50 Strength you have.
NEW
Hitting at least 1 enemy with Rupture Heals you for 22% of your Maximum Life (365). (0).
Kick is now also a Core Skill. 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.
Reduce the Cooldown of your Ultimate Skill by 2 second for each 4 seconds per enemy damaged by Ground Stomp. Stomp, up to 12 seconds.
Brawling
Ground Stomp generates 60 Fury. is now a Brawling Skill and deals 800%\ increased damage. It also applies Vulnerable for 4 seconds.
NEW
NEW
NEW
NEW
You have 8%\ increased Critical Strike Chance against enemies for 6 seconds after they are hit by Ravens . Ravens.
Shred gains 30%\ Attack Speed and Heals for 4% of your Maximum Life (66) (0) if an enemy is struck.
NEW
NEW
You deal 15%\ increased damage while Debilitating Roar also Slows enemies by 65% for its duration. is active.
Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing 30% 60% to surrounding enemies. This damage is increased by Barrier bonuses.
Chain
Debilitating Roar also Heals you for 4% 6% of your Maximum Life (66) (0) each second for its duration.
NEW
Grizzly Rage makes you Unstoppable for 6 0 seconds.
Lacerate hits Heal for 3% Maximum Life (50), (0), doubled on Critical Strikes. The first Critical Strike is guaranteed and deals 150%\ increased damage.
Pulverize deals 30% 75%\ increased Overpower Damage. Enemies Overpowered by Pulverize are Stunned for 3 seconds.
NEW
NEW
NEW
NEW
Chain
Heal for 7% of your Maximum Life (116) (0) when an enemy dies while afflicted with Iron Maiden.
Reap forms a Corpse under the first enemy hit. Can only occur every 4 5 seconds.
Corpse Tendrils has a 35% 30% chance to drop a Blood Orb when damaging enemies.
Blight's defiled area Slows enemies radius is increased by 25%. 15%.
Enhanced Supernatural Blood Lance
Blood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies after the first. deals 15%\ increased Critical Strike Damage and 15%\ increased Overpower damage.
Blood Surge Heals you for 3.0% of your Maximum Life (50) (0) when drawing blood from enemies. If 4 or more enemies are drawn from, then Heal for an additional 3.0% of your Maximum Life (50). (0).
Blight has a 30% chance to Immobilize Chills enemies for 2.5 seconds on impact. 15% every second.
Casting Blood Wave Slows enemies by 50% grants 20% Damage Reduction for 4 10 seconds.
NEW
Supernatural Enhanced Blood Lance
After casting Blood Lance 6 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
Blood Wave leaves behind 3 6 Blood Orbs as it travels.
NEW
The Skill that breaks Casting Concealment will always be a guaranteed Critical Strike. grants 10% Dodge Chance and increases the Movement Speed bonus to 60%\ for 5 seconds.
NEW
Damaging an enemy with Shadow Step deals 200%\ more damage. Casting Shadow Step Stuns them for 2 seconds and reduces its Cooldown by 3 seconds.
While Blade Shift is active you gain 20%\ Movement Speed. Speed and moving through enemies refreshes its duration.
NEW
Moving through enemies while Casting a Skill other than Blade Shift is active refreshes its duration. After moving through enemies 3 times, empowers your next Blade Shift will Daze enemies for 2 seconds. to deal 100%\ increased damage.
NEW
You are gain Stealth and Unstoppable for 5 seconds after casting Shadow Clone.
The Skill that breaks Concealment will always be a guaranteed Critical Strike and makes enemies Vulnerable for 6 seconds.
If Enemies that resist Death Trap kills an enemy, its Cooldown is reduced by 12 seconds. Traps' Pull In are hit again for 120%\ of Death Traps' damage.
Rain of Arrows' first wave Knocks Down enemies for 3 seconds. Arrows deals 40%\ increased damage to Crowd Controlled enemies.
Fireball's Critical Strike Damage is increased by 20%\+ x], increased to 30%\+] x] when hitting at least 3 enemies.
NEW
Casting Fireball increases its radius by 50%. 50% and Burns enemies for 10% damage over 6 seconds.
Casting Lightning Spear spawns an additional Lightning Spear and increases their Critical Strike Chance by 15%\ 5%\+].
NEW
When Deep Freeze ends, gain 10% of your Base Maximum Life (166) (0.1) as a Barrier for 6 seconds for each enemy you Froze while it was active.
NEW
Charge calls forth 4 Ancients who also Charge, dealing \ \]%\ of normal damage.
Lucky Hit: Damaging enemies with Leap, Upheaval, or Whirlwind have up to a \ \]% chance to summon an Ancient to perform the same Skill. Can only occur once every 5 seconds.
Hammer of the Ancients quakes outward for \ \]%\ increased damage. This bonus is doubled against Bosses.
Lucky Hit: Damaging Bleeding or Vulnerable enemies has up to a \ \]% chance to Stun them for 2 seconds.
You gain \ \ Fury per second while Berserking.
Whenever you deal direct damage while Berserking, inflict \ \]% of the Base damage dealt as additional Bleeding damage over 5 seconds.
Leap creates an Earthquake that deals \ \ Physical damage over 4 seconds. While standing in Earthquakes, you gain \ \]% increased Damage Reduction.
While Berserking, you deal \ \ Fire damage every second to surrounding enemies.
After spending 100 Fury, your next Weapon Mastery Skill within 5 seconds deals \ \]%\ increased damage.
Your Shout Skills create 3 Dust Devils that deal \ \ damage to enemies along their path.
Your Dust Devils are \ \]% bigger and deal 1%\ increased damage for each 1% their size is increased.
Knocking Back an enemy grants you \ \]% Movement Speed for 3 seconds.
Reduces the Cooldown of Leap by \ \ seconds per enemy hit, up to a maximum of 9 7 seconds. Hitting a Boss with Leap provides the maximum reduction.
NEW
Each point of Fury you generate while at Maximum Fury grants your next Core Skill within 5 seconds \ \]%\ increased damage, stacking up to 15 times.
Each point of Fury generated while at Maximum Fury grants \ \ Fortify.
NEW
Every 20 seconds, your next Upheaval cast is guaranteed to Overpower and deals \ \]%\ increased damage. Upheaval Critical Strikes against Elites reduce this timer by 1 second.
After swapping weapons 5 times, gain \ \ Fortify.
Whirlwind's Critical Strike Chance is increased by \ \]%\ for each second it is channeled, up to \ \]%\.
NEW
Iron Skin grants Unstoppable, and \ \]% Damage Reduction.
Gain \ \]%\ increased Fury Generation and 15% reduced Fury cost while all damage bonuses from the Walking Arsenal Key Passive are active.
Gain Berserking for \ \ seconds after swapping weapons 8 times.
Killing an enemy while Berserking has a 40% chance to grant \ \]% increased Cooldown Reduction to your Brawling Skills for 2 seconds.
Enemies damaged by Kick or Charge will explode if they are killed within the next 2 seconds, dealing \ \ damage to surrounding enemies.
Gain \ \ Thorns while Berserking.
After generating 100 Fury your next direct damage creates 2 Dust Devils that deal \ \ damage to enemies along their path.
Whirlwind leaves behind Dust Devils that deal \ \ damage to enemies in their path.
Earthquake Aspect of Earthquakes
Ground Stomp creates an Earthquake damaging enemies for \ \ Physical damage over 4 seconds. While standing in Earthquakes, you deal \ \]%\ increased damage.
After swapping weapons 8 times, your next non-Basic Skill will Overpower and deal \ \]%\ increased Overpower damage.
Gain \ \]% Damage Reduction for each Nearby Bleeding enemy up to \ \]% maximum.
Gain \ \]%\ increased Lucky Hit Chance while all damage bonuses from the Walking Arsenal Key Passive are active.
Lucky Hit: Damaging an enemy with a Core Skill has up to a \ \]% chance to extend the duration of Berserking by 2 seconds. Double this duration if it was a Critical Strike.
Stunning a Bleeding enemy deals \ \]% of their total Bleeding amount to them as Physical damage.
Lucky Hit: You have up to a \ \]% chance to gain 20 Fury when a Core Skill deals direct damage to at least one Bleeding enemy. Your Maximum Fury is increased by \ \].
Gain \ \ Fortify whenever you deal direct damage while Berserking.
Each time a Core Skill deals direct damage to an enemy, your next Charge, Leap, or Kick deals \ \]%\ increased damage, up to \ \]%\.
Your Rupture does not remove the Bleeding damage from enemies. Can only occur once every \ \ seconds.
Lucky Hit: Damaging an enemy with a Weapon Mastery Skill has up to a \ \]% chance to Stun them for 2 seconds.
Casting Double Swing creates a Dust Devil that deals \ \ damage to enemies in its path.
NEW
When you hit at least 1 enemy with Maul, increase its Attack Speed by \ \]%\ and you gain \ \]%\ Damage Reduction for 5 seconds, stacking up to 5 times.
The duration of Earthen Bulwark is increased by 6 seconds. In addition, killing an enemy replenishes \ \ of your active Earthen Bulwark's Barrier.
Boulder is now a Core Skill and costs 40 Spirit to cast dealing \ \]% of normal damage.
Casting a Storm Skill grants your Earth Skills \ \]%\ Critical Strike Damage for 4 seconds.
Casting a Earth Skill increases the Critical Strike Chance of Storm Skills by \ \]%\ for 4 seconds.
Damage from Earth Skills Slow enemies hit by \ \]% for 5 seconds.
Your Core Skills deal up to \ \]%\ increased damage based on your amount of Fortify.
NEW
Landslide's earth pillars each strike a second time and deal an additional \ \]% bonus damage per hit.
NEW
Your Wolf Companions are now Werewolf Companions. Werewolf Companions deal \ \]%\ additional damage and can spread Rabies.
While dashing, Shred seeks out Nearby Poisoned and deals \ \]%\ increased damage to them.
Wind Shear now deals \ \ Poisoning damage over 4 seconds.
Lucky Hit: Wind Shear has up to a \ \]% chance to fully restore your Spirit.
You deal \ \]%\ increased damage while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf.
Debilitating Roar is now a Werewolf Skill. In addition, Debilitating Roar will Immobilize Poisoned enemies for \ \ seconds.
NEW
The duration of Grizzly Rage is increased by \ \ seconds. In addition, Critical Strikes while Grizzly Rage is active increase your Critical Strike Damage by 10%\ for the duration, up to a maximum of 200%\.
Casting a Companion Skill grants you \ \]%\ Movement Speed for 5 seconds, up to \ \]%\.
Gain 1 additional Companion. In addition, your Companion Skills deal \ \]%\ bonus damage.
Hurricane damage is increased by \ \]%\ each second while active.
Trample now summons 6 Landslide pillars of earth during its duration that deal \ \]% normal damage. Trample is now also a Nature Magic and Earth Skill.
After killing an enemy with Shred, you gain 20 Spirit. Your Werewolf Skills deal \ \]%\ increased damage when cast above 50 Spirit.
Pulverize is now also an Earth Skill. After casting Pulverize, tectonic spikes continue to deal \ \ damage over 2 seconds.
Increases your Maximum Spirit by \ \ and Spirit Generation by 50%\ while Grizzly Rage is active.
Earth Skills deal \ \]%\ more Critical Strike Damage to Crowd Controlled enemies.
Grizzly Rage is now a Werewolf Skill and Shapeshifts you into a Dire Werewolf. Dire Werewolves gain \ \]%\ Movement Speed and \ \]% Spirit Cost Reduction instead of Damage Reduction. In addition, kills Heal you for 10% of your Maximum Life.
Gain \ \]% bonus amount to your next Earthen Bulwark for each enemy you Crowd Control up to a maximum of 100%.
Lightning Storm Critical Strikes spawn 3 Dancing Bolts that seek enemies in the area dealing \ \ Lightning damage.
While in Werebear form, you gain \ \ Spirit every 8 seconds.
Blood Howl increases Critical Strike Chance by \ \]%\. In addition, Blood Howl also affects Nearby Players for 3 seconds.
Lucky Hit: Up to a \ \]% chance when dealing Lightning damage to overload the target for 3 seconds, causing any direct damage you deal to them to pulse \ \ additional damage to surrounding enemies.
After hitting 15 enemies with your Shapeshifting Skills, your next Werebear Skill will deal \ \]%\ more damage and Stun enemies for 3 seconds.
Critical Strikes with Storm Skills that you cast charge the air around you for 3 seconds causing a Lightning Bolt to periodically hit an enemy in the area for \ \ Lightning damage.
Your Lightning Bolts deal \ \]%\ increased damage.
Earth Spike deals \ \]%\ increased damage and launches spikes in a line.
Companion Skills deal an additional \ \]%\ damage per Companion you have.
Pulverize creates a shockwave that travels forward, dealing \ \]% of its damage to targets in the path.
When you use a Shapeshifting Skill that changes your form, Heal for \ \]% of your Maximum Life. If you are at full Life, gain the same amount as Fortify.
Tornado will seek up to \ \ targets.
Critical Strikes with Shred deal \ \]% of the damage dealt as Lightning damage to the target and surrounding enemies.
NEW
Poison Creeper's active also casts Landslide in a circle around you. Earth Skills deal \ \]% increased damage to Poisoned enemies.
When the Nature's Fury Key Passive triggers a free Skill, your non-Ultimate Cooldowns of the opposite type are reduced by \ \ seconds.
Gain \ \]% Damage Reduction while Shapeshifted into a Werewolf.
When Rabies infects an enemy, reduce its Cooldown by \ \ seconds. This Cooldown reduction is tripled when infecting Elite enemies.
Druid Druid, Necromancer
Critical Strikes with Core Skills increase your Attack Speed by \ \]%\ for 5 seconds.
Lucky Hit: Up to a \ \]% chance for your Skills to inflict Vampiric Curse on enemies. Enemies afflicted with Vampiric Curse are also Vulnerable.
Vampiric Curse's stored souls deal \ \]% increased damage.
When cast at or above 50% Maximum Resource, Basic Skills deal \ \]%\ increased damage.
When there are at least 5 Close enemies, Stun them for \ \ seconds. Can only occur once every 20 seconds.
You deal \ \]%\ increased damage to Dazed enemies.
Shield
You gain \ \]%\ increased Armor for 4 seconds when you deal any form of damage, stacking up to \ \]%\.
Gain \ \]%\ increased damage to a set of damage types for 7 seconds. This effect alternates between 2 sets:
While below \ \]% Life, Evade Freezes Close enemies, deals 450 Cold damage to them, and makes them Vulnerable for 3 seconds.
Deal \ \]%\ increased damage. Triple this bonus after standing still for 3 seconds.
When you Evade you turn into a cloud of bats, becoming Unstoppable for 2.5 seconds. Enemies along your path take 300 Physical damage and are inflicted with Vampiric Curse. Evade's Cooldown is increased by \ \ seconds.
Basic Skills grant 20.0% Damage Reduction for \ \ seconds.
You deal \ \]%\ increased damage to Stunned or Knocked Down enemies.
Lucky Hit: When you hit a Crowd Controlled enemy, there is up to a \ \]% chance for that Crowd Control effect to spread to another unaffected enemy.
You gain 20% Movement Speed. Lose this bonus for \ \ seconds after taking damage. damage from a Close enemy.
Shield
Your Shout Skills generate \ \ Primary Resource per second while active.
Killing an enemy with a Core Skill refunds \ \]% of its base cost. Can only happen once per Skill cast.
Sorcerer, Druid, Barbarian, Rogue, Necromancer
You have 8% increased Dodge Chance. Successful Dodges restore \ \]% of your Maximum Life.
Every 5 seconds, your next Core Skill costs \ \ Life instead of Primary Resource. Will only occur if you have at least 60% of your Maximum Life.
