
Diablo 4 Skills Leaked
Diablo 4 Skills Leaked
Diablo 4 is currently undergoing a private beta, and luckily for those of us not lucky enough to get in to the beta there is a lot of information being leaked. The entire skill tree has been circulating on reddit for a few days now.
Barbarian Skills:
- Bash - Active - Generate Fury. Bash the enemy with your weapon, dealing [x] damage. Has a [y]% chance to Stun for [z] seconds.
- Enhancement:Damaging an enemy with Bash grants you [x] Fortify. Double this amount when using a Two-Handed weapon.
- Upgrade A:Increases Bash's Stun duration to [x] seconds, or to [y] seconds if using a Two-Handed weapon.
- Upgrade B:Bash deals [x]% bonus Overpower damage and grants [y] additional Fury when Overpowering enemies.
- Flay - Active - Generate Fury. Flay the enemy, dealing [x] damage. Inflicts [y] Bleeding damage over [z] seconds.
- Enhancement:Flay has a [x]% chance to make the enemy Vulnerable for 2 seconds. Double this chance when using a Two-Handed weapon.
- Upgrade A:When Flay deals direct damage to an enemy, they take [x]% increased Bleeding damage for the next [y] seconds.
- Upgrade B:While Berserking, Flay's Attack Speed is increased by +[x]%.
- Imposing Presence - Passive - Gain [x]% additional Maximum Life.
- Swiftness - Passive - Movement Speed is increased by +[x]%.
- Lunging Strike - Active - Generate Fury. Lunge Forward and strike an enemy for [x] damage.
- Enhancement:Critical Strikes with Lunging Strike grant you Berserking for [x] seconds.
- Upgrade A:When using a Slashing weapon, Lunging Strike has a [x]% chance to make enemies Vulnerable for [y] seconds.
- Upgrade B:Lunging Strike deals [x]% increased damage and Heals you for [y] Life when it damages a Healthy enemy.
- Frenzy - Active - Generate Fury. Unleash a rapid flurry of blows, dealing [x] damage with each pair of hits. Dealing damage with Frenzy increases Frenzy's Attack Speed by +[y]% for [z] seconds, up to +[w]%.
- Enhancement:While Frenzy is granting +[x]% bonus Attack Speed, it also generates 1 additional Fury.
- Upgrade A:Frenzy deals [x]% increased damage while Berserking.
- Upgrade B:You gain [x]% Damage Reduction for each stack of Frenzy you currently have.
- Hammer of the Ancients - Active - Fury Cost. Slam your hammer down with the fury of the Ancients, dealing [x] damage to a concentrated area.
- Enhancement:Gain [x] Fury when Hammer of the Ancients damages [y] or more enemies.
- Upgrade A:After [x] Critical Strikes with Hammer of the Ancients, your next cast Overpowers all enemies it damages.
- Upgrade B:Gain Berserking for [x] seconds when hitting [y] or more enemies with Hammer of the Ancients.
- Rend - Active - Fury Cost. Cleave enemies in front of you, dealing [x] damage and inflicting [y] Bleeding damage over [z] seconds.
- Enhancement:Dealing direct damage with Rend extends the duration of Vulnerable on enemies by [x] seconds.
- Upgrade A:Rend deals [x]% increased Bleeding damage to enemies that are already Bleeding.
- Upgrade B:Direct damage with Rend grants [x] Fury per enemy hit, up to a maximum of [y] Fury.
- Pressure Point - Passive - Hit Effect: Your Core skills have up to a [x]% chance to make enemies Vulnerable for 2 seconds.
- Upheaval - Active - Fury Cost. Tear into the ground with your weapon and fling debris forward, dealing [x] damage.
- Enhancement:Upheaval has a [x]% chance to Stun all enemies it damages for [y] seconds.
- Upgrade A:If Upheaval deals damage to an enemy you gain Berserking for [x] seconds, or [y] seconds if it deals damage to [z] or more enemies.
- Upgrade B:Dealing direct damage to an enemy with a Skill that is not Upheaval causes your next cast of Upheaval to deal [x]% increased damage, stacking up to [y] times.
- Whirlwind - Active - Rapidly attack nearby enemies for [x] damage.
- Enhancement:Gain [x] Fury each time Whirlwind deals direct damage to an enemy, or [y] Fury if the enemy is Stunned.
- Upgrade A:After using Whirlwind for [x] seconds, Whirlwind deals [x]% increased damage until it is cancelled.
- Upgrade B:While using a Slashing weapon, Whirlwind also inflicts [x] Bleeding damage over [y] seconds.
- Slaying Strike - Passive - You deal [x]% increased damage against Injured enemies.
- Double Swing - Active - Fury Cost. Sweep your weapons from opposite directions, dealing [x] damage with each weapon. Enemies caught in the center are damaged by both.
- Enhancement:If Double Swing damages a Stunned or Knocked Down enemy, gain [x] Fury.
- Upgrade A:Damaging an enemy with Double Swing causes its next cast within [x] seconds to deal [x]% increased damage.
- Upgrade B:Casting Double Swing while Berserking grants [x] additional seconds of Berserking.
- Ground Stomp - Active - Cooldown: [x] seconds. Smash the ground, dealing [y] damage and Stunning nearby enemies for [z] seconds.
- Enhancement:Increase Ground Stomp's duration by [x] seconds.
- Upgrade A:Ground Stomp generates [x] Fury.
- Upgrade B:Reduce the Cooldown of your Ultimate skill by [x] second for each enemy damaged by Ground Stomp.
- Challenging Shout - Active - Cooldown: [x] seconds. Taunt nearby enemies and gain [x]% Damage Reduction for [z] seconds.
- Enhancement:While Challenging Shout is active, gain [x]% bonus Maximum Life.
- Upgrade A:While Challenging Shout is active you gain [x] Fury each time you take damage.
- Upgrade B:While Challenging Shout is active, gain Thorns equal to +[x]% of your Maximum Life.
- Outburst - Passive - Gain [x] Thorns. Also gain [y] Thorns for each [z] bonus Maximum Life you have.
- Tough as Nails - Passive - Increase your Thorns by +[x]%.
- Iron Skin - Active - Cooldown: [x] seconds. Steel yourself, gaining a Barrier that absorbs [y]% of your missing Life for [z] seconds.
- Enhancement:Iron Skin absorbs +[x]% more Missing Life.
- Upgrade A:While Iron Skin is active, restore Life equal to [x]% of the Barrier's original amount per second.
- Upgrade B:Iron Skin also grant [x] Fortify. Double this amount if cast while below [y]% Life.
- Martial Vigor - Passive - Damage Reduction against Elites, Bosses, and Players is increased by [x]%.
- Rallying Cry - Active - Cooldown [x] seconds. Bellow a rallying cry, granting allies +[y]% increased Movement Speed, and [x]% increased Resource Generation for [w] seconds.
- Enhancement:Rallying Cry grants Unstoppable while active.
- Upgrade A:Rallying Cry grants [x] Fury. You gain +[y]% increased Resource Generation from Rallying Cry.
- Upgrade B:Rallying Cry grants [x] Fortify. While Rallying Cry is active, you gain an additional [y] Fortify each time you take or deal direct damage.
- War Cry - Active - Cooldown: [x] seconds. Bellow a mighty war cry. You and nearby allies deal [x]% increased damage for [z] seconds.
- Enhancement:War Cry grants you Berserking for [x] seconds.
- Upgrade A:If at least [x] enemies are nearby when War Cry is cast, its damage bonus is increased by [x]%.
- Upgrade B:War Cry grants [x] Fortify.
- Booming Voice - Passive - Shout skill durations are increased by [x]%.
- Raid Leader - Passive - Your Shouts also Heal allies for [x] Life per second.
- Guttural Yell - Passive - Your Shout Skills causes enemies to deal [x]% less damage for [y] seconds.
- Charge - Active - Cooldown: [x] seconds. Become Unstoppable and rush forward, pushing enemies with you then swinging through them for [y] damage and Knocking them Back.
- Enhancement:Enemies who are Knocked Back into terrain by Charge take [x] damage and are Stunned for [y] seconds.
- Upgrade A:Reduce Charge's Cooldown by [x] seconds.
- Upgrade B:Damaging enemies with Charge makes them Vulnerable for [x] seconds.
- Aggressive Resistance - Passive - Gain [x]% Damage Reduction while Berserking.
- Battle Frenzy - Passive - When a Brawling Skill damages at least one enemy, gain Berserking for [x] seconds.
- Barbarian Momentum - Passive - While Berserking, Fury Generation is increased by [x]%.
- Leap - Active - Cooldown: [x] seconds. Leap forward and slam down, dealing [y] damage and Knocking Back nearby enemies on impact.
- Enhancement:If Leap doesn't damage any enemies, its Cooldown is reduced by [x] seconds.
- Upgrade A:If Leap damages at least one enemy, gain [x] Fury.
- Upgrade B:Enemies damaged by Leap are Slowed by [x]% for [y] seconds.
- Quick Impulses - Passive - Reduce the duration of Control Impairing Effects by [x]%.
- Kick - Active - Charges: [x]. Charge Cooldown: [y] seconds. Throw a powerful kick that deals [z] damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional [w] damage and are Stunned for [v] seconds.
- Enhancement:Kick makes enemies it damages Vulnerable for [x] seconds.
- Upgrade A:If Kick damages an enemy, it consumes all of your Fury and deals an additional [x] damage per [y] Fury spent. Kick no longer Knocks Back enemies.
