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Bash

Basic | Bludgeoning
fury generate: 15
lucky hit: 50%
Barbarian

Bash the enemy with your weapon, dealing [33% - 46%] damage. After bashing enemies 4 times, your next Bash will clobber, Stunning enemies for 1.5 seconds. Clobber twice as often while using a Two-Handed weapon.

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Flay

Basic | Slashing
fury generate: 15
lucky hit: 50%
Barbarian

Flay the enemy, dealing [5% - 8%] damage and inflicting [48% - 67%] Bleeding damage over 5 seconds.

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Frenzy

Basic | Dual Wield
fury generate: 7
lucky hit: 30%
Barbarian

Unleash a rapid flurry of blows, dealing [30% - 42%] damage with each pair of hits. If Frenzy hits an enemy, its Attack Speed is increased by +20% for 3 seconds, up to +60%.

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Lunging Strike

Basic | Mobility
fury generate: 12
lucky hit: 50%
Barbarian

Lunge forward and strike an enemy for [33% - 46%] damage.

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Claw

Basic | Werewolf | Shapeshifting
spirit generate: 15
lucky hit: 50%
Druid

Shapeshift into a Werewolf and claw at an enemy for [28% - 39%] damage.

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Earth Spike

Basic | Nature Magic | Earth
spirit generate: 16
lucky hit: 39%
Druid

Sunder the earth, impaling the first enemy hit for [19% - 27%] damage.

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Maul

Basic | Werebear | Shapeshifting
spirit generate: 20
lucky hit: 34%
Druid

Shapeshift into a Werebear and maul enemies in front of you, dealing [26% - 36%] damage.

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Storm Strike

Basic | Storm | Nature Magic | Chain
spirit generate: 15
lucky hit: 25%
Druid

Electricity gathers around your weapon, dealing [20% - 28%] damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains. You gain 15% Damage Reduction for 3 seconds after dealing damage with Storm Strike.

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Wind Shear

Basic | Storm | Nature Magic
spirit generate: 16
lucky hit: 20%
Druid

Conjure a piercing blade of wind, dealing [20% - 28%] damage.

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Bone Splinters

Basic | Bone
essence generate: 6
lucky hit: 30%
Necromancer

Fire 3 splinters of bone, dealing [8% - 11%] damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence.

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Decompose

Basic | Darkness | Channeled
essence generate: 10 per second
lucky hit: 40%
Necromancer

Tear the flesh from an enemy, dealing [33% - 46%] damage per second and forming a usable Corpse with the flesh every 1 second.

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Hemorrhage

Basic | Blood
essence generate: 8
lucky hit: 50%
Necromancer

Burst an enemy's blood, dealing [25% - 35%] damage. Hemorrhage has a 20% chance to form a Blood Orb.

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Reap

Basic | Darkness
essence generate: 4 per enemy hit
lucky hit: 30%
Necromancer

Sweep an ethereal scythe in front of you, dealing [12% - 17%] damage. Hitting an enemy with Reap increases your Damage Reduction by 15% for 4 seconds.

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Blade Shift

Basic | Cutthroat
lucky hit: 50%
Rogue

Quickly stab your victim for [30% - 42%] and shift, making you Unhindered for 4 seconds.

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Forceful Arrow

Basic | Marksman
lucky hit: 50%
Rogue

Fire a powerful arrow at an enemy, dealing [22% - 31%] damage. Every 3rd cast makes enemies hit Vulnerable for 5 seconds.

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Heartseeker

Basic | Marksman
lucky hit: 50%
Rogue

Fire an arrow that seeks an enemy, dealing [24% - 34%] damage and increasing your Critical Strike Chance against them by +5% for 4 seconds, up to +15%.

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Invigorating Strike

Basic | Cutthroat
lucky hit: 50%
Rogue

Melee attack an enemy, dealing [30% - 42%] damage and increasing Energy Regeneration by x20% for 3 seconds.

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Puncture

Basic | Marksman
lucky hit: 35%
Rogue

Throw blades a short distance, dealing [21% - 29%] damage. Every 3rd cast Slows enemies by 20% for 2 seconds. Critical Strikes will always Slow.

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Arc Lash

Basic | Shock
lucky hit: 16%
Sorcerer

Unleash arcing lightning that deals [42% - 59%] damage to enemies in front of you. Every 10 times Arc Lash swipes, it Stuns all enemies hit for 2 seconds.

enchantment

When you use a Cooldown, enemies around you are Stunned for 1 second.

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Fire Bolt

Basic | Pyromancy
lucky hit: 40%
Sorcerer

Hurl a flaming bolt, dealing [18% - 25%] damage and Burning for [44% - 62%] damage over 6 seconds.

enchantment

Direct damage from Skills applies additional 23% Burning damage over 8 seconds.

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Frost Bolt

Basic | Frost
lucky hit: 46%
Sorcerer

Throw a bolt of frost at an enemy, dealing [38% - 53%] damage and Chilling them for 15%.

enchantment

Direct damage from Skills applies up to 18% Chill.