While you You have a Barrier active, there is a \ \]% chance to ignore incoming after taking direct damage from to gain a Barrier equal to 20% of your Maximum Life for 10 seconds. This chance is doubled against Distant enemies.
After attacking enemies with a Basic Skill, increase the damage of your next Core Skill cast within 5 seconds by \ \]%\, up to 30%\.
Damaging an enemy with a Basic Skill grants you 4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining \ \]%\ Basic Skill damage and 15% Movement Speed for 10 seconds.
Damaging an Elite enemy grants you a Barrier absorbing up to \ \ damage for 10 seconds. This effect can only happen once every 20 seconds.
Shield
Restore \ \ of your Primary Resource when you Crowd Control an enemy.
You have 8%\ increased Dodge Chance. When you Dodge, Fortify for \ \]% of your Maximum Life.
Shield
When your Core Skills Overpower an enemy, you spawn 3 Volatile Blood Drops. Collecting a Volatile Blood Drop causes it to explode, dealing \ \ Physical damage around you.
Whenever you cast a Shout Skill, its Cooldown is reduced by \ \ seconds per Nearby enemy, up to a maximum of 6 seconds.
Deal \ \]%\ increased damage while you have a Barrier active.
You gain \ \]%\ increased Movement Speed when moving away from Slowed or Chilled enemies.
Skills deal up to \ \]%\ increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.
Becoming Injured while Crowd Controlled grants you Unstoppable for 4 seconds. This effect has a \ \ second Cooldown.
You have 20%\ increased Crowd Control Duration. While enemies are Unstoppable, you deal \ \]%\ increased damage to them.
While Unstoppable and for 4 seconds after, you gain \ \]%\ increased Movement Speed and are Unhindered.
After casting 5 Basic Skills, one of your active Cooldowns is reduced by \ \ seconds.
You gain \ \ Armor, but your Evade has 100% increased Cooldown.
Thorns damage dealt has a \ \]% chance to deal damage to all enemies around you and your Minions.
When hit while not Healthy, a magical bubble is summoned around you for \ \ seconds. While standing in the bubble, Players are Immune. Can only occur once every 90 seconds.
Basic Skills gain \ \]%\ Attack Speed.
You have \ \]%\ increased Critical Strike Chance against Injured enemies. While you are Healthy, you gain \ \]%\ increased Crowd Control Duration.
Gain \ \ of your Primary Resource for every 20% of your Life that you Heal. Heal or every 200% Life that you Overheal while at Maximum Life.
Gain \ \ Thorns while Channeling and for 3 seconds afterwards.
When you cast a Skill, you heal for \ \]% Life. Double this bonus while below 50% Life.
Critical Strikes grant \ \]%\ Movement Speed for 1 second, up to 6 seconds.
Skeletal Priests empower your Skeletal Warriors' attacks to deal Shadow damage and have a \ \]% chance to Stun enemies for 1.5 seconds.
When a segment of Bone Prison is destroyed or expires, it deals \ \ damage in an area around itself.
Gain \ \]% Evade Cooldown Reduction. You can now Evade during Blood Mist, traveling twice as far.
Each time the Shadowblight Key Passive deals damage to enemies, it increases the next Shadowblight's damage within 10 seconds by \ \]%\, stacking up to 5 times.
Damaging enemies with Sever has a \ \]% chance to spawn a pool of Blight under the target that deals \ \]%\ bonus damage. This effect can only happen once every 3 seconds.
Blood Mist triggers Corpse Explosion on surrounding Corpses. When Blood Mist detonates a Corpse, its Cooldown is reduced by \ \ seconds.
Lucky Hit: Up to a 10% chance to generate \ \ Essence when hitting a Vulnerable enemy.
NEW
Each time one of your Minions damages an enemy, they gain \ \]%\ Attack Speed for 3 seconds, up to \ \]%\.
Casting Blood Lance will consume Blood Orbs to also conjure lances from them. Each additional Blood Lance deals \ \]% of normal damage and prioritizes targeting un-lanced enemies.
Gain \ \]%\ increased Critical Strike Chance for 6 seconds when you cast Corpse Tendrils. You deal \ \]%\ bonus Critical Strike Damage to enemies for 6 seconds after they are damaged by Corpse Tendrils.
You and your Minions gain \ \]% increased Damage Reduction.
Each cast of Blood Lance will launch an additional Blood Lance at a Nearby enemy when it first hits an enemy that is already lanced, dealing \ \]% of normal damage.
Bone Prison spawns a pool of Blight that deals \ \]%\ bonus damage over 6 seconds.
Blood Orbs grant \ \ Essence.
Whenever your Blood Skills Overpower you gain \ \]%\ Attack Speed for 4 seconds.
Your Minions gain increased damage while alive, up to \ \]%\ after 10 seconds.
The Ossified Essence Key Passive also increases the Critical Strike Damage of your Bone Skills by 1%\ per Essence above 50, up to \ \]%\.
Each time that Bone Storm damages an enemy, gain a Barrier equal to \ \]% of your Maximum Life for 10 seconds.
Bone Spirit's Critical Strike Chance is increased by \ \]%\.
Critical Strikes with Bone Skills increase your Essence Regeneration by \ \]%\ for 4 seconds.
Enemies damaged by Bone Storm take \ \ Shadow damage over 2 seconds.
Blood Wave creates Desecrated Ground as it travels, dealing \ \ Shadow damage over 4 seconds
Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%\ bonus Critical Strike Damage on your next Critical Strike, up to a \ \]%\ bonus.
You automatically Curse enemies around you with A dark aura surrounds you, inflicting Decrepify and Iron Maiden. Maiden on enemies who touch it.
You deal \ \]%\ increased Shadow damage to enemies afflicted by any Curse.
Consuming a Corpse has a \ \]% chance to spawn a Blood Orb.
Lucky Hit: Your Shadow Damage Over Time effects have a \ \]% chance to generate 3 Essence.
Casting Golem's active Skill creates a bond between you for 6 seconds. While the bond is active, both of you are Unhindered and gain \ \]% Movement Speed.
You deal \ \]%\ increased damage for 6 seconds after the Shadowblight Key Passive damages enemies 10 times.
Your Skeletal Priests now also empower you at \ \]% effectiveness.
Blood Lance deals \ \]%\ increased damage to its primary target per lanced enemy.
Blood Surge's nova echoes again after a short delay, dealing \ \]%\ less damage.
Blood Mist leaves a trail of Desecrated Ground that lasts for 4 seconds and deals \ \ Shadow damage per second. Gain 0%\ Movement Speed while Blood Mist is active.
Consuming a Corpse increases the damage of your Core Skills by \ \]%\ for 5 seconds, up to \ \]%\.
Every 8 seconds, your Skeletal Mages cast a blizzard that deals \ \ Cold damage and continuously Chills enemies for 8% over 6 seconds.
Blood Orbs reduce your Ultimate Cooldown by \ \ seconds.
When Decompose explodes, gain \ \ Essence.
Your Golem has a \ \]% chance to reduce its active Cooldown by 2 seconds and a \ \]% chance to spawn a Corpse each time it damages an enemy with its normal attack.
When Bone Spirit explodes inside a Bone Prison, it explodes an additional time, dealing \ \]% of normal damage.
Sever now dashes you forward to attack instead. It becomes a Mobility Skill and costs no Essence, but has a \ \ second Cooldown.
Bone Storm consumes up to 8 Corpses to increase its duration by up to \ \ seconds.
NEW
NEW
You gain \ \ Maximum Essence per active Minion.
Decompose can chain and burst up to 2 additional targets. Explosions from Decompose deal \ \]%\ increased damage.
Your Sacrifice bonuses are increased by \ \]%.
Casting Bone Spirit also launches 18 Bone Splinters in all directions, dealing \ \]%\ increased damage and generating 6 Essence per enemy hit.
Bone Spear's primary attack makes enemies hit beyond the first Vulnerable for 3 seconds. Bone Shards from Bone Spear deal \ \]% bonus damage to Vulnerable enemies and pierce them.
Blood Wave fires two additional waves, each dealing \%\ less damage than the previous. \% of normal damage.
Iron Maiden is now also a Darkness Skill and deals Shadow damage. Enemies have a \ \]% chance to be Stunned for 1 second when they take damage from Iron Maiden.
While Army of the Dead is active, your Minions gain \ \]%\ increased damage and take 90% reduced damage.
Lucky Hit: Your Marksman and Cutthroat Skills have up to a 25% chance to create an Arrow Storm at the enemy's location, dealing \ \ Physical damage over 3 seconds.
Your Arrow Storms deal \ \]% increased damage.
When you spend 75 Energy you release a cluster of exploding Stun Grenades that deal \ \ total Physical damage and Stun enemies for 1.00 seconds.
Your Stun Grenades deal \ \]% increased damage.
Increase the damage of arrows that ricochet from Barrage from 40% to \ \]%. Barrage's arrows have a \ \]% chance to split into 2 arrows whenever they ricochet.
Lucky Hit: Poison Imbued Skills have up to a 15% chance to create a toxic pool that deals \ \ Poisoning damage over 3 seconds to enemies within. While standing in the pool, your Poison Imbuement Skill has no Cooldown and no Charge limit.
Your Imbuement Skill effects have \ \]%\ increased potency against Vulnerable enemies.
Explosions from the Victimize Key Passive Heal you for \ \ Life for each enemy damaged, up to a maximum of \ \ Life.
While you have both bonuses from the Close Quarters Combat Key Passive active, your Dodge Chance increases by \ \]%\ whenever you're hit by an enemy. Successfully Dodging resets this bonus.
Flurry damages enemies in a circle around you and deals \ \]%\ increased damage.
Your Grenade Skills count as Trap Skills. Whenever you arm a Trap or drop Grenades, you gain \ \]%\ increased Movement Speed for 3 seconds.
Casting an Imbuement Skill grants your active Shadow Clone \ \]%\ increased damage for 9 seconds.
Smoke Grenade has a \ \]% chance to create an Arrow Storm where it explodes, dealing \ \ Physical damage over 3 seconds.
Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth Heals you for \ \]% of your Maximum Life.
Using a Healing Potion grants \ \]%\ Movement Speed for 3 seconds, and you may now drink them while at full Life.
Chilled enemies Poisoned by Poison Imbuement will be further Chilled for 20% per second. You deal \ \]%\ additional Poison damage to Frozen enemies.
Every 3rd cast of Puncture is Poison Imbued with \ \]% of normal potency.
NEW
You automatically drop a Smoke Grenade at the end of Dash. Smoke Grenades reduce Dash's Cooldown by \ \ seconds for each enemy hit, up to \ \ seconds.
Lucky Hit: Damaging a Vulnerable enemy with a Non-Basic Skill has a \ \]% chance to drop a Healing Potion.
NEW
NEW
While at maximum stacks of the Momentum Key Passive, your Cutthroat Skills deal \ \]% increased damage and you become Unstoppable for 3 seconds every 8 seconds.
When you Evade or Shadow Step, you drop a cluster of exploding Stun Grenades that deal \ \ total Physical damage and Stun enemies for 1.00 second.
Your Stun Grenades deal \ \]% increased damage.
Using an Agility Skill reduces the Cooldown of your next Subterfuge Skill by 20%. Using a Subterfuge Skill increases the damage of your next Agility Skill by \ \]%\.
You deal \%\ increased Critical Strike Damage to enemies marked by Inner Sight. While Inner Sight is full, you gain \%\ increased damage.
Dealing direct damage to a Dazed Enemy with a Non-Agility Skill after Casting an Agility Skill grants Stealth for 4 2 seconds.
When Stealth breaks, you gain \ \]%\ Dodge Chance for 2 seconds.
When casting an Imbuement Skill you trigger an explosion around yourself, applying the Imbuement effects and dealing \ \ damage of the same type.
When a Dark Shroud shadow is removed you trigger an explosion that deals \ \ Shadow damage and applies Shadow Imbuement to each enemy it hits.
Twisting Blades orbit for a short time after they return to you, dealing \ \]% of Twisting Blades' return damage per hit.
Lucky Hit: Dealing damage to enemies affected by your Trap Skills has a \ \]% chance to cause an explosion that deals \ \ Shadow damage and applies Vulnerable for 2 seconds.
Flurry deals \ \]%\ increased damage and has a 20% chance to Stun enemies for 3 seconds with each hit.
You take \ \]% less damage from Crowd Controlled enemies. Whenever a Crowd Controlled enemy deals direct damage to you, gain 15%\ Movement Speed for 2 seconds.
Gain \ \ Energy after killing an Elite enemy with a Basic Skill.
Using a Healing Potion makes a free Dark Shroud shadow. Each shadow grants \ \]% increased Damage Reduction.
Upon taking damage from surrounding enemies, you drop a Smoke Grenade and Dodge the next \ \ attacks within 10 seconds. Can only occur once every 20 seconds.
You deal \ \]%\ increased Critical Strike Damage against Frozen or Stunned enemies.
Lucky Hit: Damaging an enemy with a Mobility Skill has up to a \ \]% chance to fully restore your Energy.
Your Maximum Energy is increased by \ \].
Barrage has \ \]%\ increased Attack Speed.
Lucky Hit: Shadow Imbued Skills have up to a 75% chance to release an explosion that deals \ \ Cold damage to the target and surrounding enemies, Chilling them for 25%. If they were already Chilled or Frozen, increase this damage by 100%\.
Poison Trap no longer breaks Stealth and triggers no Cooldown or arm time while you are in Stealth. All Poison Traps activate when you exit Stealth and Poison Trap's Cooldown will be \ \ seconds per trap placed.
Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a \ \]% chance to Daze them for 2 seconds.
Caltrops is now a Marksman Skill that also throws \ \ piercing daggers over its duration, each dealing 15 Shadow damage and applying Vulnerable for 3 seconds.
When you enter or break Stealth, you drop a cluster of exploding Stun Grenades around you that deal \ \ total Physical damage and Stun enemies for 1.00 second.
Your Stun Grenades deal \ \]% increased damage.
Shadow Step has an additional Charge. Killing an enemy with Shadow Step refunds a Charge and increases the damage of Shadow Step by \ \]%\ for 2 seconds, up to \ \]%\.
Killing a Vulnerable enemy grants you \ \]%\ increased Energy Regeneration for 4 seconds.
Rapid Fire has a \ \]% chance to ricochet to another target.
Breaking Casting Concealment grants 10%\ Resistance and Maximum Resistance to All Elements for 6 seconds.
Killing an Elite enemy reduces Concealment's Cooldown by \ \ seconds.
Dash spawns a Shadow Clone that also casts Dash, dealing \ \]% of the Base damage.
Each Chilled or Frozen enemy you Evade through grants you a Barrier that absorbs \ \ damage for 5 seconds, absorbing up to a maximum of \ \ damage.
Lucky Hit: Shadow Imbued Skills have up to a 75% chance to create a toxic explosion that applies \ \ Poisoning damage over 5 seconds to the target and surrounding enemies. If they were already Poisoned, increase this damage by 100%\.
Whenever Penetrating Shot damages an enemy, 2 additional arrows split off to either side. These side arrows deal \ \]% of Penetrating Shot's Base damage and do not split.
Caltrops and Smoke Grenade receive your Stun Grenade benefits and throw Stun Grenades that deal \ \ Physical damage and Stun enemies for 1 second.
Your Stun Grenades deal \ \]% increased damage.
Lucky Hit: Critical Strikes have up to a \ \]% chance to grant a free Dark Shroud shadow.
Lucky Hit: Damaging a Vulnerable enemy has up to a 25% chance to create an Arrow Storm at the enemy's location , dealing \ \ Physical damage over 3 seconds.
Your Arrow Storms deal \ \]% increased damage.