- Upgrade B:Kicked enemies deal [x] damage to enemies they collide with while being Knocked Back. Enemies damaged this way are Knocked Down for [x] seconds.
- Death Blow - Active - Fury Cost: [a]. Charges: [b]. Charges Cooldown: [c] seconds. Cooldown: [d] seconds. Attempt a killing strike, dealing [x] damage to enemies in front of you. If this kills an enemy, the Cooldown is reset. If this kills an enemy, a Charge is refunded.
- Enhancement:Death Blow deals [x]% increased damage to bosses.
- Upgrade A:If Death Blow damages at least one enemy, gain [x] Fury.
- Upgrade B:If Death Blow damages at least one enemy, gain Berserking for [x] seconds.
- Pit Fighter - Passive - You deal [x]% increased damage to enemies within melee range and gain [x]% Ranged Damage Reduction.
- Expose Vulnerability - Passive - Dealing direct damage with a Weapon Mastery skill causes your next Core Skill to make enemies Vulnerable for [x].
- No Mercy - Passive - You deal [x]% increased damage against Immobilized, Stunned, or Slowed enemies.
- Rupture - Active - Cooldown: [a] seconds. Charges: [b]. Charge Cooldown: [c] seconds. Skewer enemies in front of you, dealing [x] damage, then rip your weapon out, damaging enemies for their total Bleeding amount and removing all Bleeding damage from them.
- Enhancement:If an enemy dies while being skewered by Rupture, then reset its Cooldown. Enemies who survive take [x]% increased Bleeding damage for the next [y] seconds.
- Upgrade A:Enemies killed by Rupture Heal you for [x].
- Upgrade B:Killing enemies with Rupture increases your Attack Speed by +[x]% for [y] seconds.
- Hamstring - Passive - Your Bleeding effects Slow enemies by [x]%.
- Cut to the Bone - Passive - Your Bleeding effects deal [x]% increased damage to Vulnerable enemies.
- Steel Grasp - Active - Charges: [a]. Charge Cooldown: [b] seconds. Throw out a trio of chains that deal [x] damage and Pull In enemies.
- Enhancement:Steel Grasp also makes enemies Vulnerable for [x] seconds.
- Upgrade A:If Steel Grasp damages an enemy, gain Berserking for [x] seconds.
- Upgrade B:Steel Grasp gains [x] additional Charge.
- Thick Skin - Passive - Each time you take direct damage gain [x] Fortify.
- Barbarian Defensive Posture - Passive - Increase the Damage Reduction gained while you are Fortified by an additional +[x]%.
- Counteroffensive - Passive - While Fortified for over [x]% of your Maximum Life, you deal [x]% increased damage.
- Call of the Ancients - Active - Cooldown: [a] seconds. Call upon 3 Ancients to aid you in battle for [x] seconds. Korlic leaps at enemies, dealing [x] damage and swings his weapons in a frenzy, dealing [y] damage per hit. Talic spins in a whirlwind rapidly attacking enemies for [x] damage. Madawc upheaves the ground, dealing [x] damage.
- Upgrade 1:While Call of the Ancients is active, gain +[x]% bonus Attack Speed and [x]% increased damage.
- Upgrade 2:Each of the Ancients gains additional power: Korlic: You gain 10 Fury each time Korlic damages an enemy with Frenzy. Talic: Enemies are Slowed by [x]% for [y] seconds when damaged by his Whirlwind. Madawc: [x]% chance to Stun enemies for [y] seconds when using his Upheaval.
- Duelist - Passive - Attack Speed is increased by +[x]% while using One-Handed weapons.
- Iron Maelstrom - Active - Cooldown: [a] seconds. Activate to attach a chain to your Two-Handed Bludgeoning weapon and slam the ground, dealing [x] damage and Stunning them for [y] seconds. Reactivate a second time to attach a chain to your Two-Handed Slashing weapon and swipe it in front of you, dealing [x] damage and [y] Bleeding damage over [z] seconds. Reactive a final time to attach a chain to your Dual Wield weapons and swing them around you, dealing [x] damage per hit.
- Upgrade 1:Iron Maelstrom gains +[x]% increased Critical Strike Chance and deals [x]% increased Critical Strike Damage.
- Upgrade 2:Dealing direct damage to an enemy after swapping weapons reduces Iron Maelstrom's Cooldown by [x] seconds.
- Tempered Fury - Passive - Increase your Maximum Fury by [x].
- Furious Impulse - Passive - Each time you swap weapons, gain [x] Fury.
- Invigorating Fury - Passive - Heals you for [x]% of your Maximum Life for each [y] Fury spent.
- Wrath of the Berserker - Active - Cooldown: [a] seconds. Gain Berserking and Unstoppable for [x] seconds. For the next [y] seconds, dealing direct damage with Basic Skills grants Berserking for [z] seconds.
- Upgrade 1:While Wrath of the Berserker is active, gain +[x]% increased Movement Speed and increase Fury Generation by [x]%.
- Upgrade 2:While Wrath of the Berserker is active, every [x] Fury you spend increases Berserk's damage bonus by +[y]%.
- Concussion - Passive - Hit Effect: Skills using Bludgeoning weapons have up to a [x]% chance to Stun enemies for [y] seconds, or up to a [z]% chance when using a Two-Handed Bludgeoning weapon.
- Endless Fury - Passive - Basic skills generate [x]% more Fury when using Two-Handed weapons.
- Brute Force - Passive - Your Overpower deals [x]% increased damage when using a Two-Handed weapon.
- Wallop - Passive - Your Skills using Bludgeoning weapons deal [x]% increased damage if the enemy is Stunned or Vulnerable.
- Heavy Handed - Passive - While using Two-Handed weapons you deal [x]% increased Critical Strike Damage.
- Unconstrained - Passive - Increase Berserk's maximum duration by [x] seconds and increase its damage bonus by +[y]%.
- Walking Arsenal - Passive - Dealing direct damage with a Two-Handed Bludgeoning, Two-Handed Slashing, or Dual Wielded weapons grants [x]% increased damage for [y] seconds. While all three damage bonuses are active, you gain an additional [x]% increased damage.
- Unbridled Rage - Passive - Core Skills deal [x]% increased damage, but cost [x]% more.
- Gushing Wounds - Passive - Enemies that have been affected by your Bleeding for [x] or more seconds take [y]% increased damage from Bleeding effects.
Druid Skills:
- Wind Shear - Active - Generate Spirit. Conjure a piercing blade of wind, dealing [x] damage.
- Enhancement:Wind Shear has a [x]% chance to make enemies Vulnerable for [y] seconds.
- Upgrade A:Wind Shear grants [x] additional Spirit for each enemy hit beyond the first.
- Upgrade B:Each enemy hit by Wind Shear increases your movement speed by [x]% for [y] seconds, up to [z]%.
- Earthspike - Active - Generate Spirit. Sunder the earth, impaling the first enemy hit for [x] damage.
- Enhancement:Earthspike has an [x]% chance to Stun for [y] seconds.
- Upgrade A:Fortify for [x] whenever Earthspike damage enemies who are Stunned, Immobilized, or Knocked Back.
- Upgrade B:Earthspike generate [x] additional spirit.
- Abundance - Passive - Basic skills generate [x]% more Spirit.
- Predatory Instinct - Passive - Critical Strike Chance against nearby enemies is increased by [x]%.
- Storm Strike - Active - Generate Spirit. Electricity gathers around your weapon, dealing [x] damage split between your target and up to [y] nearby enemies.
- Enhancement:Dealing damage with Storm Strike reduces your damage taken by [x]% for [y] seconds.
- Upgrade A:Storm Strike has a [x]% chance to make enemies Vulnerable for [y] seconds.
- Upgrade B:Storm Strike has a [x]% chance to Immobilize all enemies hit for [y] seconds.
- Claw - Active - Generate Spirit. Shapeshift into a Werewolf and claw at an enemy for [x] damage.
- Enhancement:Claw's Attack Speed is increased by +[x]%.
- Upgrade A:Claw poisons enemies for [x] over [y] seconds.
- Upgrade B:Claw has an additional +[x]% Critical Strike Chance and deals [y]% increased Critical Strike Damage.
- Maul - Active - Generate Spirit. Shapeshift into a Werebear and maul nearby enemies, dealing [x] damage.
- Enhancement:If an enemy is hit by Maul, then Fortify for [x].
- Upgrade A:While Healthy, Maul grants [x] additional Spirit.
- Upgrade B:Maul slows enemies by [x]% for [y] seconds.
- Landslide - Active - Spirit Cost: [a]. Crush enemies between 3 pillars of earth, dealing up to [x] damage.
- Enhancement:Enemies hit by all 3 Landslide pillars have a [x]% chance to be Immobilized for [y] seconds by the final hit.
- Upgrade A:Landslide has a [x]% increased Critical Strike Chance and deals [y]% increased Critical Strike Damage against enemies who are Stunned, Immobilized, or Knocked Back.
- Upgrade B:For [x] seconds after Landslide is cast, the Spirit cost is reduced by [y].
- Wild Impulses - Passive - Your Core skills cost [x]% more Spirit but deal [y]% increased damage.
- Tornado - Active - Spirit Cost: [a]. Conjure a swirling tornado that deals [x] damage.
- Enhancement:Each time you cast Tornado, you have a [x]% chance to spawn an additional Tornado.
- Upgrade A:Enemies damaged by Tornado are Slowed by [x]% for [y] seconds, stacking up to [z]%.