Crackling Energy has a \ \]% chance to deal 40%\ increased damage and chain to an additional enemy.
While both bonuses from the Esu's Ferocity Key Passive are active, your Attack Speed is increased by \ \]%.
A hail of Meteorites falls during Inferno, dealing \ \ Fire damage on impact. Your Meteorites Immobilize enemies for 3 seconds.
Flame Shield grants you Unhindered for its duration. Enemies you move through while Flame Shield is active are Immobilized for \ \ seconds.
When you Freeze an enemy there is a \ \]% chance they become Vulnerable for 3 seconds.
NEW
Casting a Conjuration Skill grants you \ \]%\ Damage Reduction for 5 seconds.
While channeling Incinerate, your Burning damage is increased by \ \]%\.
Enemies damaged by Incinerate explode, Burning all surrounding enemies for \ \ over 6 seconds. Can only occur once every 3 seconds.
You deal \ \]%\ more damage to Immobilized, Stunned, or Frozen enemies.
Casting a Basic Skill reduces the Mana cost of your next Core or Mastery Skill by \ \]%.
Casting a Pyromancy, Shock, or Frost Skill increases your Mana Regeneration by \ \]%\ for 5 seconds, once per element.
At maximum stacks, the total bonus is increased to \ \]%\ for 10 seconds, but all stacks expire afterwards.
NEW
You deal \% 6%\ increased Burning damage to enemies below 50% Life. for each second they remain Burning, up to 30%\ after 5 seconds. Additionally, you deal \ \]%\ increased Burning damage to enemies while they that are affected by more Damage Over Time than their total Life. not Healthy.
Your Lucky Hit Chance is increased by \ \]%\ while you have a Barrier active.
Frozen Orb explodes 2 additional times at its destination for \ \]% of its damage.
NEW
Unstable Currents has a \ \]% chance to cast an additional Shock Skill.
Ice Shards pierce \ \ times, dealing \ \]% less damage per subsequent enemy hit.
Charged Bolts pierce, but deal \ \]%\ less damage to targets hit after the first.
After spending \ \ Mana your next Firewall is free to cast and will destroy incoming Small Missiles.
Meteorites fall around Meteor, dealing \ \]% of Meteor's damage on impact. Your Meteorites additionally Burn enemies they hit for 0 damage over 6 seconds.
Ice Blades' chance to apply Vulnerable is increased by 20%\ and the Vulnerable duration is increased by 4 seconds. You gain \ \]%\ Vulnerable Damage.
After Immobilize or Stun wears off, enemies are Slowed by \ \]% for 4 seconds.
Critical Hits with Lightning Spear cause lightning to arc from it dealing \ \ damage to its target and up to 5 other enemies. This damage is increased by your Critical Strike Damage Bonus.
Gain \ \]%\ Movement Speed. This bonus is doubled if you haven't used a Defensive Skill in the last 8 seconds.
Deal \ \]%\ increased damage while you have no Defensive Skills on your Action Bar.
Increase the Critical Strike Damage of Meteor and Fireball by \ \]%\. Double this bonus against Healthy targets.
Teleport's Cooldown is reduced by \ \ seconds. After Teleporting, Crackling Energy hits 2 additional enemies for 5 seconds.
When Flame Shield activates, Meteorites fall around you dealing \ \ Fire damage.
While Deep Freeze is active, exploding Ice Spikes form in the area, dealing \ \ Cold damage. Your Ice Spikes have a 50% increased explosion radius.
While Ice Armor is active, you leave behind exploding Ice Spikes that deal \ \ damage. Your Ice Spikes deal 15%\ increased damage to Frozen enemies.
Lucky Hit: Up to a \ \]% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds. Can only happen once per Skill cast.
Chain Lightning has a \ \]% chance to chain 5 additional times.
Taking direct damage has a \ \]% chance to reset the Cooldown of one of your Defensive Skills.
Lucky Hit: When your Conjuration Skills hit you have up to a \ \]% chance to gain +1 Rank to your Conjuration skills for 12 seconds. This can stack up to 5 times.
Collecting Crackling Energy increases your Movement Speed by \ \]%\ for 8 seconds.
Core Skills cast at or above 100 Mana gain a \ \]%\ increased Critical Strike Chance.
While Deep Freeze is active, you restore \ \]% of your Maximum Life and Mana per second.
You take \ \]% less damage from Crowd Controlled or Vulnerable enemies.
Incinerate splits into 3 beams, each dealing \ \]%\ of normal damage.
Coming in contact with your Firewall grants you \ \]%\ Movement Speed for 6 seconds.
Frost Nova gains an additional Charge but the Cooldown per Charge is increased by \ \]%.
When you cast Blizzard it will periodically spawn exploding Ice Spikes that deal \ \ damage. Your Ice Spikes Chill enemies for 15%.
Ball Lightning orbits around you and deals \ \]%\ increased damage.
Lucky Hit: Damage from your Pyromancy Skills has up to a \ \]% chance to restore 10 Mana.
Chain Lightning has a 25% chance to deal \ \]%\ increased damage. This chance is doubled against Bosses or Crowd Controlled enemies and prefers them as targets.
The Vyr's Mastery Key Passive also grants \ \]% Damage Reduction, tripled while fighting a Close enemy.
Using a Cooldown restores \ \ Mana.
Each time Chain Lightning bounces, gain \ \ Mana.
You may have 1 additional Hydra active, and Hydra's duration is increased by \ \]%.
Explosions from the Shatter Key Passive deal \ \]%\ increased damage.
While within your own Blizzard and for 3 seconds after leaving it, you take \ \]% less damage.
Casting Ice Armor makes you Unstoppable and grants 25% Damage Reduction for \ \ seconds.
While Unstable Currents is not active, your Shock Skills have a \ \]% chance to trigger a free cast from it.
You deal \ \]%\ increased damage to Vulnerable enemies while you have a Barrier. Ice Armor is active. This amount is increased by another 0%\ against Frozen enemies.
Charge calls forth 4 Ancients who also Charge, dealing \ \]%\ of normal damage.
Lucky Hit: Damaging enemies with Leap, Upheaval, or Whirlwind have up to a \ \]% chance to summon an Ancient to perform the same Skill. Can only occur once every 5 seconds.
Hammer of the Ancients quakes outward for \ \]%\ increased damage. This bonus is doubled against Bosses.
Lucky Hit: Damaging Bleeding or Vulnerable enemies has up to a \ \]% chance to Stun them for 2 seconds.
You gain \ \ Fury per second while Berserking.
Whenever you deal direct damage while Berserking, inflict \ \]% of the Base damage dealt as additional Bleeding damage over 5 seconds.
Leap creates an Earthquake that deals \ \ Physical damage over 4 seconds. While standing in Earthquakes, you gain \ \]% increased Damage Reduction.
While Berserking, you deal \ \ Fire damage every second to surrounding enemies.
After spending 100 Fury, your next Weapon Mastery Skill within 5 seconds deals \ \]%\ increased damage.
Your Shout Skills create 3 Dust Devils that deal \ \ damage to enemies along their path.
Your Dust Devils are \ \]% bigger and deal 1%\ increased damage for each 1% their size is increased.
Knocking Back an enemy grants you \ \]% Movement Speed for 3 seconds.
Reduces the Cooldown of Leap by \ \ seconds per enemy hit, up to a maximum of 9 7 seconds. Hitting a Boss with Leap provides the maximum reduction.
NEW
Each point of Fury you generate while at Maximum Fury grants your next Core Skill within 5 seconds \ \]%\ increased damage, stacking up to 15 times.
Each point of Fury generated while at Maximum Fury grants \ \ Fortify.
NEW
Every 20 seconds, your next Upheaval cast is guaranteed to Overpower and deals \ \]%\ increased damage. Upheaval Critical Strikes against Elites reduce this timer by 1 second.
After swapping weapons 5 times, gain \ \ Fortify.
Whirlwind's Critical Strike Chance is increased by \ \]%\ for each second it is channeled, up to \ \]%\.
NEW
Iron Skin grants Unstoppable, and \ \]% Damage Reduction.
Gain \ \]%\ increased Fury Generation and 15% reduced Fury cost while all damage bonuses from the Walking Arsenal Key Passive are active.
Gain Berserking for \ \ seconds after swapping weapons 8 times.
Killing an enemy while Berserking has a 40% chance to grant \ \]% increased Cooldown Reduction to your Brawling Skills for 2 seconds.
+\ \]% Damage while Berserking
+\ \]% Brawling Damage
Enemies damaged by Kick or Charge will explode if they are killed within the next 2 seconds, dealing \ \ damage to surrounding enemies.
+\ \]% Damage with Two-Handed Bludgeoning Weapons
\ \]% Rain of Arrows Cooldown Reduction
\ \]% Rupture Cooldown Reduction
\ \]% Rupture Cooldown Reduction
+\ \]% Damage with Two-Handed Slashing Weapons
\ \]% Damage Reduction from Bleeding Enemies
\ \]% Damage Reduction from Burning Enemies
+\ \]% Damage to Burning Enemies
Gain \ \ Thorns while Berserking.
+\ \]% Overpower Damage with Two-Handed Bludgeoning Weapons
After generating 100 Fury your next direct damage creates 2 Dust Devils that deal \ \ damage to enemies along their path.
Whirlwind leaves behind Dust Devils that deal \ \ damage to enemies in their path.
Earthquake Aspect of Earthquakes
Ground Stomp creates an Earthquake damaging enemies for \ \ Physical damage over 4 seconds. While standing in Earthquakes, you deal \ \]%\ increased damage.
After swapping weapons 8 times, your next non-Basic Skill will Overpower and deal \ \]%\ increased Overpower damage.
\ \]% Fury Cost Reduction
\ \]% Fury Cost Reduction
+\ \ Fury On Kill
+\ \]% Damage to Bleeding Enemies
+\ \ Maximum Fury
+\ \ Maximum Fury
\ \]% Damage Reduction from Bleeding Enemies
NEW
\% 8.0% Shout Cooldown Reduction
NEW
Gain \ \]% Damage Reduction for each Nearby Bleeding enemy up to \ \]% maximum.
Gain \ \]%\ increased Lucky Hit Chance while all damage bonuses from the Walking Arsenal Key Passive are active.
+\ \ Strength
+\ \ Strength
Lucky Hit: Damaging an enemy with a Core Skill has up to a \ \]% chance to extend the duration of Berserking by 2 seconds. Double this duration if it was a Critical Strike.
\ \]% Resource Generation
+\ \ Maximum Fury
+\ \ Maximum Fury
+\ \]% Physical Damage Over Time
Lucky Hit: Up to a +30.0% Chance to Deal \ \]% Bleeding Damage over 5 seconds
Stunning a Bleeding enemy deals \ \]% of their total Bleeding amount to them as Physical damage.
Lucky Hit: You have up to a \ \]% chance to gain 20 Fury when a Core Skill deals direct damage to at least one Bleeding enemy. Your Maximum Fury is increased by \ \].
Gain \ \ Fortify whenever you deal direct damage while Berserking.
+\ \]% Strength
NEW
NEW
NEW
+\ \]% Damage with Dual-Wielded Weapons
+\ \]% Damage with Dual-Wielded Weapons
+\ \]% Damage with Dual-Wielded Weapons
+\ \]% Damage when Swapping Weapons
+\ \]% Damage when Swapping Weapons
+\ \]% Charge Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Charge Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Death Blow Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Death Blow Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Dust Devil Damage
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Dust Devil Damage
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Dust Devil Damage
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Damage while Iron Maelstrom is Active
+\ \]% Damage while Iron Maelstrom is Active
+\ \]% Damage while Iron Maelstrom is Active
+\ \]% Kick Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Kick Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
NEW
NEW
NEW
NEW
NEW
NEW
+\ \]% Damage while Berserking
+\ \]% Damage while Berserking
+\ \]% Damage while Berserking
+\ \]% Damage while War Cry is Active
+\ \]% Damage while War Cry is Active
+\ \]% Damage while War Cry is Active
+\ \]% Damage while Wrath of the Berserker is Active
+\ \]% Damage while Wrath of the Berserker is Active
+\ \]% Damage while Wrath of the Berserker is Active
+\ \]% Damage with Two-Handed Bludgeoning Weapons
+\ \]% Damage with Two-Handed Bludgeoning Weapons
+\ \]% Damage with Two-Handed Bludgeoning Weapons
+\ \]% Damage with Two-Handed Slashing Weapons
+\ \]% Damage with Two-Handed Slashing Weapons
+\ \]% Damage with Two-Handed Slashing Weapons
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
+\ \]% Earthquake Duration
Helm
Chest Armor
Boots
Gloves
Amulet 1H Weapon
2H Weapon (Power increased by 50%)
Shield
Pants 100%)
+\ \]% Earthquake Duration
Helm
Chest Armor
Boots
Gloves
Amulet 1H Weapon
2H Weapon (Power increased by 50%)
Shield
Pants 100%)
Helm
Chest Armor
Boots
Gloves
Amulet 1H Weapon
2H Weapon (Power increased by 50%)
Shield
Pants 100%)
+\ \]% Flay Duration
+\ \]% Flay Duration
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
NEW
NEW
NEW
NEW
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
+\ \]% Chance for Dust Devils to Cast Twice
+\ \]% Chance for Dust Devils to Cast Twice
+\ \]% Chance for Dust Devils to Cast Twice
NEW
NEW
NEW
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
NEW
NEW
NEW
Bash Cleaves for +\ \]% Damage
Bash Cleaves for +\ \]% Damage
+\ \]% Weapon Mastery Damage
NEW
+\ \ to Prolific Fury
+\ \]% Berserking Duration
+\ \]% Damage while Berserking
Each time a Core Skill deals direct damage to an enemy, your next Charge, Leap, or Kick deals \ \]%\ increased damage, up to \ \]%\.
Your Rupture does not remove the Bleeding damage from enemies. Can only occur once every \ \ seconds.
Amulet (Power increased by 50%) Helm
Lucky Hit: Damaging an enemy with a Weapon Mastery Skill has up to a \ \]% chance to Stun them for 2 seconds.
Casting Double Swing creates a Dust Devil that deals \ \ damage to enemies in its path.
Incoming damage has a \% chance of being ignored and instead Healing you for \ \].
+\ \]% Physical Damage Over Time
Barbarian Barbarian, Spiritborn
+\ \]% Physical Damage Over Time
Barbarian Barbarian, Spiritborn
Barbarian Barbarian, Spiritborn
+\ \]% Damage to Injured Enemies
Barbarian Barbarian, Spiritborn
+\ \]% Damage to Injured Enemies
Barbarian Barbarian, Spiritborn
+\ \]% Damage to Injured Enemies
Barbarian Barbarian, Spiritborn
Druid Druid, Necromancer
+\ \ Dexterity
Rogue Rogue, Spiritborn
+\ \]% Dexterity
Rogue Rogue, Spiritborn
+\ \]% Resistance to All Elements
+25.0% 30.0% Resistance to All Elements
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Upheaval ignites the ground Burning enemies for an additional \ damage over 4 seconds increased by 10% 20%\ for every 100 Strength you have.
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
NEW
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Critical Strikes with Core Skills increase your Attack Speed by \ \]%\ for 5 seconds.
+\ \]% Critical Strike Chance
+\% 6.0% Critical Strike Chance
+\ \ Dexterity
+\ \]% Damage to Immobilized Enemies
Upon collecting Crackling Energy, there's a 15% chance to release a lightning nova, dealing \ Lightning damage, increased by 60% 120%\ for every 100 Intelligence you have.
Sorcerer, Druid, Barbarian, Rogue, Necromancer
\ \]% Resource Generation
Lucky Hit: Up to a \ \]% chance for your Skills to inflict Vampiric Curse on enemies. Enemies afflicted with Vampiric Curse are also Vulnerable.