- Upgrade B:Each time an enemy is damaged by a Tornado, they take [x]% increased damage from Tornado for [y] seconds, stacking up to [z]% increased damage.
- Lightning Storm - Active - Spirit Cost: [a] per strike. Conjure a growing lightning storm that deals [x] damage per strike and increases the number strikes the longer it is channeled up to a maximum of [y].
- Enhancement:The size of your Lightning Storm is preserved for [x] seconds after channeling.
- Upgrade A:Lightning Storm has a [x]% chance to Immobilize enemies hit for [y] seconds.
- Upgrade B:Lightning Storm gains 1 additional lightning strike.
- Heart of the Wild - Passive - Maximum Spirit is increased by [x].
- Shred - Active - Spirit Cost: [a]. Shapeshift into a Werewolf and leap onto an enemy slashing them 3 times for [x] damage per slash.
- Enhancement:Each slash with Shread heals you for [x]% of your maximum Life when it deals damage.
- Upgrade A:Shred deals [x]% increased damage to Injured enemies.
- Upgrade B:Shred has an additional +[x]% Critical Strike Chance against Poisoned enemies.
- Pulverize - Active - Spirit Cost: [a]. Shapeshift into a Werebear and slam the ground, dealing [x] damage to nearby enemies.
- Enhancement:Pulverize deals [x]% increased bonus damage when hitting [y] or more enemies.
- Upgrade A:Enemies hit with Pulverize deal [x]% reduced damage for [y] seconds.
- Upgrade B:Pulverize has a [x]% chance to Immobilize all enemies hit for [y] seconds.
- Cyclone Armor - Active - Cooldown: [a]. Passive: Power winds surround you, granting [x]% non-Physical damage reduction. Active: The winds rapidly expand, Knocking Back enemies and dealing [x] damage.
- Enhancement:Enemies who are Knocked Back by Cyclone Armor are also Slowed by [x]% for [y] seconds.
- Upgrade A:Every [x] seconds, Cyclone Armor intensifies, reducing the next instance of non-Physical damage by an additional [x]%.
- Upgrade B:Enemies Knocked Back by Cyclone Armor become Vulnerable for 2 seconds.
- Earthen Bulwark - Active - Cooldown: [a]. Rocks surround you for [x] seconds, absorbing [y] damage.
- Enhancement:Earthen Bulwark makes you Unstoppable while active.
- Upgrade A:Casting Earthen Bulwark grants [x] Fortify.
- Upgrade B:Upon expiration, Earthen Bulwark shatters, dealing [x]% of the remaining shield amount to nearby enemies.
- Ancestral Fortitude - Passive - Increase your non-physical resistance by [x]%.
- Debilitating Roar - Active - Cooldown: [a] seconds. Shapeshift into a Werebear and bellow a might roar, reducing damage dealt of nearby enemies by [x]% for [y] seconds.
- Enhancement:Debilitating Roar also Fortifies you for [x].
- Upgrade A:Debilitating Roar also heals you for [x]% of your maximum Life each second for its duration.
- Upgrade B:Debilitating Roar also slows enemies by [x]% for its duration.
- Blood Howl - Active - Cooldown: [a] seconds. Generate Spirit: [b]. Shapeshift into a Werewolf and howl furiously, restoring [x]% Life.
- Enhancement:Kills reduce the cooldown of Blood Howl by [x] seconds.
- Upgrade A:Blood Howl also increases your Attack Speed by [x]% for [y] seconds.
- Upgrade B:Blood Howl also generates [x] Spirit.
- Vigilance - Passive - You take [x]% reduced damage for [y] seconds after using a Defensive skill.
- Clarity - Passive - Gain [x] Spirit when transforming into Human form.
- Vine Creeper - Active - Cooldown: [a]. Passive: A vine creeper periodically emerges from the ground every [x] seconds and poisons a nearby enemy for [y] damage over [z] seconds. Active: Vines strangle all nearby poisoned enemies, Immobilizing them for [x] seconds and further poisoning them for [y] damage over [z] seconds.
- Enhancement:Vine Creeper's Immobilize duration is increased by [x] seconds.
- Upgrade A:The amount of time Vine Creeper takes to passively poison enemies is reduced by [x] seconds.
- Upgrade B:Your chance to Critically Strike is increased by +[x]% against enemies strangled by Vine Creeper.
- Nature's Reach - Passive - Deal [x]% increased damage to enemies outside of melee range. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back.
- Wolves - Active - Cooldown: [a] seconds. Passive: Summon [x] wolf companions that bite enmies for [y] damage. Active: Direct the wolves to focus an enemy, leaping to them and striking for [x] damage.
- Enhancement:Wolves deal [x]% increased damage to Immobilized, Stunned, Slowed, or poisoned enemies.
- Upgrade A:You deal [x]% increased damage to your Wolves' focus target.
- Upgrade B:Your Wolves' first attack against a focused enemy makes them Vulnerable for [x] seconds.
- Call of the Wild - Passive - You deal [x]% increased critical strike damage against your Wolves' focus target. Raven attacks deal [y]% increased damage to Vulnerable enemies. Vine Creeper's poison duration is increased by [z]%.
- Ravens - Active - Cooldown: [a] seconds. Passive: Ravens fly above you and periodically attack your enemies for [x] damage every [y] seconds. Active: The target area is swarmed with ravens, dealing [x] damage over [y] seconds.
- Enhancement:Passive: Ravens fly above you and periodically attack your enemies for [x] damage every [y] seconds.
- Upgrade A:Enemies inside the swarm of Ravens when it is activated become Vulnerable for [x] seconds.
- Upgrade B:[x] times as many Ravens appear when they periodically attack enemies.
- Hurricane - Active - Cooldown: [a] seconds. Form a hurricane around you that deals [x] damage to nearby enemies over [y] seconds.
- Enhancement:Enemies who are damaged by Hurricane are Slowed by [x]% for [y] seconds.
- Upgrade A:Hurricane has a [x]% chance to make enemies Vulnerable for [y] seconds.
- Upgrade B:Enemies who are in Hurricane's radius have their damage reduced by [x]%.
- Elemental Exposure - Passive - Hit Effect: Your Storm skills have up to [x]% chance to make enemies Vulnerable for [y] seconds.
- Endless Tempest - Passive - Increase the duration of Hurricane and Cataclysm by [x]%.
- Charged Atmosphere - Passive - Every [x] seconds, a Lightning Strike hits a nearby enemy dealing [x] damage.
- Bad Omen - Passive - Hit Effect: Up to a [x]% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing [y] damage.
- Electric Shock - Passive - Hit Effect: Dealing Lightning damage to enemies has a [x]% chance to Immobilize them for [y] seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by [z]% instead.
- Boulder - Active - Cooldown: [a] seconds. Unearth a large rolling boulder that Knocks Back and crushes enemies, dealing [x] damage with each hit.
- Enhancement:Enemies are slowed by [x]% for [y] seconds after being hit with Boulder.
- Upgrade A:Your Basic skills grant [x]% bonus Spirit while damaging enemies who are Knocked Back by Boulder.
- Upgrade B:The first enemy damaged by Boulder is made Vulnerable for [x] seconds.
- Crushing Earth - Passive - Earth skills deal [x]% increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
- Stone Guard - Passive - While Fortified over [x]% of your maximum Life, your Earth skills deal [y]% increased damage.
- Safeguard - Passive - Critical Strikes with Earth skills Fortifies you for [x].
- Trample - Active - Generates Spirit: [a]. Cooldown: [b] seconds. Shapeshift into a Werebear and charge forward, dealing [x] damage and Knocking Back enemies. Enemies who are Knocked Back into terrain take an additional [y] damage and are stunned for [z] seconds.
- Enhancement:You are Unstoppable during Trample.
- Upgrade A:Casting Trample grants [x] Fortify.
- Upgrade B:Casting Trample grants [x] Spirit.
- Iron Fur - Passive - While in Werebear form, damage reduction is increased by [x]%. This bonus persists for [y] seconds after leaving Werebear form.
- Mending - Passive - While in Werebear form, you receive [x]% additional healing from all sources.
- Provocation - Passive - Your next Werebear skill every [x] seconds is guaranteed to Overpower.
- Rabies - Active - Recharge: [a] seconds. Cooldown: [b] seconds. Shapeshift into a Werewolf and perform an infectious bite on the target dealing [x] damage, and an additional [y] damage over [z] seconds. Infected enemies spread Rabies to other nearby targets.
- Enhancement:Once Rabies infects [x] targets, it deals [y]% increased Poison damage against all targets.
- Upgrade A:The initial bite of Rabies heals you for [x]% of your maximum Life.
- Upgrade B:The initial bite of Rabies deals [x]% increased damage against enemies who are Immobilized or Stunned.
- Lycanthropic Speed - Passive - While in Werewolf form, your Movement Speed is increased by [x]%. This bonus persists for [y] seconds after leaving Werewolf form.
- Neurotoxin - Passive - Poisoned enemies are slowed by [x]%.
- Toxic Claws - Passive - Critical Strikes with Werewolf skills deal [x]% of their base damage as Poison damage over [y] seconds.
- Cataclysm - Active - Cooldown: [a] seconds. A massive storm follows you for [x] seconds. Tornadoes knock back enemies, and lightning strikes wildly dealing [y] damage.
- Upgrade 1:Cataclysm's duration is increased by [x] seconds.
- Upgrade 2:Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds.
- Defiance - Passive - Nature Magic skills deal [x]% increased damage to Elites, Bosses, and Players.
- Natural Disaster - Passive - Your Earth skills deal [x]% increased damage to Vulnerable enemies. Your Storm skills deal [y]% increased damage to enemies that are Stunned, Immobilized, or Knocked Back.
- Circle of Life - Passive - Nature Magic skills that consume Spirit restore [x]% of your maximum Life.
- Resonance - Passive - Nature Magic skills deal [x]% increased damage. Triple this bonus if an Earth skill is the next skill cast after a Storm skill, or a Storm skill is the next caster after an Earth skill.
- Petrify - Active - Cooldown: [a] seconds. Petrify all nearby enemies, Stunning them for [x] seconds. You deal [y]% increased Critical Strike Damage to petrified enemies.
- Upgrade 1:Petrify's duration is increased by [x] seconds.
- Upgrade 2:Killing a Petrified enemy grants [x] Spirit.
- Druid Defensive Posture - Passive - Increases the amount of Fortify you gain from all sources by [x]%.
- Nature's Resolve - Passive - [x]% chance when struck to Fortify you for [x].
- Thick Hide - Passive - Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for [x].
- Unrestrained - Passive - Reduce the duration of control impairing effects by [x]%. Triple this effect while you are Fortified for over [y]% of your maximum Life.
- Grizzly Rage - Active - Cooldown: [a]. Shapeshift into an Unstoppable Werebear/Werewolf and gain new abilities.
- Upgrade 1:Casting Grizzly Rage causes nearby enemies to take [x] damage and be Slowed by [y]% for [z] seconds.
- Upgrade 2:Gain [x] Fortified Life per second while Grizzly Rage is active.
- Quickshift - Passive - When a Shapeshifting skill transforms you into a different form, it deals [x]% increased damage.
- Natural Fortitude - Passive - Shapeshifting Fortifies you for [x].
- Heightened Senses - Passive - Upon shapeshifting into a Werewolf or Werebear, gain [x]% damage reduction against Elites, Bosses, and Players for [y] seconds.
- Lacerate - Active - Cooldown: [a]. Shapeshift into a Werewolf, become Immune and quickly dash [x] times between nearby enemies dealing up to [y] damage.
- Upgrade 1:Each time Lacerate deals a Critical Strike, heal for [x]% of your maximum Life.
- Upgrade 2:Lacerate's final strike deals [x]% increased damage.
- Ursine Strength - Passive - Gain [x]% additional maximum Life while in Werebear form and form [y] seconds after leaving Werebear form. While Healthy, deal [z]% increased damage.
- Bestial Fury - Passive - After being a Werewolf for [x] seconds, gain [y]% Attack Speed for [z] seconds. After being a Werebear for [x] seconds, deal [y]% increased damage for [z] seconds.
- Lupine Ferocity - Passive - Every 6th Werewolf skill hit Critically Strikes and deals [x]% increased damage.
- Earthen Might - Passive - Hit Effect: Damaging enemies with Earth skills has up to a [x]% chance to grant Earthen Might. This chance is increased by [y]% for Critical Strikes, and is further incrased by [z]% if the target is Stunned, Immobilized, or Knocked Back. Earthen Might restores all of your Spirit and grants you [x]% Critical Strike Chance for [y] seconds.
- Nature's Fury - Passive - Casting an Earth skill has a [x]% chance to trigger a free Storm skill of the same category. In addition, casting a Storm skill has a [y]% chance to trigger a free Earth skill of the same category.
- Perfect Storm - Passive - Your Storm skills grant [x] Spirit and deal [y]% increased damage when damaging a Vulnerable, Immobilized, or slowed enemy.
Rogue Skills:
- Puncture - Active - Generate Combo Point: 1. Throw your blades, dealing [x] damage and Slowing enemies by [y]% for [z] seconds.
- Enhancement:Gain [x] Energy when Puncture damages a Crown Controlled enemy.
- Upgrade A:Enemies damaged by Puncture while in melee range are Slowed by [x]% for [y] seconds instead.
- Upgrade B:Puncture has a [x]% chance to make Crown Controlled enemies Vulnerable for [y] seconds.
- Blade Shift - Active - Generate Combo Point: [a]. Stab your victim for [x] damage and use their vitality to shift, allowing you to move freely through enemies for [y] seconds.
- Enhancement:Gain +[x]% Movement Speed while Blade Shift is active.
- Upgrade A:Moving through an enemy while Blade Shift is active has a [x]% chance to Immobilize the enemy for [y] seconds.
- Upgrade B:Gain [x]% Damage Reduction while Blade Shift if active.
- Sturdy - Passive - You can [x]% Melee Damage Reduction.
- Invigorating Strike - Active - Generate Combo Point: [a]. Melee attack an enemy, dealing [x] damage and increasing Energy Regeneration by [y]% for [z] seconds.
- Enhancement:Damaging a Crowd Controlled enemy with Invigorating Strike increases its Energy Regeneration bonus by +[x]%.
- Upgrade A:Invigorating Strike grants a Movement Speed bonus equivalent to +[x]% of its Energy Regeneration bonus.
- Upgrade B:Invigorating Strike now grants [x]% of its Energy Regeneration bonus as Cooldown Reduction to your non-Ultimate Skills but no longer grants an Energy Regeneration bonus.
- Heartseeker - Active - Generate Combo Point: [a]. Fire an arrow that seeks an enemy, dealing [x] damage and increasing your Critical Strike Chance against them by +[y]% for [z] seconds, up to +[w]%.
- Enhancement:When Heartseeker Critically Strikes, gain +[x]% Attack Speed for [y] seconds. Double this amount if the enemy is Vulnerable.
- Upgrade A:Heartseeker also increases the Critical Strike Damage the enemy takes by +[x]% for [y] seconds, up to +[z]%.
- Upgrade B:Heartseeker ricochets to an additional enemy, dealing [x]% of the original damage.
- Stutter Step - Passive - Critically Striking an enemy grants +[x]% Movement Speed for [y] seconds.
- Forceful Arrow - Active - Generate Combo Point: [a]. Fire a powerful arrow at an enemy, dealing [x] damage and making them Vulnerable for [y] seconds.
- Enhancement:Forceful Arrow makes the enemy Vulnerable for [x] seconds instead if they are nearby.
- Upgrade A:Forceful Arrow Knocks Back the enemy if they are nearby. If they collide with an enemy, both are Knocked Down for [x] seconds.
- Upgrade B:Forceful Arrow pierces through the first enemy it damages if they are nearby.
- Twisting Blades - Active - Energy Cost: [a]. Impale an enemy on your blades, dealing [x] damage and making them take [y]% increased damage while impaled. After [z] seconds the blades return to you, piercing enemies for [w] damage. Combo Points increase damage and grant a movement speed bonus.
- Enhancement:Twisting Blades deals [x]% increased damage per enemy it passes through when returning, up to [y]%.
- Upgrade A:Enemies are Immobilized while impaled with Twisting Blades.
- Upgrade B:When your Twisting Blades return, you gain +[x]% Movement Speed per enemy it passed through for [y] seconds, up to +[z]%.
- Siphoning Strikes - Passive - Heal for [x]% of your Maximum Life when you Critically Strike nearby enemies.
- Flurry - Active - Energy Cost: [a]. Unleash a flurry of stabs and slashes, dealing [x] damage to enemies in front of you. Combo Points increase damage and grant +[y]% Attack Speed bonus.
- Enhancement:Increase Flurry's radius by [x]%.
- Upgrade A:Each time Flurry damages a Crown Controlled or Vulnerable enemy, you are Healed for [x] Life.
- Upgrade B:Flurry has a [x]% chance to Slow enemies by [y]% for [z] seconds. Immobilize the enemy for [w] seconds instead if it was a Critical Strike.
- Penetrating Shot - Active - Energy Cost: [a]. Fire an arrow that pierces through all enemies in a line, dealing [x] damage. Combo Points increase damage and grant a chance to knock down.
- Enhancement:Penetrating Shot deals [x]% increased damage per enemy it pierces.
- Upgrade A:If Penetrating Shot damages at least [x] enemies, your next Penetrating Shot has a +[y]% increased Critical Strike Chance.
- Upgrade B:Penetrating Shot has a [x]% chance to Knock Down each enemy it damages for [y] seconds.
- Reactive Defense - Passive - Gain [x]% Damage Reduction while inflicted with Control Impairing Effects.
- Rapid Fire - Active - Energy Cost: [a]. Rapidly fire [x] arrows, each dealing [y] damage. Combo Points increase damage and arrows fired.
- Enhancement:Each subsequent arrow from Rapid Fire has +[x]% increased Critical Strike Chance.
- Upgrade A:[x]% chance to gain [y] Energy when Rapid Fire damages a Vulnerable enemy.
- Upgrade B:Rapid Fire deals [x]% increased Critical Strike Damage to Vulnerable enemies.
- Barrage - Active - Energy Cost: [a]. Unleash a wide barrage of [x] arrows that converge on your target, each dealing [y] damage. Combo Points incrase damage and arrows fired.
- Enhancement:Barrage makes enemies Vulnerable for [x] second per arrow, up to a maximum of [y] seconds.
- Upgrade A:Barrage's arrows pierce through Vulnerable enemies and Slow them by [x]% for [y] seconds.
- Upgrade B:Enemies damage [x] times by a single cast of Barrage are Knocked Back. If an enemy Knocked Back by Barrage collides with another enemy, they both take [y] damage and are Knocked Down for [z] seconds.