Vampiric Curse's stored souls deal \ \]% increased damage.
When cast at or above 50% Maximum Resource, Basic Skills deal \ \]%\ increased damage.
When there are at least 5 Close enemies, Stun them for \ \ seconds. Can only occur once every 20 seconds.
You deal \ \]%\ increased damage to Dazed enemies.
Shield
You gain \ \]%\ increased Armor for 4 seconds when you deal any form of damage, stacking up to \ \]%\.
Gain \ \]%\ increased damage to a set of damage types for 7 seconds. This effect alternates between 2 sets:
While below \ \]% Life, Evade Freezes Close enemies, deals 450 Cold damage to them, and makes them Vulnerable for 3 seconds.
Deal \ \]%\ increased damage. Triple this bonus after standing still for 3 seconds.
When you Evade you turn into a cloud of bats, becoming Unstoppable for 2.5 seconds. Enemies along your path take 300 Physical damage and are inflicted with Vampiric Curse. Evade's Cooldown is increased by \ \ seconds.
Basic Skills grant 20.0% Damage Reduction for \ \ seconds.
You deal \ \]%\ increased damage to Stunned or Knocked Down enemies.
Lucky Hit: When you hit a Crowd Controlled enemy, there is up to a \ \]% chance for that Crowd Control effect to spread to another unaffected enemy.
You gain 20% Movement Speed. Lose this bonus for \ \ seconds after taking damage. damage from a Close enemy.
Shield
Your Shout Skills generate \ \ Primary Resource per second while active.
Killing an enemy with a Core Skill refunds \ \]% of its base cost. Can only happen once per Skill cast.
Sorcerer, Druid, Barbarian, Rogue, Necromancer
You have 8% increased Dodge Chance. Successful Dodges restore \ \]% of your Maximum Life.
Every 5 seconds, your next Core Skill costs \ \ Life instead of Primary Resource. Will only occur if you have at least 60% of your Maximum Life.
While you You have a Barrier active, there is a \ \]% chance to ignore incoming after taking direct damage from to gain a Barrier equal to 20% of your Maximum Life for 10 seconds. This chance is doubled against Distant enemies.
After attacking enemies with a Basic Skill, increase the damage of your next Core Skill cast within 5 seconds by \ \]%\, up to 30%\.
Damaging an enemy with a Basic Skill grants you 4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining \ \]%\ Basic Skill damage and 15% Movement Speed for 10 seconds.
Damaging an Elite enemy grants you a Barrier absorbing up to \ \ damage for 10 seconds. This effect can only happen once every 20 seconds.
Shield
Restore \ \ of your Primary Resource when you Crowd Control an enemy.
+\ \]% Damage with Dual-Wielded Weapons
You have 8%\ increased Dodge Chance. When you Dodge, Fortify for \ \]% of your Maximum Life.
Shield
+\ \]% Intelligence
+\ \]% Intelligence
+\ \]% Attack Speed
\ \]% Gem Strength in this Item
+\ \]% Resistance to All Elements
+\ \]% Resistance to All Elements
+\ \]% Shrine Buff Duration
+\ \]% Shrine Buff Duration
NEW
60% 45% Blocked Damage Reduction
When your Core Skills Overpower an enemy, you spawn 3 Volatile Blood Drops. Collecting a Volatile Blood Drop causes it to explode, dealing \ \ Physical damage around you.
Consumes 5 Green Pacts
Consumes 5 Red Pacts
Consumes 5 Blue Pacts
Consumes 5 Green Pacts
Consumes 2 Red Pacts and 1 Blue Pact
Consumes 2 Red Pacts and 1 Green Pact
Consumes 2 Green Pacts and 1 Blue Pact
Consumes 2 Blue Pacts and 1 Red Pact
Whenever you cast a Shout Skill, its Cooldown is reduced by \ \ seconds per Nearby enemy, up to a maximum of 6 seconds.
+\ \]% Core Damage
+\ \]% Core Damage
+\ \]% Freeze Duration
+\ \ Life On Hit
\
\
Sorcerer, Druid, Barbarian, Necromancer, Spiritborn
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
NEW
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Deal \ \]%\ increased damage while you have a Barrier active.
+\ \]% Damage for 4 Seconds After Killing an Elite
+\ \ Dexterity
+\ \ All Stats
You gain \ \]%\ increased Movement Speed when moving away from Slowed or Chilled enemies.
Lucky Hit: Critical Strikes Have Up to a +\ \]% Chance to Immobilize for 2 Seconds
Lucky Hit: Critical Strikes Have Up to a +\ \]% Chance to Daze for 2 Seconds
+\ \]% Critical Strike Damage
+\ \]% Vulnerable Damage
+16.0% 57.4% Vulnerable Damage
+\ \]% Vulnerable Damage
+\ \]% Ultimate Damage
+\ \]% Ultimate Damage
+\ \]% Damage Over Time
+\ \]% Damage
+\ \]% Damage
+\ \]% Damage when Swapping Weapons
+\ \]% Damage to Bleeding Enemies
+\ \]% Damage to Crowd Controlled Enemies
+\ \]% Damage to Crowd Controlled Enemies
+\ \]% Fire Resistance
+\ \]% Fire Resistance
+10.0% 12.5% Fire Resistance
+10.0% 12.5% Resistance to All Elements
+10.0% 12.5% Fire Resistance
+10.0% 12.5% Resistance to All Elements
+\ \]% Cold Resistance
+\ \]% Fire Resistance
+\ \]% Lightning Resistance
+\ \]% Fire Resistance
+\ \]% Fire Resistance
\ \]% Dodge Chance Against Close Enemies
+\ \]% Shadow Damage
Lucky Hit: Up to a +\ \]% Chance to Daze for 2 Seconds
+\% 8.0% Lucky Hit Chance while You Have a Barrier
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Lucky Hit Chance while You Have a Barrier
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Overpower Damage
+\ \]% Overpower Damage
+\ \]% Overpower Damage
\ \]% Damage Reduction while Injured
+\ \ Willpower
\ \]% Dodge Chance
Skills deal up to \ \]%\ increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.
Becoming Injured while Crowd Controlled grants you Unstoppable for 4 seconds. This effect has a \ \ second Cooldown.
\ \]% Maximum Life
+\ \]% Crowd Control Duration
Equip this once to view all your Pact counts.
Equip this once to view all your Pact counts. If you have at least 2 Blue Pacts, double in size.
If you have at least 2 Blue Pacts, double in size.
\ \]% Dodge Chance
+\ \]% Dodge Chance
\ \]% Dodge Chance
Lucky Hit: Up to a +\% 8.0% Chance to Execute Injured Non-Elites
You have 20%\ increased Crowd Control Duration. While enemies are Unstoppable, you deal \ \]%\ increased damage to them.
+17.5% 58.7% Damage to Crowd Controlled Enemies
+28.0% 288.2% Damage to Injured Enemies
+\% 8.0% Damage
+\ \]% Damage
+\ \]% Damage
+\ \]% Damage to Poisoned Enemies
+\ \]% Critical Strike Damage
\ \]% Damage Reduction from Elites
+\ \]% Fortify Generation
+\ \]% Freeze Duration
+\ \]% Cold Damage
+\ \]% Basic Damage
+\ \]% Basic Damage
+\ \]% Damage to Chilled Enemies
While Unstoppable and for 4 seconds after, you gain \ \]%\ increased Movement Speed and are Unhindered.
+\ \]% Damage to Frozen Enemies
Sorcerer, Druid, Barbarian Barbarian, Spiritborn
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Fireball now bounces as it travels, exploding each time it hits the ground, but its explosion deals \% less \% of normal damage.
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage when Swapping Weapons
+\ \]% Lightning Resistance
+\ \]% Lightning Resistance
+10.0% 12.5% Lightning Resistance
+10.0% 12.5% Resistance to All Elements
+10.0% 12.5% Lightning Resistance
+10.0% 12.5% Resistance to All Elements
+\ \]% Poison Resistance
+\ \]% Lightning Resistance
+\ \]% Shadow Resistance
+\ \]% Lightning Resistance
+\ \]% Lightning Resistance
\ \]% Damage Reduction from Close Enemies
+\ \]% Damage to Injured Enemies
Lucky Hit: Up to a +\ \]% Chance to Stun for 2 Seconds
+\ \ All Stats
+\ \ All Stats
+\ \ All Stats
+\ \ Life On Kill
+114 84 Life On Kill
+\ \]% Potion Healing
After casting 5 Basic Skills, one of your active Cooldowns is reduced by \ \ seconds.
Sorcerer, Druid, Barbarian, Rogue, Necromancer
NEW
NEW
+\ \]% Damage to Elites
+10.0% 12.5% Resistance to All Elements
+10.0% 12.5% Cold Resistance
+10.0% 12.5% Fire Resistance
+10.0% 12.5% Lightning Resistance
+10.0% 12.5% Poison Resistance
+10.0% 12.5% Shadow Resistance
Lucky Hit: Up to a +\ \]% Chance to Immobilize for 2 Seconds
Lucky Hit: Critical Strikes Have Up to a +\ \]% Chance to Slow for 2 Seconds
+\ \]% Damage to Stunned Enemies
+\ \]% Cold Resistance
+\ \]% Cold Resistance
+10.0% 12.5% Cold Resistance
+10.0% 12.5% Resistance to All Elements
+10.0% 12.5% Cold Resistance
+10.0% 12.5% Resistance to All Elements
+\ \]% Lightning Resistance
+\ \]% Cold Resistance
+\ \]% Poison Resistance
+\ \]% Cold Resistance
+\ \]% Cold Resistance
\ \]% Gem Strength in this Item
You gain \ \ Armor, but your Evade has 100% increased Cooldown.
+\% 8.0% Attack Speed
+\% 8.0% Basic Attack Speed
+\ \]% Fireball Attack Speed
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Attack Speed
+1,528 301 Maximum Life
+\ \ Maximum Life
+\ \]% Lightning Damage
+\ \]% Damage Over Time
+\ \]% Damage Over Time
+20.0% 74.0% Damage Over Time
+\ \]% Lucky Hit Chance
+\ \]% Lucky Hit Chance
+\ \]% Lucky Hit Chance
+\ \]% Lucky Hit Chance
+10.0% 38.3% Lucky Hit Chance
+\ \]% Lucky Hit Chance
+\% 6.0% Lucky Hit Chance
Lucky Hit: Up to a 10% Chance to Gain +\ \]% Damage for 4 Seconds
Lucky Hit: Up to a +\ \]% Chance to Fear for 2 Seconds
Lucky Hit: Up to a 5% 15% Chance to Heal +1,058 209 Life
Lucky Hit: Up to a 5% 15% Chance to Restore +14.0% Primary Resource
Lucky Hit: Up to a 5% 15% Chance to Restore +\ \]% Primary Resource
+17.5% 58.7% Critical Strike Damage
+\% 8.0% Movement Speed
Thorns damage dealt has a \ \]% chance to deal damage to all enemies around you and your Minions.
+\ \]% Poison Resistance
+\ \]% Poison Resistance
+10.0% 12.5% Poison Resistance
+10.0% 12.5% Resistance to All Elements
+10.0% 12.5% Poison Resistance
+10.0% 12.5% Resistance to All Elements
+\ \]% Poison Resistance
+\ \]% Fire Resistance
+\ \]% Shadow Resistance
+\ \]% Poison Resistance
+\ \]% Poison Resistance
+\ \]% Dexterity
NEW
+\ \]% Damage to Healthy Enemies
+28.0% 288.2% Damage to Healthy Enemies
+\ \]% Overpower Chance
+\ \]% Physical Damage
Lucky Hit: Critical Strikes Have Up to a +\ \]% Chance to Stun for 2 Seconds
Lucky Hit: Up to a 5% 15% Chance to Restore +\ \]% Primary Resource
Lucky Hit: Up to a 5% 15% Chance to Restore +\ \]% Primary Resource
\
\
+\ \]% Ultimate Damage
+\ \]% Damage to Slowed Enemies
NEW
NEW
+\ \]% Damage while Healthy
+\ \ Strength
+\ \]% Lightning Critical Strike Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
When hit while not Healthy, a magical bubble is summoned around you for \ \ seconds. While standing in the bubble, Players are Immune. Can only occur once every 90 seconds.
+52.5% 196.4% Overpower Damage
+\ \]% Damage to Crowd Controlled Enemies
Basic Skills gain \ \]%\ Attack Speed.
+\ \]% Damage to Distant Enemies
+20.0% 74.0% Damage to Distant Enemies
+4.4% 8.0% Chance When Struck to Gain Life as Barrier for Seconds
+\ \ Life per Second 5 Seconds
+\ \ Life per Second 5 Seconds
+\ \ Life per Second 5 Seconds
+\ \]% Barrier Generation
+\ \]% Healing Received
+\ \]% Healing Received
+\ \]% Fire Resistance
+\ \ Maximum Resource
+\ \ Maximum Resource
+\ \ Maximum Resource
+\ \]% Damage to Close Enemies
+20.0% 74.0% Damage to Close Enemies
Lucky Hit: Up to a +\ \]% Chance to Make Enemies Vulnerable for 0 Seconds
Lucky Hit: Up to a +\ \]% Chance to Make Enemies Vulnerable for 2 Seconds
+\ \]% Shadow Resistance
+\ \]% Shadow Resistance
+10.0% 12.5% Shadow Resistance
+10.0% 12.5% Resistance to All Elements
+10.0% 12.5% Shadow Resistance
+10.0% 12.5% Resistance to All Elements
+\ \]% Shadow Resistance
+\ \]% Cold Resistance
+\ \]% Shadow Resistance
+\ \]% Fire Resistance
+\ \]% Shadow Resistance
\ \]% Damage Reduction while Fortified
After 30 seconds of Night's Grasp, gain Dawn's Haste, increasing your Attack Speed by \ \]% and Movement Speed by 20% for 12 seconds. While empowered by the Midwinter Ward, killing an enemy reduces Night's Grasp's duration by 1 second.
\ \]% Damage Reduction from Distant Enemies
+\ \]% Potion Drop Rate
NEW
Sorcerer, Druid, Barbarian, Rogue, Necromancer
\ \]% Dodge Chance Against Distant Enemies
Lucky Hit: Up to a +\ \]% Chance to Slow for 2 Seconds
You have \ \]%\ increased Critical Strike Chance against Injured enemies. While you are Healthy, you gain \ \]%\ increased Crowd Control Duration.
+\ \]% Movement Speed
+\ \]% Movement Speed
+\ \]% Total Armor
Gain \ \ of your Primary Resource for every 20% of your Life that you Heal. Heal or every 200% Life that you Overheal while at Maximum Life.
Gain \ \ Thorns while Channeling and for 3 seconds afterwards.
\ \]% Damage Reduction
+\ \]% Strength
\ \]% Damage Reduction
+20.0% 74.0% Summoning Damage
\ \]% Cooldown Reduction
7.0% 26.8% Cooldown Reduction
\ \]% Cooldown Reduction
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Critical Strike Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Critical Strike Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
NEW
NEW
NEW
NEW
NEW
NEW
+\ \]% Ultimate Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Ultimate Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Ultimate Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage to Crowd Controlled Enemies
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage to Crowd Controlled Enemies
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Vulnerable Damage
+\ \]% Vulnerable Damage
+\ \]% Damage to Close Enemies
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage to Close Enemies
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage to Distant Enemies
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage to Distant Enemies
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Damage to Distant Enemies
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \ Maximum Life
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \ Maximum Life
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \ Maximum Life
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Cold Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Cold Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Cold Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Fire Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Fire Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Fire Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Lightning Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Lightning Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Lightning Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Physical Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Physical Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Physical Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Poison Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Poison Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Poison Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Shadow Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Shadow Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 40% Chance to Deal +\ \ Shadow Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 5% 15% Chance to Restore +\% Primary Resource
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 5% 15% Chance to Restore +\% Primary Resource
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Lucky Hit: Up to a 5% 15% Chance to Restore +\% Primary Resource
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Cold Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Cold Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Fire Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Fire Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Lightning Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Lightning Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Poison Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Poison Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Shadow Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Shadow Resistance
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \ Thorns
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \ Thorns
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \ Thorns
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Overpower Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Overpower Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Overpower Damage
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \]% Willpower
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
+\ \ Thorns
+\ \ Thorns
+705 507 Thorns
+\ \ Thorns
+\ \ Thorns
+\ \ Thorns
+\ \ Thorns
+\ \ Thorns
+\ \ Thorns
+\ \]% Total Armor
+\ \ Armor
+\ \]% Movement Speed for 4 Seconds After Killing an Elite
NEW
NEW
NEW
NEW
NEW
+2,500 350 Armor
+1,679 331 Maximum Life
NEW
Lucky Hit: Up to a 5% 15% Chance to Heal +2,687 530 Life
NEW
NEW
+1,850 365 Maximum Life
NEW
+437 86 Life On Hit
+134 26 Life On Hit
NEW
NEW
Lucky Hit: Up to a 5% 15% Chance to Restore +33.0% Primary Resource
NEW
NEW
NEW
+\ \ Armor
+\ \ Armor
+\ \]% Shapeshifting Attack Speed
NEW
NEW
NEW
NEW
Lucky Hit: Up to a 5% 15% Chance to Heal +\ \ Life
NEW
NEW
+130 26 Life On Hit
+\ \ Maximum Life
+\ \ Maximum Life
+\ \ Life On Hit
+\% Lucky Hit Chance for to the Pack Leader Spirit Boon Boon's Lucky Hit Chance
NEW
+\ \ Maximum Resource
\ \]% Impairment Reduction
\ \]% Impairment Reduction
When you cast a Skill, you heal for \ \]% Life. Double this bonus while below 50% Life.
\ \]% Slow Duration Reduction
+\ \ All Stats
+\ \]% Damage
+\ \]% Crafting Material Drop Rate
Lucky Hit: Up to a 5% 15% Chance to Heal +\ \ Life
Amulet (Power increased by 50%)
Ring
Axe
Bow
Hand Crossbow
Dagger
Mace
Polearm
Scythe
Staff
Sword
Wand
2H Weapon (Power increased by 100%)
SorcererOffhand
Offhand Book
Totem
\
\
+\ \]% Poison Damage
\ \]% Damage Reduction from Poisoned Enemies
+\ \ Maximum Life
+\ \ Maximum Life
Critical Strikes grant \ \]%\ Movement Speed for 1 second, up to 6 seconds.
+\ \ Intelligence
+\ \ Intelligence
+\ \ Intelligence
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Sorcerer, Druid, Barbarian, Rogue, Necromancer
NEW
NEW
NEW
NEW
Deal \ \ Fire damage to surrounding enemies whenever a Crowd Control effect is removed from you.
\% of incoming damage is instead suppressed. When you use a Defensive, Subterfuge or a Macabre skill, all suppressed damage is amplified by 250%\ and explodes, dealing up to \ \ Fire damage to Nearby enemies.
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Every 5 seconds while above 60% Life, Core Skills cost \ \ Life instead of your Primary Resource. Skills that consume Life deal \% increased damage.
You gain 15%\ Barrier Generation. You Heal \ \ Life per second while you have an active Barrier.
Brutal: Every 16 seconds, gain a Barrier absorbing \ \ damage.
Critical Strikes electrically charge the enemy for \ seconds, causing lightning to arc between them and any other charged enemies dealing \ \ Lightning damage.
Sorcerer, Druid, Barbarian, Rogue, Necromancer
Every 10 seconds, gain a barrier absorbing up to \ \ damage for 5 seconds.
+13 30 Life per Second 5 Seconds
+13 6 Maximum Life
+13 6 Thorns
NEW
Casting a Defensive Skill deals \ \ damage to Nearby Poisoned enemies, increased by 15% 50%\ for every 100 Willpower you have.
NEW
When you hit at least 1 enemy with Maul, increase its Attack Speed by \ \]%\ and you gain \ \]%\ Damage Reduction for 5 seconds, stacking up to 5 times.
The duration of Earthen Bulwark is increased by 6 seconds. In addition, killing an enemy replenishes \ \ of your active Earthen Bulwark's Barrier.
Boulder is now a Core Skill and costs 40 Spirit to cast dealing \ \]% of normal damage.
Casting a Storm Skill grants your Earth Skills \ \]%\ Critical Strike Damage for 4 seconds.
Casting a Earth Skill increases the Critical Strike Chance of Storm Skills by \ \]%\ for 4 seconds.
Damage from Earth Skills Slow enemies hit by \ \]% for 5 seconds.
Your Core Skills deal up to \ \]%\ increased damage based on your amount of Fortify.
NEW
Landslide's earth pillars each strike a second time and deal an additional \ \]% bonus damage per hit.
NEW
Your Wolf Companions are now Werewolf Companions. Werewolf Companions deal \ \]%\ additional damage and can spread Rabies.
While dashing, Shred seeks out Nearby Poisoned and deals \ \]%\ increased damage to them.
Wind Shear now deals \ \ Poisoning damage over 4 seconds.
Lucky Hit: Wind Shear has up to a \ \]% chance to fully restore your Spirit.
You deal \ \]%\ increased damage while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf.
Debilitating Roar is now a Werewolf Skill. In addition, Debilitating Roar will Immobilize Poisoned enemies for \ \ seconds.
NEW
The duration of Grizzly Rage is increased by \ \ seconds. In addition, Critical Strikes while Grizzly Rage is active increase your Critical Strike Damage by 10%\ for the duration, up to a maximum of 200%\.
Casting a Companion Skill grants you \ \]%\ Movement Speed for 5 seconds, up to \ \]%\.
Gain 1 additional Companion. In addition, your Companion Skills deal \ \]%\ bonus damage.
Hurricane damage is increased by \ \]%\ each second while active.
Trample now summons 6 Landslide pillars of earth during its duration that deal \ \]% normal damage. Trample is now also a Nature Magic and Earth Skill.
After killing an enemy with Shred, you gain 20 Spirit. Your Werewolf Skills deal \ \]%\ increased damage when cast above 50 Spirit.
Pulverize is now also an Earth Skill. After casting Pulverize, tectonic spikes continue to deal \ \ damage over 2 seconds.
Increases your Maximum Spirit by \ \ and Spirit Generation by 50%\ while Grizzly Rage is active.
When you Shapeshift Shapeshifting into a Werewolf or a Werebear, you gain Wildheart for 5 seconds. Wildheart grants you \ new animal form increases the value of your Bestial Rampage bonuses by \]%\x] stacking damage every 0.0 seconds, +], up to \ \]%\x]. +]. This bonus decays by 2% per second.
NEW
\ \]% Nature Magic Cooldown Reduction
\% 8.0% Ultimate Cooldown Reduction
+\ \]% Werewolf Critical Strike Damage
+\ \]% Willpower
Earth Skills deal \ \]%\ more Critical Strike Damage to Crowd Controlled enemies.
+\ \]% Damage while Shapeshifted
+\ \ Willpower
+\ \ Willpower
Grizzly Rage is now a Werewolf Skill and Shapeshifts you into a Dire Werewolf. Dire Werewolves gain \ \]%\ Movement Speed and \ \]% Spirit Cost Reduction instead of Damage Reduction. In addition, kills Heal you for 10% of your Maximum Life.
+\ \]% Earth Damage
Gain \ \]% bonus amount to your next Earthen Bulwark for each enemy you Crowd Control up to a maximum of 100%.
\ \]% Spirit Cost Reduction
7.0% 26.8% Cooldown Reduction
\ \]% Spirit Cost Reduction
+\ \]% Damage while in Human Form
+\ \ Spirit On Kill
+\ \]% Companion Damage
+\ \]% Werebear Overpower Damage
+\ \]% Companion Movement Speed
+\ \]% Damage while Shapeshifted
+\ \]% Damage while Shapeshifted
+\ \]% Total Armor while in Werewolf Form
+\ \]% Total Armor while in Werebear Form
+\ \]% Earth Critical Strike Damage
Lightning Storm Critical Strikes spawn 3 Dancing Bolts that seek enemies in the area dealing \ \ Lightning damage.
+\ \]% Werewolf Damage
While in Werebear form, you gain \ \ Spirit every 8 seconds.
Blood Howl increases Critical Strike Chance by \ \]%\. In addition, Blood Howl also affects Nearby Players for 3 seconds.
Lucky Hit: Up to a \ \]% chance when dealing Lightning damage to overload the target for 3 seconds, causing any direct damage you deal to them to pulse \ \ additional damage to surrounding enemies.
After hitting 15 enemies with your Shapeshifting Skills, your next Werebear Skill will deal \ \]%\ more damage and Stun enemies for 3 seconds.
Gain a bonus when Every 30 seconds you kill with spend in an animal form, your next Core Skill is guaranteed to Overpower and Critically Strike, and deals \%\ increased damage.
Casting a Shapeshifting Skill:
Werewolf: Your next Non-Ultimate Werebear Skill costs no Resource and has no Cooldown.
Werebear: Your next Werewolf Skill will Heal reduces this timer by 1 second, or 2 seconds if it changes you for \ when damage is first dealt. to a new animal form.
When casting an Ultimate Skill and again 5 seconds after, you Pull in Distant enemies and deal \ \ Physical damage to them. This damage is increased by 1.0% 2.00%\ per 1 point of Willpower you have.
Critical Strikes with Storm Skills that you cast charge the air around you for 3 seconds causing a Lightning Bolt to periodically hit an enemy in the area for \ \ Lightning damage.
Your Lightning Bolts deal \ \]%\ increased damage.
Earth Spike deals \ \]%\ increased damage and launches spikes in a line.
Companion Skills deal an additional \ \]%\ damage per Companion you have.
Pulverize creates a shockwave that travels forward, dealing \ \]% of its damage to targets in the path.
When you use a Shapeshifting Skill that changes your form, Heal for \ \]% of your Maximum Life. If you are at full Life, gain the same amount as Fortify.
\% 8.0% Storm Cooldown Reduction
+\ \ Maximum Spirit
+\ \ Maximum Spirit
+\ \]% Storm Damage
Tornado will seek up to \ \ targets.
Critical Strikes with Shred deal \ \]% of the damage dealt as Lightning damage to the target and surrounding enemies.
NEW
Poison Creeper's active also casts Landslide in a circle around you. Earth Skills deal \ \]% increased damage to Poisoned enemies.
When the Nature's Fury Key Passive triggers a free Skill, your non-Ultimate Cooldowns of the opposite type are reduced by \ \ seconds.
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
+\ \]% Boulder Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Boulder Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Boulder Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Cataclysm Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Cataclysm Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Cataclysm Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Hurricane Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Hurricane Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Hurricane Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Lacerate Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Lacerate Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Lacerate Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Lightning Bolt Damage
+\ \]% Lightning Bolt Damage
+\ \]% Lightning Bolt Damage
+\ \]% Poison Creeper Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Poison Creeper Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Poison Creeper Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Rabies Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Rabies Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Rabies Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Ravens Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Ravens Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Ravens Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Trample Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Trample Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Trample Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Wolves Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Wolves Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Wolves Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Companion Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Companion Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Companion Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Earth Damage
+\ \]% Earth Damage
+\ \]% Earth Damage
+\ \]% Storm Damage
+\ \]% Storm Damage
+\ \]% Storm Damage
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
Gloves
Amulet (Power increased by 50%)
Ring
Gloves
Amulet (Power increased by 50%)
Ring
Gloves
Amulet (Power increased by 50%)
Ring
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
+\ \]% Lacerate Duration
+\ \]% Lacerate Duration
+\ \]% Lacerate Duration
Allowed Item Types:
Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 50%)
Shield
Pants
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 50%)
Shield
Pants
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 50%)
Shield
Pants
+\ \]% Rabies Duration
+\ \]% Rabies Duration
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
+\ \]% Werebear Overpower Damage
+\ \]% Werebear Overpower Damage
+\ \]% Werebear Overpower Damage
+\ \]% Earth Overpower Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Earth Overpower Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Earth Overpower Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Chance for Boulder Projectiles to Cast Twice
+\ \]% Chance for Boulder Projectiles to Cast Twice
+\ \]% Chance for Boulder Projectiles to Cast Twice
+\ \]% Chance for Earth Spike Projectiles to Cast Twice
+\ \]% Chance for Earth Spike Projectiles to Cast Twice
+\ \]% Chance for Landslide Projectiles to Cast Twice
+\ \]% Chance for Landslide Projectiles to Cast Twice
NEW
NEW
NEW
+\ \]% Chance for Tornado Projectiles to Cast Twice
+\ \]% Chance for Tornado Projectiles to Cast Twice
+\ \]% Chance for Wind Shear Projectiles to Cast Twice
+\ \]% Chance for Wind Shear Projectiles to Cast Twice
1H Weapon
2H Weapon (Power increased by 100%)
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
+\ \]% Willpower
NEW
+\ \]% Werebear Damage
Gain \ \]% Damage Reduction while Shapeshifted into a Werewolf.
When Rabies infects an enemy, reduce its Cooldown by \ \ seconds. This Cooldown reduction is tripled when infecting Elite enemies.
+\ \]% Total Armor while in Werebear Form
Corpse Explosion consumes up to 4 additional Corpses around the initial Corpse, gaining \%\ damage and \ \]% Size per additional Corpse consumed.
Skeletal Priests empower your Skeletal Warriors' attacks to deal Shadow damage and have a \ \]% chance to Stun enemies for 1.5 seconds.
When a segment of Bone Prison is destroyed or expires, it deals \ \ damage in an area around itself.
Gain \ \]% Evade Cooldown Reduction. You can now Evade during Blood Mist, traveling twice as far.
Each time the Shadowblight Key Passive deals damage to enemies, it increases the next Shadowblight's damage within 10 seconds by \ \]%\, stacking up to 5 times.
Damaging enemies with Sever has a \ \]% chance to spawn a pool of Blight under the target that deals \ \]%\ bonus damage. This effect can only happen once every 3 seconds.
Blood Mist triggers Corpse Explosion on surrounding Corpses. When Blood Mist detonates a Corpse, its Cooldown is reduced by \ \ seconds.
Lucky Hit: Up to a 10% chance to generate \ \ Essence when hitting a Vulnerable enemy.
NEW
Each time one of your Minions damages an enemy, they gain \ \]%\ Attack Speed for 3 seconds, up to \ \]%\.
Casting Blood Lance will consume Blood Orbs to also conjure lances from them. Each additional Blood Lance deals \ \]% of normal damage and prioritizes targeting un-lanced enemies.
Gain \ \]%\ increased Critical Strike Chance for 6 seconds when you cast Corpse Tendrils. You deal \ \]%\ bonus Critical Strike Damage to enemies for 6 seconds after they are damaged by Corpse Tendrils.
You and your Minions gain \ \]% increased Damage Reduction.
Each cast of Blood Lance will launch an additional Blood Lance at a Nearby enemy when it first hits an enemy that is already lanced, dealing \ \]% of normal damage.
Bone Prison spawns a pool of Blight that deals \ \]%\ bonus damage over 6 seconds.
Blood Orbs grant \ \ Essence.
Whenever your Blood Skills Overpower you gain \ \]%\ Attack Speed for 4 seconds.
Your Minions gain increased damage while alive, up to \ \]%\ after 10 seconds.
The Ossified Essence Key Passive also increases the Critical Strike Damage of your Bone Skills by 1%\ per Essence above 50, up to \ \]%\.