- Shadow Step - Active - Cooldown: [a] seconds. Quickly move through the shadows and stab your victim from behind for [x]. Gain [y]% increased Movement Speed for [z] seconds.
- Enhancement:You gain +[x]% Critical Strike Chance for [y] seconds if Shadow Step damages a Crown Controlled enemy.
- Upgrade A:Reduce Shadow Step's Cooldown by [x] seconds if it damages a Vulnerable or Crowd Controlled enemy.
- Upgrade B:Enemies damaged by Shadow Step are Immobilized for [x] seconds.
- Weapon Mastery - Passive - Gain a bonus when attacking based on weapon type: Daggers: [x]% increased damage to Healthy enemies. Swords: [x]% increased damage. Bows: Up to [x]% increased damage to Vulnerable enemies. Crossbows: [x]% increased Critical Strike Damage.
- Dash - Active - Charges: [a]. Charge Cooldown: [b] seconds. Dash forward and slash enemies for [x] damage.
- Enhancement:Enemies damaged by Dash take [x]% increased Critical Strike Damage for [y] seconds.
- Upgrade A:Dash Slows enemies by [x]% for [y] seconds.
- Upgrade B:Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by [x] seconds, up to [y] seconds per cast.
- Concussive - Passive - After Knocking Back or Knocking Down an enemy, you gain +[x]% increased Critical Strike Chance against them for [y] seconds.
- Caltrops - Active - Energy Cost: [a]. Leap backwards and throw caltrops on the ground, dealing [x] damage and slowing enemies by [y]%. Lasts [z] seconds.
- Enhancement:Enemies take [x]% increased damage from all sources each second they're in Caltrops.
- Upgrade A:You have +[x]% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
- Upgrade B:Caltrops now deals Cold damage and Chills enemies for [x]% per second.
- Rugged - Passive - Gain [x]% Damage Reduction against Damage Over Time effects.
- Dark Shroud - Active - Cooldown: [a] seconds. Surround yourself with up to [x] protective shadows. Gain +[y]% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed.
- Enhancement:Dark Shroud's shadows have a [x]% chance to not be consumed.
- Upgrade A:Each active shadow from Dark Shroud grants you +[x]% increased Movement Speed.
- Upgrade B:While you have at least 1 active shadow from Dark Shroud, gain +[x]% Critical Strike Chance.
- Blinding Smoke - Active - Cooldown: [a] seconds. Throw a smoky concoction at enemies that Pacifies them for [x] seconds.
- Enhancement:Enemies affected by Blinding Smoke take [x]% increased damage.
- Upgrade A:Hit Effect: Dealing direct damage to enemies affect by Blinding Smoke has up to a [x]% chance to reduce its Cooldown by [y] seconds, or by [z] seconds instead if the enemy is Vulnerable.
- Upgrade B:If an enemy is Vulnerable, Slowed, or Immobilized, Blinding Smoke Pacifies them for [x]% longer.
- Agile - Passive - Using a Cooldown increases your Dodge Chance by [x]% for [y] seconds.
- Poison Trap - Active - Cooldown: [a] seconds. Place a trap that arms after [x] seconds. It activates when an enemy moves near, applying [y] Poison damage over [z] seconds to enemies in the area.
- Enhancement:Poison Trap Immobilizes enemies for [x] seconds when it activates.
- Upgrade A:Enemies take [x]% increased Poison damage while standing in Poison Trap.
- Upgrade B:Poison Trap has a [x]% chance to reset your Imbuement Skill Cooldowns when activated.
- Exploit - Passive - You deal [x]% increased damage to Healthy and Injured enemies.
- Malice - Passive - You deal [x]% increased damage to Vulnerable enemies.
- Stealth - Active - Cooldown: [a] seconds. Cloak yourself with shadows to hide from enemies for [x] seconds. Attacks during Stealth break Stealth and deal [y]% more damage. You are Unstoppable and can move through enemies freely while in Stealth.
- Enhancement:You gain [x] Energy when you enter Stealth.
- Upgrade A:You gain +[x]% Movement Speed during Stealth.
- Upgrade B:The Skill that breaks Stealth makes enemies Vulnerable for [x] seconds.
- Deadly Venom - Passive - You deal [x]% increased Poison damage.
- Alchemical Advantage - Passive - You gain +[x]% increased Attack Speed for each enemy you've Poisoned, up to +[y]%.
- Debilitating Toxins - Passive - Poisoned enemies deal [x]% less damage.
- Imbue Weapon: Poison - Active - Cooldown: [a] seconds. Imbue your weapons with lethal poison. You next [x] non-Basic Melee or Ranged Skills apply up to [y] Poison damage over [z] seconds.
- Enhancement:Poison Imbue's Poison Duration is increased by [x] seconds.
- Upgrade A:Hit Effect: Poison Imbued Skills have up to a [x]% chance to apply double the amount of Poison damage over time.
- Upgrade B:Critical Strikes with Poison Imbued Skills deal [x]% increased Poison damage.
- Imbue Weapon: Shadow - Active - Cooldown: [a] seconds. Imbue your weapons with festering shadows. Enemies struck by your next [x] non-Basic Melee or Ranged Skills are infected and explode for up to [y] damage on death. Direct damage to infected enemies deals and additional [z] Shadow damage.
- Enhancement:When you Critically Strike an enemy infected by Shadow Imbue it creates a mini explosion, dealing [x] Shadow damage to them and nearby enemies.
- Upgrade A:Enemies damaged by Shadow Imbued Skills take [x]% increased non-Physical damage for [y] seconds.
- Upgrade B:Shadow Imbue's primary explosion makes enemies Vulnerable for 2 seconds.
- Shadow Crash - Passive - Hit Effect: Shadow damage has up to a [x]% chance to Stun for [y] seconds.
- Consuming Shadows - Passive - Each time you kill an enemy with Shadow Damage, you generate [x] energy.
- Frigid Finesse - Passive - You deal [x]% increased damage to Chilled enemies. This bonus increases to [y]% against Frozen enemies.
- Chilling Weight - Passive - Chilled enemies have their Movement Speed further reduced by up to [x]%.
- Imbue Weapon: Cold - Active - Cooldown: [a] seconds. Imbue your weapons with frigid energies. Your next [x] non-Basic Melee or Ranged Skills deal Cold damage and Chill enemies for up to [y]%. Cold Imbued skills deal [z]% damage to Crowd Controlled enemies.
- Enhancement:Hit Effect: Cold Imbued Skills have up to a [x]% chance to make enemies Vulnerable for [y] seconds.
- Upgrade A:Cold Imbued Skills deal [x]% increased damage to Frozen enemies.
- Upgrade B:Hit Effect: Critical Strikes with Cold Imbued Skills have up to a [x]% chance to instantly Freeze enemies for [y] seconds.
- Potency - Passive - Your Imbuement Skill effects are [x]% stronger.
- Precision Imbuement - Passive - Imbued Skills gain [x]% increased Critical Strike Chance.
- Rapid Imbuement - Passive - The Cooldowns of your Imbuement Skills are reduced by [x]%.
- Trick Attacks - Passive - Hit Effect: Up to a [x]% chance to apply a random equipped Imbuement Skill effect when dealing direct damage.
- Shadow Clone - Active - Cooldown: [a] seconds. Your shadow mimicks your actions for [x] seconds. The shadow deals [y]% of your damage.
- Upgrade 1:You are Unstoppable while your Shadow Clone is active.
- Upgrade 2:Your Shadow Clone deals an additional 20% of your damage.
- Trap Mastery - Passive - When Poison Trap or Death Trap activates, you gain [x]% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for [y] seconds.
- Aftermath - Passive - After using an Ultimate Skills, restore [x] Energy.
- Death Trap - Active - Cooldown: [a] seconds. Place a trap that arms after [x] seconds. It activates when an enemy moves near, dealing [y] damage to enemies in the area.
- Upgrade 1:Enemies are Pulled into Death Trap when it activates.
- Upgrade 2:If Death Trap kills an enemy, its Cooldown is reduced by [x] seconds.
- Innervation - Passive - Hit Effect: Up to a [x]% chance to gain [y] Energy.
- Alchemist's Fortune - Passive - Non-Physical damage you deal has a +[x]% increased Hit Effect Chance.
- Second Wind - Passive - Every [x] Energy you spend grants you +[y]% increased Hit Effect Chance for [z] seconds.
- Rogue Momentum - Passive - Damaging an enemy with a Melee Skill grants you Momentum for [x] seconds. You gain [y]% increased Energy Regeneration per stack of [z] Momentum, up to a maximum of [w]%. While you have [x] stacks of Momentum, you gain [y]% Damage Reduction and +[z]% Attack Speed. You can only gain Momentum once every [x] seconds, this cooldown is reset when you damage a different enemy or any enemy from behind.
- Close Quarters Combat - Passive - Damaging a nearby enemy with a Ranged or Melee Skill grants a +[x]% Attack Speed bonus for [y] seconds. While both Attack Speed bonuses are active, you gain "Hit Effect: Up to a [x]% chance to generate [y] Energy and deal [z]% increased damage when you deal direct damage to a Crowd Controlled enemy."
- Precision - Passive - Critical Strikes with Ranged Skills grant you Precision. You gain [x]% increased Critical Strike Damage per stack of Precision, up to a maximum of [y]%. When you reach maximum Precision, your next Ranged Skill is a guaranteed Critical Strike that deals [z]% increased Critical Strike Damage, then consumes all stacks of Precision.