Each time that Bone Storm damages an enemy, gain a Barrier equal to \ \]% of your Maximum Life for 10 seconds.
Bone Spirit's Critical Strike Chance is increased by \ \]%\.
Critical Strikes with Bone Skills increase your Essence Regeneration by \ \]%\ for 4 seconds.
Enemies damaged by Bone Storm take \ \ Shadow damage over 2 seconds.
Blood Wave creates Desecrated Ground as it travels, dealing \ \ Shadow damage over 4 seconds
Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%\ bonus Critical Strike Damage on your next Critical Strike, up to a \ \]%\ bonus.
You automatically Curse enemies around you with A dark aura surrounds you, inflicting Decrepify and Iron Maiden. Maiden on enemies who touch it.
You deal \ \]%\ increased Shadow damage to enemies afflicted by any Curse.
Consuming a Corpse has a \ \]% chance to spawn a Blood Orb.
Lucky Hit: Your Shadow Damage Over Time effects have a \ \]% chance to generate 3 Essence.
Casting Golem's active Skill creates a bond between you for 6 seconds. While the bond is active, both of you are Unhindered and gain \ \]% Movement Speed.
+\ \]% Blood Orb Healing
You deal \ \]%\ increased damage for 6 seconds after the Shadowblight Key Passive damages enemies 10 times.
Your Skeletal Priests now also empower you at \ \]% effectiveness.
Blood Lance deals \ \]%\ increased damage to its primary target per lanced enemy.
Blood Surge's nova echoes again after a short delay, dealing \ \]%\ less damage.
Blood Mist leaves a trail of Desecrated Ground that lasts for 4 seconds and deals \ \ Shadow damage per second. Gain 0%\ Movement Speed while Blood Mist is active.
+\ \]% Damage for 4 Seconds After Picking Up a Blood Orb
Consuming a Corpse increases the damage of your Core Skills by \ \]%\ for 5 seconds, up to \ \]%\.
Every 8 seconds, your Skeletal Mages cast a blizzard that deals \ \ Cold damage and continuously Chills enemies for 8% over 6 seconds.
+\ \]% Summoning Damage
+\ \]% Darkness Damage
\ \]% Damage Reduction from Enemies Affected by Curse Skills
+\ \]% Summoning Damage
+\ \]% Shadow Damage Over Time
+\ \]% Blood Damage
\ \]% Essence Cost Reduction
\ \]% Essence Cost Reduction
+\ \ Essence On Kill
Blood Orbs reduce your Ultimate Cooldown by \ \ seconds.
When Decompose explodes, gain \ \ Essence.
NEW
+\ \]% Minion Attack Speed
Your Golem has a \ \]% chance to reduce its active Cooldown by 2 seconds and a \ \]% chance to spawn a Corpse each time it damages an enemy with its normal attack.
When Bone Spirit explodes inside a Bone Prison, it explodes an additional time, dealing \ \]% of normal damage.
Sever now dashes you forward to attack instead. It becomes a Mobility Skill and costs no Essence, but has a \ \ second Cooldown.
+\ \]% Bone Critical Strike Damage
+\ \]% Corpse Attack Speed
+\% 8.0% Shadow Lucky Hit Chance
Skeletal Mages Inherit +\ \]% of Your Thorns
Bone Storm consumes up to 8 Corpses to increase its duration by up to \ \ seconds.
NEW
Minions Inherit +\ \]% of Your Thorns
NEW
You gain \ \ Maximum Essence per active Minion.
+\ \ Maximum Essence
+\ \ Maximum Essence
Decompose can chain and burst up to 2 additional targets. Explosions from Decompose deal \ \]%\ increased damage.
Your Sacrifice bonuses are increased by \ \]%.
\ \]% Damage Reduction from Shadow Damage Over Time-Affected Enemies
Casting Bone Spirit also launches 18 Bone Splinters in all directions, dealing \ \]%\ increased damage and generating 6 Essence per enemy hit.
Skeletal Warriors Inherit +\ \]% of Your Thorns
Bone Spear's primary attack makes enemies hit beyond the first Vulnerable for 3 seconds. Bone Shards from Bone Spear deal \ \]% bonus damage to Vulnerable enemies and pierce them.
+\ \]% Damage to Shadow Damage Over Time-Affected Enemies
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
+\ \]% Bone Critical Strike Damage
+\ \]% Bone Critical Strike Damage
+\ \]% Bone Critical Strike Damage
+\ \]% Damage while Fortified
+\ \]% Damage while Fortified
+\ \]% Damage while Fortified
+\ \]% Shadow Damage Over Time
+\ \]% Shadow Damage Over Time
+\ \]% Shadow Damage Over Time
+\ \]% Golems Damage
+\ \]% Golems Damage
+\ \]% Golems Damage
+\ \]% Skeletal Mages Damage
+\ \]% Skeletal Mages Damage
+\ \]% Skeletal Mages Damage
+\ \]% Bone Spirit Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Bone Spirit Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Bone Spirit Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Corpse Explosion Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Corpse Explosion Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Corpse Explosion Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Corpse Tendrils Damage
+\ \]% Corpse Tendrils Damage
+\ \]% Desecrated Ground Damage
+\ \]% Desecrated Ground Damage
+\ \]% Desecrated Ground Damage
+\ \]% Iron Maiden Damage
+\ \]% Iron Maiden Damage
+\ \]% Iron Maiden Damage
+\ \]% Blood Damage
+\ \]% Blood Damage
+\ \]% Blood Damage
+\ \]% Bone Damage
+\ \]% Bone Damage
+\ \]% Bone Damage
+\ \]% Darkness Damage
+\ \]% Darkness Damage
+\ \]% Darkness Damage
+\ \]% Macabre Damage
+\ \]% Macabre Damage
+\ \]% Macabre Damage
+\ \]% Summoning Damage
+\ \]% Summoning Damage
+\ \]% Summoning Damage
+\ \]% Damage to Enemies Affected by Curse Skills
+\ \]% Damage to Enemies Affected by Curse Skills
+\ \]% Damage to Enemies Affected by Curse Skills
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
NEW
NEW
NEW
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
+\ \]% Blood Overpower Damage
+\ \]% Blood Overpower Damage
+\ \]% Blood Overpower Damage
+\ \]% Chance for Blight Projectiles to Cast Twice
+\ \]% Chance for Blight Projectiles to Cast Twice
+\ \]% Chance for Bone Spear Projectiles to Cast Twice
+\ \]% Chance for Bone Spear Projectiles to Cast Twice
+\ \]% Chance for Bone Splinters Projectiles to Cast Twice
+\ \]% Chance for Bone Splinters Projectiles to Cast Twice
+\ \]% Chance for Sever Projectiles to Cast Twice
+\ \]% Chance for Sever Projectiles to Cast Twice
+\ \]% Chance for Skeletal Mage Attacks to Cast Twice
+\ \]% Chance for Skeletal Mage Attacks to Cast Twice
+\ \]% Chance for Skeletal Mage Attacks to Cast Twice
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
+\% Blight Slow Chill Potency
+\% Blight Slow Chill Potency
+\% Blight Slow Chill Potency
Golems Inherit +\ \]% of Your Thorns
Blood Wave fires two additional waves, each dealing \%\ less damage than the previous. \% of normal damage.
Iron Maiden is now also a Darkness Skill and deals Shadow damage. Enemies have a \ \]% chance to be Stunned for 1 second when they take damage from Iron Maiden.
NEW
NEW
NEW
NEW
NEW
NEW
+\% Blight Slow Chill Potency
\ \]% Maximum Minion Life
While Army of the Dead is active, your Minions gain \ \]%\ increased damage and take 90% reduced damage.
+\ \]% Bone Damage
+\ \]% Non-Physical Damage
+\ \]% Damage to Knocked-Down Enemies
NEW
+\ \]% Overpower Damage
NEW
NEW
+\ \ Dexterity
+\ \]% Damage to Enemies Affected by Trap Skills
+\ \]% Imbuement Damage
Lucky Hit: Your Marksman and Cutthroat Skills have up to a 25% chance to create an Arrow Storm at the enemy's location, dealing \ \ Physical damage over 3 seconds.
Your Arrow Storms deal \ \]% increased damage.
When you spend 75 Energy you release a cluster of exploding Stun Grenades that deal \ \ total Physical damage and Stun enemies for 1.00 seconds.
Your Stun Grenades deal \ \]% increased damage.
Increase the damage of arrows that ricochet from Barrage from 40% to \ \]%. Barrage's arrows have a \ \]% chance to split into 2 arrows whenever they ricochet.
Lucky Hit: Poison Imbued Skills have up to a 15% chance to create a toxic pool that deals \ \ Poisoning damage over 3 seconds to enemies within. While standing in the pool, your Poison Imbuement Skill has no Cooldown and no Charge limit.
Your Imbuement Skill effects have \ \]%\ increased potency against Vulnerable enemies.
Explosions from the Victimize Key Passive Heal you for \ \ Life for each enemy damaged, up to a maximum of \ \ Life.
While you have both bonuses from the Close Quarters Combat Key Passive active, your Dodge Chance increases by \ \]%\ whenever you're hit by an enemy. Successfully Dodging resets this bonus.
Flurry damages enemies in a circle around you and deals \ \]%\ increased damage.
Your Grenade Skills count as Trap Skills. Whenever you arm a Trap or drop Grenades, you gain \ \]%\ increased Movement Speed for 3 seconds.
Casting an Imbuement Skill grants your active Shadow Clone \ \]%\ increased damage for 9 seconds.
Smoke Grenade has a \ \]% chance to create an Arrow Storm where it explodes, dealing \ \ Physical damage over 3 seconds.
Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth Heals you for \ \]% of your Maximum Life.
Using a Healing Potion grants \ \]%\ Movement Speed for 3 seconds, and you may now drink them while at full Life.
Chilled enemies Poisoned by Poison Imbuement will be further Chilled for 20% per second. You deal \ \]%\ additional Poison damage to Frozen enemies.
Every 3rd cast of Puncture is Poison Imbued with \ \]% of normal potency.
NEW
You automatically drop a Smoke Grenade at the end of Dash. Smoke Grenades reduce Dash's Cooldown by \ \ seconds for each enemy hit, up to \ \ seconds.
Lucky Hit: Damaging a Vulnerable enemy with a Non-Basic Skill has a \ \]% chance to drop a Healing Potion.
NEW
NEW
While at maximum stacks of the Momentum Key Passive, your Cutthroat Skills deal \ \]% increased damage and you become Unstoppable for 3 seconds every 8 seconds.
When you Evade or Shadow Step, you drop a cluster of exploding Stun Grenades that deal \ \ total Physical damage and Stun enemies for 1.00 second.
Your Stun Grenades deal \ \]% increased damage.
Using an Agility Skill reduces the Cooldown of your next Subterfuge Skill by 20%. Using a Subterfuge Skill increases the damage of your next Agility Skill by \ \]%\.
You deal \%\ increased Critical Strike Damage to enemies marked by Inner Sight. While Inner Sight is full, you gain \%\ increased damage.
Dealing direct damage to a Dazed Enemy with a Non-Agility Skill after Casting an Agility Skill grants Stealth for 4 2 seconds.
When Stealth breaks, you gain \ \]%\ Dodge Chance for 2 seconds.
When casting an Imbuement Skill you trigger an explosion around yourself, applying the Imbuement effects and dealing \ \ damage of the same type.
When a Dark Shroud shadow is removed you trigger an explosion that deals \ \ Shadow damage and applies Shadow Imbuement to each enemy it hits.
+\ \]% Trap Damage
NEW
Twisting Blades orbit for a short time after they return to you, dealing \ \]% of Twisting Blades' return damage per hit.
Lucky Hit: Dealing damage to enemies affected by your Trap Skills has a \ \]% chance to cause an explosion that deals \ \ Shadow damage and applies Vulnerable for 2 seconds.
Flurry deals \ \]%\ increased damage and has a 20% chance to Stun enemies for 3 seconds with each hit.
+\ \]% Imbued Critical Strike Damage
You take \ \]% less damage from Crowd Controlled enemies. Whenever a Crowd Controlled enemy deals direct damage to you, gain 15%\ Movement Speed for 2 seconds.
+\ \]% Shadow Clone Damage
+\ \]% Cutthroat Damage
\ \]% Damage Reduction from Enemies Affected by Trap Skills
+\ \]% Core Damage
+\ \]% Shadow Clone Damage
+\ \]% Trap Damage
+\ \]% Damage to Enemies Affected by Trap Skills
\ \]% Energy Cost Reduction
\ \]% Energy Cost Reduction
Gain \ \ Energy after killing an Elite enemy with a Basic Skill.
Using a Healing Potion makes a free Dark Shroud shadow. Each shadow grants \ \]% increased Damage Reduction.
+\ \ Energy On Kill
Upon taking damage from surrounding enemies, you drop a Smoke Grenade and Dodge the next \ \ attacks within 10 seconds. Can only occur once every 20 seconds.
+\ \ Maximum Energy
+\ \ Maximum Energy
You deal \ \]%\ increased Critical Strike Damage against Frozen or Stunned enemies.
Lucky Hit: Damaging an enemy with a Mobility Skill has up to a \ \]% chance to fully restore your Energy.
Your Maximum Energy is increased by \ \].
Barrage has \ \]%\ increased Attack Speed.
Lucky Hit: Shadow Imbued Skills have up to a 75% chance to release an explosion that deals \ \ Cold damage to the target and surrounding enemies, Chilling them for 25%. If they were already Chilled or Frozen, increase this damage by 100%\.
Poison Trap no longer breaks Stealth and triggers no Cooldown or arm time while you are in Stealth. All Poison Traps activate when you exit Stealth and Poison Trap's Cooldown will be \ \ seconds per trap placed.
Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a \ \]% chance to Daze them for 2 seconds.
+\ \]% Marksman Damage
Caltrops is now a Marksman Skill that also throws \ \ piercing daggers over its duration, each dealing 15 Shadow damage and applying Vulnerable for 3 seconds.
When you enter or break Stealth, you drop a cluster of exploding Stun Grenades around you that deal \ \ total Physical damage and Stun enemies for 1.00 second.
Your Stun Grenades deal \ \]% increased damage.
+\ \]% Damage with Ranged Weapons
Shadow Step has an additional Charge. Killing an enemy with Shadow Step refunds a Charge and increases the damage of Shadow Step by \ \]%\ for 2 seconds, up to \ \]%\.
Killing a Vulnerable enemy grants you \ \]%\ increased Energy Regeneration for 4 seconds.
\ \]% Trap Cooldown Reduction
\ \]% Imbuement Cooldown Reduction
Rapid Fire has a \ \]% chance to ricochet to another target.
Breaking Casting Concealment grants 10%\ Resistance and Maximum Resistance to All Elements for 6 seconds.
Killing an Elite enemy reduces Concealment's Cooldown by \ \ seconds.
+\ \ Maximum Energy
Casting a Subterfuge Skill leaves behind a Decoy Trap that continuously Taunts and lures enemies. After 2 seconds, it explodes, dealing \ \ Shadow damage.
Dash spawns a Shadow Clone that also casts Dash, dealing \ \]% of the Base damage.
+\ \]% Damage for 4 Seconds After Dodging an Attack
Each Chilled or Frozen enemy you Evade through grants you a Barrier that absorbs \ \ damage for 5 seconds, absorbing up to a maximum of \ \ damage.