- Victimize - Passive - Hit Effect: Dealing direct damage to a Vulnerable enemy has up to a [x]% chance to cause an explosion, dealing [y]% of the original damage to them and nearby enemies.
- Exposure - Passive - Hit Effect: Dealing direct damage to an enemy affected by a Trap Skill has up to a [x]% chance to make them Vulnerable for [y] seconds and reduce the Cooldowns of your Trap Skills by [z] seconds.
Necromancer Skills:
- Reap - Active - Generate Essence: [a] per enemy hit. Sweep an ethereal scythe in front of you, dealing [x] damage.
- Enhancement:Hitting an enemy with Reap increases your Damage Reduction by [x]% for [y] seconds.
- Upgrade A:Reap forms a Corpse under the first enemy hit. Can only occur every [x] seconds.
- Upgrade B:Hitting an enemy with Reap has a [x]% chance to form a Blood Orb.
- Death's Embrace - Passive - Enemies in melee range take [x]% more damage from you and deal [y]% less damage to you.
- Decompose - Active - Generate Essence: [a] per second. Tear the flesh from an enemy, dealing [x] damage per second and forming a usable Corpse with the flesh every [y] seconds.
- Enhancement:Decompose now forms Corpses every [x] seconds.
- Upgrade A:You and your Minions deal [x]% increased non-Physical damage to enemies who are being Decomposed.
- Upgrade B:Decompose Slows enemies by [x]%.
- Skeletal Warrior Mastery - Passive - Increase the damage and Life of your Skeletal Warriors by [x]%.
- Hemorrhage - Active - Generate Essence: [a]. Burst an enemy's blood, dealing [x] damage. Hemorrhage has a [y]% chance to form a Blood Orb.
- Enhancement:Hemorrhage has a [x]% increased chance to form a Blood Orb.
- Upgrade A:Hemorrhage generates an additional [x] Essence while Healthy.
- Upgrade B:Hemorrhage has a [x]% increased chance to form a Blood Orb while below [y]% Life.
- Death's Reach - Passive - You deal [x]% increased damage to enemies outside of melee range.
- Bone Splinters - Active - Generate Essence: [a]. Fire bone splinters, dealing [x] damage each.
- Enhancement:Bone Splinters deals [x]% increased damage if it is cast while you have [y] or more Essence.
- Upgrade A:Each time Bone Splinters hits an enemy, it generates an additional [x] Essence.
- Upgrade B:Enemies hit by Bone Splinters while Vulnerable have its duration increased by [x] seconds, up to a maximum of [y] seconds.
- Blight - Active - Essence Cost: [a]. Unleash concentrated blight that deals [x] damage and leaves behind a defiled area, dealing [y] damage over [z] seconds.
- Enhancement:Blight Slows enemies by [x]%.
- Upgrade A:Your Minions deal [x]% increased damage to enemies within Blight.
- Upgrade B:Blight has a [x]% chance to Stun for [y] seconds each time it deals damage.
- Sever - Active - Essence Cost: [a]. A spectre of you charges forward and attacks with its scythe for [x] damage.
- Enhancement:Sever damages enemies along its path for [x]% of its damage.
- Upgrade A:Sever deals [x]% increased damage for each Minion you have upon cast.
- Upgrade B:Every 4th cast of Sever makes enemies Vulnerable for [x] seconds.
- Unliving Energy - Passive - Your maximum Essence is increased by [x].
- Bone Spear - Active - Essence Cost: [a]. Conjure a bone spear from the ground, dealing [x] damage and Piercing through enemies.
- Enhancement:Bone Spear breaks into shards when it is destroyed, dealing [x] damage each.
- Upgrade A:Bone Spear makes the first enemy hit Vulnerable for [x] seconds.
- Upgrade B:Bone Spear has a [x]% increased Critical Strike Chance and deals [y]% increased Critical Strike Damage.
- Blood Surge - Active - Essence Cost: [a]. Draw blood from enemies, dealing [x] damage, and expel a blood nova, dealing [y] damage. Blood Surge's nova damage is increased by [z]% per enemy drained, up to [w]%.
- Enhancement:Blood Surge heals you for [x]% of your maximum Life per each enemy drained, up to [y]%.
- Upgrade A:Each time an enemy is hit by Blood Surge's nova, you are Fortified for [x].
- Upgrade B:After hitting enemies [x] times with Blood Surge's nova, your next Blood Surge Overpowers.
- Imperfectly Balanced - Passive - Your Core Skills cost [x]% more Essence, but deal [y]% increased damage.
- Blood Lance - Active - Essence Cost: [a]. Throw a blood lance that lingers in an enemy for [x] seconds, dealing [y] damage to the enemy and all other lanced enemies.
- Enhancement:Blood Lance Pierces through enemies who are currently lanced, dealing [x]% reduced damage to subsequent enemies after the first.
- Upgrade A:Enemies currently affected by Blood Lance have a [x]% chance to leave behind a Blood Orb upon death.
- Upgrade B:While at least [x] enemies are affected by Blood Lance, you gain [x]% Attack Speed and Blood Lance's Essence cost is reduced by [y].
- Blood Mist - Active - Cooldown: [a] seconds. Disperse into a bloody mist, becoming Immune for [x] seconds. Your Movement Speed is reduced by [y]% and you periodically deal [z] damage to enemies, healing for [w]% of the damage dealt.
- Enhancement:Blood Mist's Movement Speed penalty is reduced to [x]%.
- Upgrade A:Blood Mist Forifies you for [x] each time it hits an enemy.
- Upgrade B:Blood Mist leaves behind a Corpse every [x] second.
- Necrotic Carapace - Passive - When a Corpse is formed from your Skills or your Minions, Fortify for [x].
- Bone Prison - Active - Cooldown: [a] seconds. Unearth a prison of bone with [x] Life that surrounds the target area for [y] seconds.
- Enhancement:Gain [x] Essence each time an enemy hits your Bone Prison.
- Upgrade A:Enemies inside of Bone Prison are Vulnerable.
- Upgrade B:Fortify for [x] for each enemy trapped by Bone Prison.
- Corpse Explosion - Active - Essence Cost: [a]. If Miasma: Release a vile miasma from a Corpse, dealing [x] Shadow Damage over [y] seconds. Else: Detonate a Corpse, dealing [x] damage to nearby enemies.
- Enhancement:Corpse Explosion's radius is increased by [x]%.
- Upgrade A:Instead of exploding, Corpse Explosion releases a vile miasma dealing [x] Shadow Damage over [y] seconds.
- Upgrade B:Corpse Explosion deals [x]% increased damage to enemies that are Slowed, Stunned, or Vulnerable.
- Grim Harvest - Passive - Consuming a Corpse generates [x] Essence.
- Fueled by Death - Passive - You deal [x]% increased damage for [y] seconds after consuming a Corpse.
- Bone Spurs - Passive - Gain [x] Thorns.
- Skeletal Mage Mastery - Passive - Increase the damage and Health of your Skeletal Mages by [x]%.
- Decrepify - Active - Essence Cost: [a]. Curse the target area. Enemies afflicted by Decrepify are Slowed by [x]% and deal [y]% less damage for [z] seconds.
- Enhancement:Hit Effect: Enemies hit while afflicted with Decrepify have up to a [x]% chance to be Stunned for [y] seconds.
- Upgrade A:Hit Effect: Enemies hit while afflicted with Decrepify have up to a [x]% chance to reduce your active cooldowns by [y] seconds.
- Upgrade B:When you or your Minions hit an enemy afflicted with Decrepify below [x]% Life, they are instantly killed. Does not work on Bosses.
- Amplify Damage - Passive - You deal [x]% increased damage to Cursed enemies.
- Iron Maiden - Active - Essence Cost: [a]. Curse the target area. Enemies afflicted by Iron Maiden take [x] damage each time they deal direct damage. Lasts [y] seconds.
- Enhancement:Iron Maiden no longer costs Essence. Instead, gain [x] Essence for each enemy Cursed.
- Upgrade A:Heal for [x]% of your maximum Life when an enemy dies while afflicted with Iron Maiden.
- Upgrade B:When at least [x] enemies are afflicted by Iron Maiden, its damage is increased by [y]%.
- Corpse Tendrils - Active - Cooldown: [a]. Veins burst out of a Corpse, pulling in enemies, Stunning them for [x] seconds, and dealing [y] damage to them.
- Enhancement:Enemies who are in range of Corpse Tendrils are Slowed by [x]% before being pulled.
- Upgrade A:Enemies slain while Stunned by Corpse Tendrils have a [x]% chance to drop a Blood Orb.
- Upgrade B:Enemies Stunned by Corpse Tendrils take [x]% more damage from Corpse Explosion.
- Blood Begets Blood - Passive - While below 50% Life, you receive [x]% more healing from all sources.
- Tides of Blood - Passive - Your Blood Skills deal [x]% increased Overpower damage. This bonus is doubled while you are Healthy.
- Coalesced Blood - Passive - Blood Orbs heal you for [x]% more.
- Drain Vitality - Passive - Hit Effect: Hitting enemies with Blood Skills has up to a [x]% chance to Fortify you for [y].
- Transfusion - Passive - Blood Orbs also heal your Minions for [x]% of the amount.
- Reaper's Pursuit - Passive - Damaging enemies with Darkness Skills increases your Movement Speed by [x]% for [y] seconds.
- Gloom - Passive - When you damage enemies with Darkness Skills, they take [x]% increased Shadow Damage for [x] seconds, stacking up to [y] times.