+\ \]% Damage to Dazed Enemies
+\ \]% Attack Speed for 4 Seconds After Dodging an Attack
+\ \]% Non-Physical Damage
+\ \]% Imbued Damage
Gloves
Amulet (Power increased by 50%)
Ring
Gloves
Amulet (Power increased by 50%)
Ring
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Dash Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Dash Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Rain of Arrows Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Rain of Arrows Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Shadow Clone Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Shadow Clone Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Shadow Step Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Shadow Step Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Smoke Grenade Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Smoke Grenade Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Smoke Grenade Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Stun Grenade Damage
+\ \]% Stun Grenade Damage
NEW
NEW
NEW
+\ \]% Cutthroat Damage
+\ \]% Cutthroat Damage
+\ \]% Cutthroat Damage
+\ \]% Marksman Damage
+\ \]% Marksman Damage
+\ \]% Marksman Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
Gloves
Amulet (Power increased by 50%)
Ring
Gloves
Amulet (Power increased by 50%)
Ring
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Poison Trap Duration
+\ \]% Poison Trap Duration
NEW
NEW
NEW
NEW
NEW
NEW
+\ \]% Chance for Barrage Projectiles to Cast Twice
+\ \]% Chance for Barrage Projectiles to Cast Twice
NEW
NEW
NEW
+\ \]% Chance for Forceful Arrow Projectiles to Cast Twice
+\ \]% Chance for Forceful Arrow Projectiles to Cast Twice
+\ \]% Chance for Heartseeker Projectiles to Cast Twice
+\ \]% Chance for Heartseeker Projectiles to Cast Twice
+\ \]% Chance for Penetrating Shot Projectiles to Cast Twice
+\ \]% Chance for Penetrating Shot Projectiles to Cast Twice
+\ \]% Chance for Puncture Projectiles to Cast Twice
+\ \]% Chance for Puncture Projectiles to Cast Twice
+\ \]% Chance for Rain of Arrows Waves to Cast Twice
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Chance for Rain of Arrows Waves to Cast Twice
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Chance for Rain of Arrows Waves to Cast Twice
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Chance for Rapid Fire Projectiles to Cast Twice
+\ \]% Chance for Rapid Fire Projectiles to Cast Twice
Gloves
Amulet (Power increased by 50%)
Ring
Gloves
Amulet (Power increased by 50%)
Ring
Gloves
Amulet (Power increased by 50%)
Ring
NEW
NEW
NEW
+\ \]% Damage on Next Attack After Entering Stealth
+\ \]% Damage on Next Attack After Entering Stealth
+\ \]% Damage on Next Attack After Entering Stealth
+\ \]% Damage per Dark Shroud Shadow
+\ \]% Damage per Dark Shroud Shadow
+\ \]% Damage per Dark Shroud Shadow
NEW
NEW
NEW
+\ \]% Damage per Combo Point Spent
+\ \]% Damage per Combo Point Spent
NEW
NEW
NEW
NEW
NEW
NEW
Lucky Hit: Shadow Imbued Skills have up to a 75% chance to create a toxic explosion that applies \ \ Poisoning damage over 5 seconds to the target and surrounding enemies. If they were already Poisoned, increase this damage by 100%\.
Whenever Penetrating Shot damages an enemy, 2 additional arrows split off to either side. These side arrows deal \ \]% of Penetrating Shot's Base damage and do not split.
Caltrops and Smoke Grenade receive your Stun Grenade benefits and throw Stun Grenades that deal \ \ Physical damage and Stun enemies for 1 second.
Your Stun Grenades deal \ \]% increased damage.
NEW
NEW
NEW
+\% Chance for Chain Lightning Projectiles to Cast Hit Twice
NEW
NEW
Lucky Hit: Critical Strikes have up to a \ \]% chance to grant a free Dark Shroud shadow.
Lucky Hit: Damaging a Vulnerable enemy has up to a 25% chance to create an Arrow Storm at the enemy's location , dealing \ \ Physical damage over 3 seconds.
Your Arrow Storms deal \ \]% increased damage.
When you use a Subterfuge Skill, leave behind an unstable Shadow Decoy Trap that Taunts enemies. The Shadow Decoy Trap will explode after 3.5 seconds dealing \ \ Shadow damage. Cannot occur more than once every 5 seconds.
NEW
NEW
+\ \]% Blizzard Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Blizzard Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Blizzard Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Ice Spike Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Ice Spike Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Ice Spike Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Teleport Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Teleport Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Conjuration Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Conjuration Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
+\ \]% Conjuration Damage
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Sorcerer Rogue
+\ \]% Mastery Damage
Crackling Energy has a \ \]% chance to deal 40%\ increased damage and chain to an additional enemy.
While both bonuses from the Esu's Ferocity Key Passive are active, your Attack Speed is increased by \ \]%.
A hail of Meteorites falls during Inferno, dealing \ \ Fire damage on impact. Your Meteorites Immobilize enemies for 3 seconds.
Flame Shield grants you Unhindered for its duration. Enemies you move through while Flame Shield is active are Immobilized for \ \ seconds.
When you Freeze an enemy there is a \ \]% chance they become Vulnerable for 3 seconds.
NEW
Casting a Conjuration Skill grants you \ \]%\ Damage Reduction for 5 seconds.
While channeling Incinerate, your Burning damage is increased by \ \]%\.
Enemies damaged by Incinerate explode, Burning all surrounding enemies for \ \ over 6 seconds. Can only occur once every 3 seconds.
You deal \ \]%\ more damage to Immobilized, Stunned, or Frozen enemies.
Casting a Basic Skill reduces the Mana cost of your next Core or Mastery Skill by \ \]%.
Casting a Pyromancy, Shock, or Frost Skill increases your Mana Regeneration by \ \]%\ for 5 seconds, once per element.
At maximum stacks, the total bonus is increased to \ \]%\ for 10 seconds, but all stacks expire afterwards.
NEW
You deal \% 6%\ increased Burning damage to enemies below 50% Life. for each second they remain Burning, up to 30%\ after 5 seconds. Additionally, you deal \ \]%\ increased Burning damage to enemies while they that are affected by more Damage Over Time than their total Life. not Healthy.
Your Lucky Hit Chance is increased by \ \]%\ while you have a Barrier active.
Frozen Orb explodes 2 additional times at its destination for \ \]% of its damage.
NEW
Unstable Currents has a \ \]% chance to cast an additional Shock Skill.
Ice Shards pierce \ \ times, dealing \ \]% less damage per subsequent enemy hit.
Charged Bolts pierce, but deal \ \]%\ less damage to targets hit after the first.
After spending \ \ Mana your next Firewall is free to cast and will destroy incoming Small Missiles.
Meteorites fall around Meteor, dealing \ \]% of Meteor's damage on impact. Your Meteorites additionally Burn enemies they hit for 0 damage over 6 seconds.
Ice Blades' chance to apply Vulnerable is increased by 20%\ and the Vulnerable duration is increased by 4 seconds. You gain \ \]%\ Vulnerable Damage.
After Immobilize or Stun wears off, enemies are Slowed by \ \]% for 4 seconds.
Critical Hits with Lightning Spear cause lightning to arc from it dealing \ \ damage to its target and up to 5 other enemies. This damage is increased by your Critical Strike Damage Bonus.
Gain \ \]%\ Movement Speed. This bonus is doubled if you haven't used a Defensive Skill in the last 8 seconds.
Deal \ \]%\ increased damage while you have no Defensive Skills on your Action Bar.
Increase the Critical Strike Damage of Meteor and Fireball by \ \]%\. Double this bonus against Healthy targets.
Teleport's Cooldown is reduced by \ \ seconds. After Teleporting, Crackling Energy hits 2 additional enemies for 5 seconds.
When Flame Shield activates, Meteorites fall around you dealing \ \ Fire damage.
While Deep Freeze is active, exploding Ice Spikes form in the area, dealing \ \ Cold damage. Your Ice Spikes have a 50% increased explosion radius.
While Ice Armor is active, you leave behind exploding Ice Spikes that deal \ \ damage. Your Ice Spikes deal 15%\ increased damage to Frozen enemies.
Lucky Hit: Up to a \ \]% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds. Can only happen once per Skill cast.
Chain Lightning has a \ \]% chance to chain 5 additional times.
Taking direct damage has a \ \]% chance to reset the Cooldown of one of your Defensive Skills.
Lucky Hit: When your Conjuration Skills hit you have up to a \ \]% chance to gain +1 Rank to your Conjuration skills for 12 seconds. This can stack up to 5 times.
Collecting Crackling Energy increases your Movement Speed by \ \]%\ for 8 seconds.
\ \]% Damage Reduction from Burning Enemies
+\ \]% Damage to Burning Enemies
+\ \]% Conjuration Damage
+\ \]% Crackling Energy Damage
+\ \]% Ice Spike Damage
+\ \]% Non-Physical Damage
\ \]% Mana Cost Reduction
\ \]% Mana Cost Reduction
Core Skills cast at or above 100 Mana gain a \ \]%\ increased Critical Strike Chance.
+\ \]% Fire Damage
While Deep Freeze is active, you restore \ \]% of your Maximum Life and Mana per second.
+\ \ Mana On Kill
You take \ \]% less damage from Crowd Controlled or Vulnerable enemies.
NEW
+\ \]% Pyromancy Damage
Incinerate splits into 3 beams, each dealing \ \]%\ of normal damage.
Coming in contact with your Firewall grants you \ \]%\ Movement Speed for 6 seconds.
Frost Nova gains an additional Charge but the Cooldown per Charge is increased by \ \]%.
+\ \]% Crackling Energy Damage
When you cast Blizzard it will periodically spawn exploding Ice Spikes that deal \ \ damage. Your Ice Spikes Chill enemies for 15%.
Ball Lightning orbits around you and deals \ \]%\ increased damage.
+\ \]% Frost Damage
Lucky Hit: Damage from your Pyromancy Skills has up to a \ \]% chance to restore 10 Mana.
Chain Lightning has a 25% chance to deal \ \]%\ increased damage. This chance is doubled against Bosses or Crowd Controlled enemies and prefers them as targets.
+\% 8.0% Fire Lucky Hit Chance
The Vyr's Mastery Key Passive also grants \ \]% Damage Reduction, tripled while fighting a Close enemy.
+\ \ Maximum Mana
+\ \ Maximum Mana
Using a Cooldown restores \ \ Mana.
REMOVED
QA_Primal_Doomfire
Each time Chain Lightning bounces, gain \ \ Mana.
+4.0% 5.0% Resistance to All Elements
For each type of Elemental Casting a Pyromancy, Shock, or Frost Skill increases your damage you deal, gain \ by \]%\ increased damage for 4 5 seconds, up to \%\ . Dealing Elemental damage stacking once per element. Casting again refreshes all bonuses. bonuses if the previous skill was a different Element.
You may have 1 additional Hydra active, and Hydra's duration is increased by \ \]%.
Explosions from the Shatter Key Passive deal \ \]%\ increased damage.
+\ \]% Fire Damage Over Time
While within your own Blizzard and for 3 seconds after leaving it, you take \ \]% less damage.
Casting Ice Armor makes you Unstoppable and grants 25% Damage Reduction for \ \ seconds.
While Unstable Currents is not active, your Shock Skills have a \ \]% chance to trigger a free cast from it.
You deal \ \]%\ increased damage to Vulnerable enemies while you have a Barrier. Ice Armor is active. This amount is increased by another 0%\ against Frozen enemies.
+\ \]% Pyromancy Critical Strike Damage
+\ \]% Pyromancy Critical Strike Damage
+\ \]% Pyromancy Critical Strike Damage
+\ \]% Shock Critical Strike Damage
+\ \]% Shock Critical Strike Damage
+\ \]% Shock Critical Strike Damage
+\ \]% Cold Damage
+\ \]% Cold Damage
+\ \]% Cold Damage
+\ \]% Fire Damage
+\ \]% Fire Damage
+\ \]% Fire Damage
+\ \]% Lightning Damage
+\ \]% Lightning Damage
+\ \]% Lightning Damage
+\ \]% Damage to Frozen Enemies
+\ \]% Damage to Frozen Enemies
+\ \]% Damage to Frozen Enemies
+\ \]% Fire Damage Over Time
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Fire Damage Over Time
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
Allowed Item Types:
1H Weapon
2H Weapon (Power increased by 100%)
Gloves
Amulet (Power increased by 50%)
Ring
+\ \]% Crackling Energy Damage
+\ \]% Crackling Energy Damage
+\ \]% Crackling Energy Damage
NEW
NEW
NEW
+\ \]% Hydra Damage
+\ \]% Hydra Damage
+\ \]% Hydra Damage
+\ \]% Ice Blades Damage
+\ \]% Ice Blades Damage
+\ \]% Ice Blades Damage
+\ \]% Lightning Spear Damage
+\ \]% Lightning Spear Damage
+\ \]% Lightning Spear Damage
+\ \]% Mastery Damage
+\ \]% Mastery Damage
+\ \]% Mastery Damage
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
Lucky Hit: Up to a 5% 15% Chance to Heal +\ \ Life
Lucky Hit: Up to a 5% 15% Chance to Heal +\ \ Life
Lucky Hit: Up to a 5% 15% Chance to Heal +\ \ Life
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
+\ \]% Chance for Arc Lash to Swipe Twice
+\ \]% Chance for Ball Lightning Projectiles to Cast Twice
+\ \]% Chance for Ball Lightning Projectiles to Cast Twice
+\ \]% Chance for Chain Lightning Projectiles to Cast Hit Twice
+\ \]% Chance for Chain Lightning Projectiles to Cast Hit Twice
+\% Chance for Chain Lightning Projectiles to Cast Hit Twice
+\ \]% Chance for Charged Bolts Projectiles to Cast Twice
+\ \]% Chance for Charged Bolts Projectiles to Cast Twice
+\ \]% Chance for Fireball Projectiles to Cast Twice
+\ \]% Chance for Fireball Projectiles to Cast Twice
+\ \]% Chance for Fire Bolt Projectiles to Cast Twice
+\ \]% Chance for Fire Bolt Projectiles to Cast Twice
+\ \]% Chance for Frost Bolt Projectiles to Cast Twice
+\ \]% Chance for Frost Bolt Projectiles to Cast Twice
+\ \]% Chance for Frozen Orb Projectiles to Cast Twice
+\ \]% Chance for Frozen Orb Projectiles to Cast Twice
+\ \]% Chance for a Second Ice Blades When Cast
+\ \]% Chance for a Second Ice Blades When Cast
+\ \]% Chance for a Second Ice Blades When Cast
+\ \]% Chance for Ice Shards Projectiles to Cast Twice
+\ \]% Chance for Ice Shards Projectiles to Cast Twice
+\ \]% Chance for a Second Lightning Spear When Cast
+\ \]% Chance for a Second Lightning Spear When Cast
+\ \]% Chance for a Second Lightning Spear When Cast
+\ \]% Chance for Spark Projectiles to Cast Twice
+\ \]% Chance for Spark Projectiles to Cast Twice
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
1H Weapon
2H Weapon Helm
Chest Armor
Boots
Gloves
Amulet (Power increased by 100%) 50%)
Shield
Pants
+\ \]% Shock Damage
NEW
NEW
+\ \]% Chance for Arc Lash to Swipe Twice
NEW
Your Burning damage is increased by 10%\ of your Critical Strike Damage Bonus, plus 1% 2%\ for every 20 Intelligence you have, up to 80%\.
Crackling Energy has a 25% chance to not consume a Charge when triggered. Crackling Energy's damage is increased by 2% 4%\ per 20 total Intelligence you have, up to 120%\.
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
NEW
For every 75 Fury you spend, gain 15% of your Maximum Life (249) (0) as Fortify.
Your Shadow damage over time effects have a 5%\ chance to deal 50%\ bonus damage each time they deal damage. This chance is increased by 1% 2%\ and bonus damage is increased by 4% 8%\ for each 60 Intelligence you have, up to 1,200 Intelligence.
NEW
NEW
+45.0% Overpower 12.5% Damage
+10.0% Damage while Healthy
+10 Intelligence
Bonus: Another +45.0% Overpower 12.5% Damage while Healthy if requirements met:
215 Intelligence 170 Willpower
NEW
NEW
NEW
+10 Strength 4.0% Healing Received
NEW
+10 Intelligence 25 Life per 5 Seconds
NEW
+2.0% Total Armor while in Werebear Form 16.0% Damage to Elites
Bonus: Another +2.0% Total Armor while in Werebear Form 16.0% Damage to Elites if requirements met:
+5.0% Damage while Berserking
+10 Strength
Bonus: Another +5.0% 16.0% Damage while Berserking to Elites if requirements met:
NEW
NEW
+10 Intelligence
4.0% Maximum Life
+45.0% Overpower Damage 10 Strength
230 Strength 170 Dexterity
+10 Strength 10.0% Fire Resistance
NEW
NEW
+15.0% Bone Critical Strike 20 Armor
5.0% Damage
+10.0% Bone Damage Reduction from Vulnerable Enemies
Bonus: Another +15.0% Bone Critical Strike Damage 20 Armor if requirements met:
+100 20 Armor
170 Dexterity (Necromancer)
170 Intelligence
(Rogue)
Necromancer, Rogue
NEW
Chilling Elemental Favor
+10.0% Cold Resistance Non-Physical Damage
Bonus: Another +10.0% Cold Resistance Non-Physical Damage if requirements met:
+100 20 Armor
NEW
NEW
+10 Strength 4.0% Healing Received
+10 Willpower 20 Armor
+10.0% Earth Damage
+15.0% Critical Strike Damage to Crowd Controlled Enemies
+10 Willpower
Bonus: Another +10.0% Earth 15.0% Damage to Crowd Controlled Enemies if requirements met:
220 Willpower, 170 Dexterity
4.0% Chill Application
+10 Intelligence
200 Intelligence 170 Dexterity
220 Intelligence, 170 Dexterity (Sorcerer)
180 Strength (Rogue)
180 Willpower (Necromancer)
Necromancer,
Rogue, Sorcerer Spiritborn
+10 Dexterity 3.0% Resistance to All Elements
+10.0% Summon Damage Reduction for Your Minions
Bonus: Another +10.0% Summon Damage Reduction for Your Minions if requirements met:
+100 20 Armor
NEW
NEW
NEW
+100 20 Armor
+10.0% Damage with Two-Handed Slashing Weapons
+10.0% Vulnerable Physical Damage
+10 Strength
Bonus: Another +10.0% Physical Damage with Two-Handed Slashing Weapons if requirements met:
215 Strength 170 Willpower
+100 Armor 15.0% Critical Strike Damage
Bonus: Another +100 Armor 15.0% Critical Strike Damage if requirements met:
NEW
+16.0% Damage to Elites 10 Willpower
180 Intelligence Dexterity
NEW
Rogue Rogue, Spiritborn
REMOVED Discerning
REMOVED Dosage
NEW
Electro Shock Resistant
+10 Intelligence
4.0% Maximum Life
NEW
Sorcerer Sorcerer, Spiritborn
NEW
NEW
+10 Intelligence
4.0% Maximum Life
Necromancer, Sorcerer Necromancer
NEW
NEW
REMOVED Feint
NEW
+10.0% Werewolf Damage
+15.0% Critical Strike Damage 3.0% Resistance to All Elements
4.0% Maximum Life
Bonus: Another +10.0% Werewolf Damage 3.0% Resistance to All Elements if requirements met:
+100 20 Armor
NEW
+10.0% Physical Vulnerable Damage Over Time
+10.0% Damage to Bleeding Enemies
+10 Strength
Bonus: Another +10.0% Physical Vulnerable Damage Over Time if requirements met:
220 Strength, 170 Dexterity Willpower
NEW
+10 Intelligence
4.0% Maximum Life
+35.0% Basic Damage
+10.0% Damage
+10 Dexterity
Bonus: Another +35.0% Basic 10.0% Damage if requirements met:
160 Intelligence Strength
NEW
+10 Intelligence 20 Armor
+16.0% Damage to Elites 10 Intelligence
NEW
+10 Strength 4.0% Healing Received
NEW
+10.0%
4.0% Damage Reduction while Fortified
Bonus: Another +10.0% 4.0% Damage Reduction while Fortified if requirements met:
Barbarian, Necromancer
NEW
180 Intelligence Dexterity
NEW
180 Dexterity (Barbarian, Druid)
180 Intelligence (Rogue)
Barbarian, Druid, Rogue
Barbarian
NEW
+10 Willpower 4.0% Healing Received
170 Dexterity (Barbarian, Sorcerer) (Barbarian)
215 Dexterity (Rogue) (Spiritborn)
Barbarian, Rogue, Sorcerer Spiritborn
+15.0% Imbued Damage
+10.0% Non-Physical Damage 3.0% Resistance to All Elements
+20 Armor
Bonus: Another +15.0% Imbued Damage 3.0% Resistance to All Elements if requirements met:
NEW
NEW
+100 Armor 16.0% Damage to Elites
Bonus: Another +100 Armor 16.0% Damage to Elites if requirements met:
+3.0% Resistance to All Elements 10 Intelligence
230 Intelligence 170 Willpower
+100 20 Armor
+10 Dexterity
4.0% Maximum Life
Bonus: Another +100 20 Armor if requirements met:
Rogue Rogue, Spiritborn
+100 20 Armor
NEW
+14.0% Golems Armor 10.0% Summon Damage
Bonus: Another +14.0% Golems Armor 10.0% Summon Damage if requirements met:
NEW
NEW
NEW
NEW
+10 Willpower 4.0% Healing Received
NEW
Druid, Rogue Druid
NEW
NEW
+15.0% Damage to Stunned Enemies
+16.0% Damage to Elites 10.0% Lightning Resistance
+20 Armor
Bonus: Another +15.0% Damage to Stunned Enemies 10.0% Lightning Resistance if requirements met:
NEW
NEW
NEW
+100 20 Armor
+100 20 Armor
+100 20 Armor
Bonus: Another +100 20 Armor if requirements met:
NEW
NEW
160 Intelligence (Druid, Rogue) Rogue, Spiritborn)
Druid, Necromancer, Rogue Rogue, Spiritborn
NEW
NEW
Pyromancy
+10.0% Fire Explosive
+15.0% Critical Strike Damage
+10.0% Fire Damage Over Time 10 Intelligence
Bonus: Another +10.0% Fire 15.0% Critical Strike Damage if requirements met:
215 Intelligence 160 Dexterity
NEW
NEW
NEW
+10 25 Life per Second 5 Seconds
All Classes Barbarian, Druid, Necromancer, Rogue, Sorcerer
REMOVED Regenerative
NEW
+4.0% Healing Received 45.0% Overpower Damage
Bonus: Another +4.0% Healing Received 45.0% Overpower Damage if requirements met:
NEW
170 Strength (Rogue) (Rogue, Spiritborn)
Necromancer, Rogue, Sorcerer Sorcerer, Spiritborn
NEW
+10 Willpower
4.0% Maximum Life
170 Intelligence (Druid, Rogue)
All Classes (Rogue)
Barbarian, Necromancer, Rogue, Sorcerer
NEW
NEW
+35.0% Ultimate
4.0% Damage
+15.0% Critical Strike Damage Reduction from Vulnerable Enemies
+20 Armor
Bonus: Another +35.0% Ultimate 4.0% Damage Reduction from Vulnerable Enemies if requirements met:
180 Dexterity (Necromancer)
180 Intelligence (Rogue)
Necromancer, Rogue
Necromancer
+100 20 Armor
NEW
NEW
NEW
NEW
Rogue Rogue, Spiritborn
NEW
+100 20 Armor
Bonus: Another +100 20 Armor if requirements met:
+10 Intelligence 4.0% Healing Received
+100 20 Armor
Druid, Rogue Rogue, Spiritborn
NEW
NEW
NEW
NEW
NEW
NEW
NEW
+100 20 Armor
160 Willpower (Necromancer)
160 Strength (Spiritborn)
Barbarian, Druid, Necromancer Spiritborn
NEW
REMOVED Tolerance
NEW
+10.0% 16.0% Damage to Poisoned Enemies
+10.0% Poison Damage Elites
+10 Willpower
Bonus: Another +10.0% 16.0% Damage to Poisoned Enemies Elites if requirements met:
220 Willpower, 170 180 Intelligence
NEW
+10 Dexterity 10.0% Poison Resistance
Rogue Rogue, Spiritborn
+100 20 Armor
NEW
+10.0% 2.0% Total Armor while in Werebear Damage
+45.0% Overpower Damage Form
4.0% Maximum Life
Bonus: Another +10.0% 2.0% Total Armor while in Werebear Damage Form if requirements met:
NEW
NEW
NEW
+10 Strength 4.0% Healing Received
+2.5% Attack Speed 10 Strength
180 Dexterity Willpower
NEW
REMOVED Wiles
NEW
+100 20 Armor
NEW
NEW
NEW
NEW
Sorcerer Sorcerer, Spiritborn
REMOVED Tears of Blood
Radius Size: 3 2
Increase Non-Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Mastery skills damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
Radius Size: 3 2
Increase Traps skills damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Strength
Radius Size: 3 2
You deal 0.0%\ increased damage to Injured enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase Poison damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
Increase Poison damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Strength
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Blood Orbs Fortify you for 10% of your Maximum Life (166).
Requirements:
(purchased in radius range)
+40 Intelligence (0).
Radius Size: 3 2
You deal 0.0%\ increased damage to Healthy enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Brawling skill damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase Non-Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
NEW
Radius Size: 3 2
Increase Lightning damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase damage to Vulnerable targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Dexterity
Radius Size: 3 2
Increase Critical Strike Damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
Radius Size: 3 2
You deal 0.0%\ increased damage to Close enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Dexterity
NEW
Radius Size: 3 2
Increase Critical Strike Damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
Increase Conjuration skills damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
NEW
Radius Size: 3 2
Increase damage to Crowd Controlled targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage to Crowd Controlled targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
Increase damage to Crowd Controlled targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase damage to Stunned targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
Radius Size: 3 2
Increase Shadow damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase Minion damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase Shadow damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase Critical Strike Damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage to Crowd Controlled targets by 0.0%\.
(if requirements met)
When you hit an enemy or Boss with an attack that applies a Crowd Control effect, they take 2%\, up to 10%\, increased damage from you for 20 seconds.
Requirements:
(purchased in radius range)
+40 Dexterity
Radius Size: 3 2
Increase damage to Vulnerable targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Strength
Radius Size: 3 2
Increase damage to Vulnerable targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
You deal 0.0%\ increased Overpower damage.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
You deal 0.0%\ increased Overpower damage.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
You deal 0.0%\ increased Overpower damage.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase Nature Magic skill damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Willpower
Radius Size: 3 2
Increase Non-Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
Increase Lightning damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Lightning damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Willpower
Radius Size: 3 2
Increase Non-Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
NEW
Radius Size: 3 2
For every 5 Intelligence purchased within range, you deal +2.0% increased Non-physical damage.
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase Critical Strike Damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
You deal 0.0%\ increased damage to Injured enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
Radius Size: 3 2
Increase damage while Healthy by 0.0%\.
(if requirements met)
Consuming a Corpse Fortifies you for 4% of your Maximum Life (66) (0) and grants 4% Damage Reduction for 4 seconds.
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase damage to Vulnerable targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage to Vulnerable targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Strength
Radius Size: 3 2
Increase damage to Vulnerable targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Grenade skills damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Dexterity
Radius Size: 3 2
Increase damage while Shapeshifted by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Willpower
NEW
NEW
Radius Size: 3 2
You deal 0.0%\ increased damage to Healthy enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Dexterity
Radius Size: 3 2
Increase Cold damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase damage to Chilled or Frozen targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Dexterity
NEW
Radius Size: 3 2
Increase Lightning damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Minion damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
You deal 0.0%\ increased damage to Healthy enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage while Healthy by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
NEW
NEW
NEW
Radius Size: 3 2
Increase Nature Magic skill damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Willpower
Radius Size: 3 2
Increase damage while Healthy by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase Non-Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
NEW
Radius Size: 3 2
Increase Conjuration skills damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
You deal 0.0%\ increased damage to Close enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
NEW
Radius Size: 3 2
Increase Non-Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
Increase Minion damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
NEW
Radius Size: 3 2
You deal 0.0%\ increased damage to Healthy enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
Radius Size: 3 2
Increase damage to Elites by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Shadow damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
NEW
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
You deal 16% 15%\ increased Physical damage to Non-Elites and Bosses.
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage while Healthy by 0.0%\.
(if requirements met)
You have a 30% chance when Shapeshifting to gain a Barrier that absorbs 15% of your Maximum Life (249) (0) in damage for 6 seconds.
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage to Elites by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Strength
Radius Size: 3 2
Increase damage while Healthy by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
Increase Cold damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase Marksman skills damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Dexterity
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Dealing Thorns damage to an enemy increases all damage it takes from you by 1%\, up to 8% 15%\, for 10 seconds.
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
NEW
Radius Size: 3 2
Increase Earthquake damage by 0.0%\.
(if requirements met)
You deal 10%\ increased damage to Bosses and Crowd Controlled enemies for each active Earthquake, up to 30% 50%\.
Requirements:
(purchased in radius range)
+40 Strength .
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase Shadow damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase Critical Strike Damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
Radius Size: 3 2
Increase Critical Strike Damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Traps skills damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
NEW
Radius Size: 3 2
Increase Critical Strike Damage by 0.0%\.
(if requirements met)
Critical Strikes increase the damage an enemy takes from you by 2% 3%\ for 20 seconds, up to 12% 15%\.
Requirements:
(purchased in radius range)
+25 Dexterity .
Radius Size: 3 2
Increase Cold damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
You deal 0.0%\ increased damage to Close enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
NEW
Radius Size: 3 2
Increase Earth skills damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage to Vulnerable targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
You deal 0.0%\ increased damage to Healthy enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase Poison damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Poison damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
You deal 0.0%\ increased damage to Close enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Strength
Radius Size: 3 2
Increase Dust Devil damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Strength
Radius Size: 3 2
Increase damage while Healthy by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
You deal 0.0%\ increased damage to Injured enemies.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Intelligence
Radius Size: 3 2
Increase damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Dexterity
Radius Size: 3 2
Increase Non-Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Willpower
Radius Size: 3 2
Increase Minion damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Weapon Mastery skill damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase damage while in Werebear form by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Willpower
Radius Size: 3 2
Increase damage while in Werewolf form by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+40 Willpower
NEW
Radius Size: 3 2
Increase your Companions damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Intelligence
Radius Size: 3 2
Increase damage to Crowd Controlled targets by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
Radius Size: 3 2
Increase Physical damage by 0.0%\.
(if requirements met)
Requirements:
(purchased in radius range)
+25 Dexterity
REMOVED Advantage
REMOVED Battle-hardened
REMOVED Battle-hardened
REMOVED Battle-hardened
REMOVED Battle-hardened
REMOVED Impairment
REMOVED Impairment
REMOVED Impairment
REMOVED Overwhelm
REMOVED Overwhelm
REMOVED Overwhelm
REMOVED Overwhelm
REMOVED Power
REMOVED Reanimator
REMOVED Resolve
REMOVED Ruin
REMOVED Ruin
REMOVED Ruin
REMOVED Ruin
REMOVED Skill
REMOVED Slayer
REMOVED Slayer
REMOVED Slayer
REMOVED Slayer
REMOVED Subdue
REMOVED Subdue
REMOVED Subdue
REMOVED Subdue
REMOVED Wisdom
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