- Crippling Darkness - Passive - Hit Effect: Darkness Skills have up to a [x]% chance to Stun for [y] seconds.
- Terror - Passive - Darkness Skills deal [x]% increased damage against Immobilized, Slowed, or Stunned enemies. This also applies to Shadow Damage dealt by your Minions.
- Serration - Passive - Your Bone Skills have a [x]% increased Critical Strike Chance for each [y] Essence you have upon cast.
- Rapid Ossification - Passive - Every [x] Essence you spend reduces the cooldowns of your Bone Skills by [y] seconds.
- Compound Fracture - Passive - After Criticall Striking [x] times with [y] Bone Skills, your Bone Skills deal [z]% increased damage for [w] seconds.
- Evulsion - Passive - Your Bone Skills deal [x]% increased Critical Strike Damage to Vulnerable enemies.
- Bone Spirit - Active - Cooldown: [a] seconds. Essence Cost: All Remaining Essence. Consume all of your Essence to conjure a spirit of bone that seeks enemies. Upon reaching an enemy, the spirit explodes, dealing [x] damage to the target and all nearby enemies. Damage is increased by [y]% for each point of Essence spent casting Bone Spirit.
- Enhancement:If Bone Spirit Critically Strikes, its cooldown is reduced by [x] seconds. This effect can only happen once per cast.
- Upgrade A:Bone Spirit has an additional [x]% Critical Strike Chance.
- Upgrade B:After Bone Spirit hits an enemy, you generate [x] Essence over the next [y] seconds.
- Golem Mastery - Passive - Increases the damage and Life of your Golem by [x]%.
- Blood Wave - Active - Cooldown: [a] seconds. Conjure a tidal wave of blood that deals [x] damage and knocks enemies back.
- Upgrade 1:Blood Wave Slows enemies by [x]% for [y] seconds.
- Upgrade 2:Blood Wave leaves behind 3 Blood Orbs as it travels.
- Stand Alone - Passive - Increases Damage Reduction by [x]%, reduced by [y]% for each active Minion.
- Memento Mori - Passive - Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by [x]%.
- Bone Storm - Active - Cooldown: [a]. A swirling storm of bones surrounds you and your Golem, dealing [x] damage to nearby enemies over [y] seconds.
- Upgrade 1:Your Damage Reduction is increased by [x]% while Bone Storm is active.
- Upgrade 2:While Bone Stormis active, you consume nearby Corpses. Each Corpse consumed adds [x] seconds to Bonestorm's duration, up to [y] seconds.
- Army of the Dead - Active - Cooldown: [a] seconds. Call forth the deep buried dead. Volatile undead emerge over the next [x] seconds that explode near enemies, dealing [y] damage.
- Upgrade 1:When Army of the Dead's Skeletons explode, they have a [x]% chance to leave behind a Corpse.
- Upgrade 2:Army of the Dead also raises your Skeletal Warriors and Skeletal Mages.
- Hellbent Commander - Passive - Your Minions deal [x]% increased damage while you are near them.
- Bonded in Essence - Passive - Your Minions gain [x]% of your Resistances.
- Death's Defense - Passive - Your Minions can't lose more than [x]% of their maximum Life from a single damage instance.
- Inpsiring Command - Passive - After you have been Healthy for at least [x] seconds, you and your Minions gain [y]% Attack Speed.
- Reconstitution - Passive - Your Minions regenerate [x]% Life per second.
- Strength in Numbers - Passive - While you have at least [x] Minions, they gain [y]% Attack Speed.
- Shadowblight - Passive - Darkness Skills infect enemies with Shadowblight for [x] seconds. Every 10th time an enemy receives Shadow Damage from you or your Minions while they are affected by Shadowblight they burst for [y] Shadow Damage.
- Rathma's Vigor - Passive - Increase your maximum Life by [x]%. While Healthy, you deal [y]% increased damage.
- Ossified Essence - Passive - Your Bone Skills deal [x]% increased damage for each point of Essence you have above [y] upon cast.
Sorceress Skills:
- Frost Bolt - Active - Throw a bolt of frost at an enemy, dealing [x] damage and Chilling them.
- Enhancement:Frost Bolt's Chill amount is increased by [x]%.
- Upgrade A:Frost Bolt makes Frozen enemies Vulnerable for [x] seconds.
- Upgrade B:Frost Bolt generates [x] Mana when hitting Chilled enemies and [y] Mana when hitting Frozen enemies.
- Fire Bolt - Active - Hurl a flaming bolt, dealing [x] damage and Burning for [y] over [z] seconds.
- Enhancement:Increases Fire Bolt's Burning duration by [x] seconds.
- Upgrade A:Fire Bolt generates [x] Mana when hitting a Burning enemy.
- Upgrade B:Critical Strikes with Fire Bolt grant [x]% increased Critical Strike Damage for [y] seconds.
- Potent Warding - Passive - Your non-Physical Damage and Resistances are increased by [x]%.
- Devastation - Passive - Deal [x]% increased damage to Healthy enemies.
- Spark - Active - Combat Effect Chance: Low Launch a bolt of lightning that deals [x] damage and forks to up to [y] additional enemies behind the target, dealing [z] damage.
- Enhancement:Spark forks to [x] additional enemy.
- Upgrade A:Each time Spark forks it has a [x]% chance to spawn a Crackling Energy.
- Upgrade B:Spark grants [x]% increased Critical Strike Chance per enemy hit for [y] seconds, up to [z]%.
- Arc Lash - Active - Unleash arcing lightning that shocks enemies in front of you for [x]. Arc Lash has a [y]% chance to Stune for [z] seconds when Critically Striking.
- Enhancement:Increase Arc Lash's Stun duration by [x] seconds.
- Upgrade A:Gain [x]% Movement Speed for [y] seconds per enemy hit with Arc Lash, up to a [z]%.
- Upgrade B:Hitting a Stunned enemy with Arc Lash reduces your cooldowns by [x] seconds.
- Frozen Orb - Active - Mana Cost: [a]. Unleash an orb that Chills and expels piercing shards dealing a total of [x] damage. Upon expiration, Frozen Orb explodes, dealing [y] damage.
- Enhancement:When cast above [x] Mana, Frozen Orb's explosion damage is increased by [y]%.
- Upgrade A:Frozen Orb's explosion restores [x] Mana when hitting a Frozen enemy.
- Upgrade B:Frozen Orb's explosion has a [x]% chance to make all enemies hit Vulnerable for [y] seconds.
- Fireball - Active - Mana Cost: [a]. Hurl an exploding ball of fire, dealing [x] damage to nearby enemies.
- Enhancement:Fireball costs [x] less Mana.
- Upgrade A:Fireball deals [x]% increased damage to the first enemy hit by its explosion.
- Upgrade B:When you cast Fireball while Healthy, it has a [x]% increased radius and deals [y]% increased Critical Strike Damage.
- Ice Shards - Active - Mana Cost: [a]. Launch shards that deal [x] damage each. Deals [y]% increased damage to Frozen enemies.
- Enhancement:Ice Shards have a [x]% chance to ricochet to another enemy.
- Upgrade A:Hitting an enemy with [x] Ice Shards in a single cast makes them Vulnerable for [y] seconds.
- Upgrade B:While you have a Barrier active, Ice Shards treats enemies as if they were Frozen.
- Elemental Dominance - Passive - Your damage increases over time, up to a maximum of [x]% after [y] seconds. Casting a Skill resets this effect.
- Incinerate - Active - Mana Cost: [a] per second. Channel a beam of fire, Burning enemies for [x]. Damage increases by [y] per second, up to [z].
- Enhancement:While Channeling Incinerate, you take [x]% less damage from nearby enemies.
- Upgrade A:While Channeling Incinerate, you burn nearby enemies for [x]% of the damage per second.
- Upgrade B:Incinerate now starts at full power, but its Channeling cost is increased by [x]%.
- Glass Cannon - Passive - You deal [x]% increased damage, but take [y]% more damage.
- Charged Bolts - Active - Mana Cost: [a]. Release [x] bolts of lightning that course along the ground in an erratic pattern, dealing [y] each.
- Enhancement:Charged Bolts gains an extra projectile.
- Upgrade A:Hitting an enemy at least [x] times with Charged Bolts in a single cast reduces their damage dealt by [y]% for [z] seconds.
- Upgrade B:Charged Bolts deals [x]% increased damage to Stunned enemies.
- Chain Lightning - Active - Mana Cost: [a]. Unleash lightning that deals [x] damage and chains up to [y] times.
- Enhancement:Chain Lightning bounces to [x] additional enemy.
- Upgrade A:When Chain Lightning Critically Strikes, it has a [x]% chance to spawn a Crackling Energy.
- Upgrade B:Chain Lightning deals [x]% increased damage per enemy hit.
- Flame Shield - Active - Cooldown: [a]. Engulf yourself in flames for [x] seconds, Burning nearby enemies for [y] per second. While Flame Shield is active, you are Immune.
- Enhancement:Flame Shield grants [x]% Movement Speed while active.
- Upgrade A:Enemies continue Burning for [x] additional seconds after being hit by Flame Shield.
- Upgrade B:Flame Shield makes enemies Vulnerable for [x] seconds.
- Elemental Attunement - Passive - Elemental Critical Strikes reduce the cooldown of your Defensive Skills by [x]%. This effect cannot occur more than once every [y] seconds.
- Frost Nova - Active - Cooldown: [a]. Unleash a torrent of frost, Freezing enemies around you for [x] seconds.
- Enhancement:Frost Nova's radus is increased by [x]%.
- Upgrade A:Frost Nova's Freeze duration is increased by [x]% when hitting [y] or more enemies.
- Upgrade B:Frost Nova generates [x] Mana per enemy hit.
- Ice Armor - Active - Cooldown: [a]. A Barrier of ice forms around you for [x] seconds, absorbing [y] damage. While Ice Armor is active, [z]% of your Cold Damage dealt is added to its Barrier.
- Enhancement:While Ice Armor is active, your Mana Regeneration is increased by [x]%.
- Upgrade A:While Ice Armor's Barrier is at or above its original amount, you deal [x]% increased damage.
- Upgrade B:Enemies that hit you while Ice Armor is active have a [x]% chance to be Frozen for [y] seconds.
- Protection - Passive - Using a cooldown grants [x]% of your maximum Life as a Barrier for [y] seconds.
- Teleport - Active - Mana Cost: [a] OR Cooldown: [b]. Transform into lightning, surging to the target location and dealing [x] damage around you upon arrival.
- Enhancement:After Teleporting, take [x]% less damage for [y] seconds.
- Upgrade A:For [x] seconds after Teleporting, Crackling Energy deals [y]% more damage.
- Upgrade B:Teleport's cooldown is decreased by [x] seconds per enemy hit, up to [y] seconds.
- Ice Blades - Active - Cooldown: [a]. Conjure ice blades for [x] seconds that rapidly slashes enemies for [y] damage and has a [z]% chance to make them Vulnerable for [w] seconds.
- Enhancement:Ice Blades has a [x]% increased chance to make enemies Vulnerable.
- Upgrade A:Every time Ice Blades hits a Vulnerable enemy, it gains +[x]% Attack Speed, up to a +[y]%.
- Upgrade B:Killing a Vulnerable enemy increases your active Ice Blades' duration by [x] seconds.
- Precision Magic - Passive - Your Hit Effect Chance is increased by up to [x]%.
- Hydra - Active - Mana Cost: [a]. Summon a [x] headed hydra for [y] seconds. Each head spits fire at a nearby enemy, dealing [z] damage.
- Enhancement:Hydras last for an additional [x] seconds.
- Upgrade A:Hydra also Burns enemies for an additional [x]% of its base damage dealt over [y] seconds.
- Upgrade B:After you Critically Strike, Hydras gain [x]% Attack Speed for [y] seconds.
- Align the Elements - Passive - You gain [x]% Damage Reduction against Elites, Bosses, and Players for each second you don't take damage from any of these sources, up to [y]%.
- Mana Shield - Passive - Every time you spend [x] Mana, you gain [y] Damage Reduction for [z] seconds.
- Conjuration Mastery - Passive - While you have an active Conjuration Skill, you deal [x]% increased damage.
- Lightning Spear - Active - Cooldown: [a]. Conjure a crackling spear of lightning that seeks out enemies for [x] seconds, dealing [y] per hit.
- Enhancement:Lightning Spear has a [x]% increased chance to critically strike against Stunned enemies.
- Upgrade A:Collecting Crackling Energy reduces the cooldown of Lightning Spear by [x] seconds.
- Upgrade B:After critically striking, Lightning Spear has a [x]% increased stacking critical strike chance for its duration.
- Blizzard - Active - Mana Cost: [a]. Summon a frigid blizzard that deals [x] damage and Chills enemies over [y] seconds.
- Enhancement:Blizzard's duration is increased by [x] seconds.
- Upgrade A:Every second an enemy is in Blizzard, they take [x]% increased damage from you, up to [y]%.
- Upgrade B:While you have an active Blizzard, your Core Skills cost [x]% less Mana.
- Icy Veil - Passive - Your Barriers are [x]% more potent.
- Hoarfrost - Passive - You deal more damage to enemies the more Chilled they are, up to [x]% while they are Frozen.
- Cold Front - Passive - While you have a Barrier active, you apply [x]% more Chill.
- Ball Lightning - Active - Mana Cost: [a]. Conjure a ball of lightning that slowly moves forward, continually zapping enemies for [x] damage.
- Enhancement:Ball Lightning deals damage [x]% more frequently.
- Upgrade A:Each time Ball Lightning hits an enemy, it deals [x]% increased damage, up to [y]%.
- Upgrade B:If an enemy is hit at least [x] times by a cast of Ball Lightning, a Crackling Energy is formed.
- Regenerative Conduit - Passive - Crackling Energy restores [x] Mana upon pickup.
- Shocking Impact - Passive - Every time you Stun an enemy you deal [x] Lightning Damage to them.
- Static Discharge - Passive - Hit Effect: Critical Strikes with Shock Skills have a [x]% chance to form a Crackling Energy.
- Firewall - Active - Mana Cost: [a]. Create a wall of flames that Burns enemies for [x] over [y] seconds.
- Enhancement:Enemies that stand in Firewall for at least [x] seconds take [y]% increased Burning damage from all sources.
- Upgrade A:Each enemy standing in Firewall increases your Mana Regeneration by [x]%.
- Upgrade B:You deal [x]% increased damage per active Firewall.
- Inner Flames - Passive - Your Pyromancy Skills deal [x]% increased damage after you haven't taken damage for [y] seconds.
- Soulfire - Passive - Fireball and Meteor have an [x]% increased chance to Critically Strike per enemy hit.
- Devouring Flames - Passive - Your Pyromancy Skills deal [x]% increased direct damage for each source of Burning on an enemy, up to [y]%.
- Meteor - Active - Mana Cost: [a]. Summon a meteor that strikes the target location, dealing [x] damage and Burning the ground for [y] damage over [z] seconds.
- Enhancement:If Meteor hits [x] or more enemies, there is a [y]% chance an additional Meteor falls on the same location.
- Upgrade A:Meteor falls [x]% faster and costs [y] less Mana.
- Upgrade B:Meteor's impact Immobilizes enemies for [x] seconds.
- Deep Freeze - Active - Cooldown: [a]. Encase yourself in ice, becoming Immune for [x] seconds, emanating Chilling waves for the duration. When Deep Freeze ends, Frozen enemies shatter for [y]. Casting Deep Freeze again ends the effect early.
- Upgrade 1:Gain [x]% of your Life as a Barrier for [x] seconds for each enemy shattered by Deep Freeze.
- Upgrade 2:When Deep Freeze ends, your active cooldowns are reduced by [x]%.
- Frostbite - Passive - You deal [x]% more damage to Frozen or Vulnerable enemies, and [y]% more damage to enemies who are both Frozen and Vulnerable.
- Permafrost - Passive - Frost Skills deal [x]% increased damage to Elites, Bosses, and Players.
- Icy Touch - Passive - You deal [x]% increased damage to Vulnerable enemies.
- Snap Freeze - Passive - Hit Effect: Frost Skills have up to a [x]% chance to instantly Freeze.
- Inferno - Active - Cooldown: [a]. Ignite a roaring inferno that pulses in and out of the target area, Burning enemies for [x] damage over [y] seconds, and then explodes, dealing [z] damage to enemies on the outer edge.
- Upgrade 1:Enemies inside of Inferno's final explosion are Immobilized for [x] seconds.
- Upgrade 2:Killing a Burning enemy reduces Inferno's cooldown by [x] seconds.
- Immolated Flesh - Passive - Burning enemies deals [x]% reduced damage.
- Fiery Surge - Passive - Killing a Burning enemy grants [x]% Attack Speed for [y] seconds.
- Endless Pyre - Passive - Burning effects last [x]% longer.
- Pyromania - Passive - You deal [x]% increased Critical Strike Damage per nearby Burning enemy, up to [x]%.
- Unstable Currents - Active - Cooldown: [a]. Lightning surges within you for [x] seconds. Whenever you cast a Lightning Skill, another random Lightning Skill is also cast.
- Upgrade 1:Unstable Currents increases Attack Speed by [x]% while active.
- Upgrade 2:While Unstable Currents is active, collecting Crackling Energy increases its duration by [x] seconds.
- Coursing Currents - Passive - Hitting enemies with Shock Skills increases your Critical Strike Chance by [x]%. Resets upon getting a Critical Strike.
- Conduction - Passive - Critical Strikes with Shock Skills increase your Attack Speed by +[x]% for [y] seconds.
- Electrocution - Passive - Enemies deal [x]% less damage for [y] seconds after being Critically Struck by your Shock Skills.
- Convulsions - Passive - Hit Effect: Shock Skills have up to a [x]% chance to Stun enemies for [y] seconds.
- Icefall - Passive - Hit Effect: Your Frost Skills have up to a [x]% chance to make your next Ice Shards, Frozen Orb, or Blizzard consume no Mana and deal [y]% more damage. Chance is doubled against Vulnerable enemies.
- Shatter - Passive - After Freeze expires, enemies explode for [x]% of the damage you dealt to them while Frozen.
- Overflowing Energy - Passive - Crackling Energy hits [x] additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill cooldowns are reduced by [y] seconds, increased to [z] seconds against Bosses and Elites.
- Vyr's Mastery - Passive - Enemies in melee range take [x]% more damage from your Shock Skills and deal [y]% less damage to you.
- Warmth - Passive - Hit Effect: Up to a [x]% chance to gain [y] Mana per source of Burning on the enemy.
- Esu's Ferocity - Passive - You deal [x]% increased Burning damage to enemies over [y]% Life and [z]% increased Pyromancy Skill Direct Damage to enemies under [w] Life.
Reference images:
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Druid:

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