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Spark

Basic | Shock
lucky hit: 10%
Sorcerer

Launch a bolt of lightning that shocks an enemy 4 times, dealing [12% - 17%] damage each hit.

enchantment

Killing an enemy has a 14% chance to form a Crackling Energy.

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Withering Fist

Basic | Centipede | Mobility
lucky hit: 25%
Spiritborn

Dart at and jab an enemy, dealing [5% - 7%] damage and applying [30% - 42%] Poisoning damage over 6 seconds. Your 3rd attack bursts on your target, damaging surrounding enemies and Slowing them by 30% for 3 seconds.

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Thrash

Basic | Jaguar | Mobility
lucky hit: 20%
Spiritborn

Dive at an enemy and slash into it dealing [18% - 25%] damage. Your 3rd attack unleashes a rapid series of slashes around your target, dealing a total of [27% - 38%] damage.

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Thunderspike

Basic | Eagle
lucky hit: 22%
Spiritborn

Quickly jab forward with a piercing strike dealing [15% - 21%] damage. Your 3rd attack pierces further, dealing [32% - 45%] damage and reducing your Evade Cooldown by 5 seconds.

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Rock Splitter

Basic | Gorilla | Mobility
lucky hit: 28%
Spiritborn

Rush at a target and clobber enemies in front of you, dealing [20% - 28%] damage. Your 3rd attack strikes enemies around you, dealing [28% - 39%] damage.

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Double Swing

Core | Dual Wield
fury cost: 25
lucky hit: 30%
Barbarian

Sweep your weapons from opposite directions, dealing [50% - 70%] damage with each weapon. Enemies caught in the center are damaged by both.

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Hammer of the Ancients

Core | Bludgeoning
fury cost: 35
lucky hit: 50%
Barbarian

Slam your hammer down with the fury of the Ancients, dealing [55% - 77%] damage to a concentrated area.

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Rend

Core | Slashing
fury cost: 35
lucky hit: 33%
Barbarian

Cleave enemies in front of you, dealing [12% - 17%] damage and inflicting [105% - 147%] Bleeding damage over 5 seconds.

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Upheaval

Core
fury cost: 40
lucky hit: 25%
Barbarian

Tear into the ground with your weapon and fling debris forward, dealing [88% - 123%] damage.

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Whirlwind

Core | Channeled
fury cost: 25 per second
lucky hit: 20%
Barbarian

Rapidly attack surrounding enemies for [20% - 28%] damage.

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Challenging Shout

Defensive | Shout
cooldown: 25
Barbarian

Taunt Nearby enemies and gain [40% - 48%] Damage Reduction for 6 seconds.

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Ground Stomp

Defensive
cooldown: [16 - 13.12]
lucky hit: 33%
Barbarian

Smash the ground, dealing [20% - 28%] damage and Stunning surrounding enemies for 3 seconds.

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Iron Skin

Defensive
cooldown: 14
Barbarian

Steel yourself, gaining a Barrier that absorbs [50% - 70%] of your missing Life for 5 seconds.

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Rallying Cry

Defensive | Shout
cooldown: 25
Barbarian

Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by x [40% - 56%] for 6 seconds, and Nearby allies for 3 seconds.

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Charge

Brawling | Mobility
cooldown: [17 - 13.94]
lucky hit: 100%
Barbarian

Become Unstoppable and rush forward, pushing enemies with you and then swinging through them dealing [180% - 252%] damage and Knocking them Back.

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Kick

Brawling | Core
charge: 2
charge cooldown: [9 - 7.38]
lucky hit: 40%
Barbarian

Throw a powerful kick that deals 18% damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional 105% damage and are Stunned for 3 seconds.

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Leap

Brawling | Mobility
cooldown: [17 - 13.94]
lucky hit: 66%
Barbarian

Leap forward and then slam down, dealing [42% - 59%] damage and Knocking Back surrounding enemies on impact.

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War Cry

Brawling | Shout
cooldown: 25
Barbarian

Bellow a mighty war cry, increasing your damage dealt by x [15% - 21%] for 6 seconds, and Nearby allies for 3 seconds.

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Death Blow

Weapon Mastery | Slashing
cooldown: 15
lucky hit: 50%
Barbarian

Attempt a killing strike, dealing [120% - 168%] damage to enemies in front of you. If this kills an enemy, its Cooldown is reset.

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Rupture

Weapon Mastery
cooldown: [10 - 8.2]
lucky hit: 50%
Barbarian

Skewer enemies in front of you, dealing 13% damage which is guaranteed to Overpower. Then rip your weapon out, damaging enemies for their total Bleeding amount and removing all Bleeding damage from them.

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Steel Grasp

Weapon Mastery
charge: 2
charge cooldown: [11 - 9.02]
lucky hit: 25%
Barbarian

Thow out a trio of chains that deal [23% - 32%] damage and Pull In enemies.

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Mighty Throw

Weapon Mastery
cooldown: 12
lucky hit: 15%
Barbarian

Hurl your weapon, dealing [80% - 104%] damage upon impact and sticking in the ground. While in the ground, your weapon pulses and deals Weapon damage every second for 4 seconds.

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Call of the Ancients

Ultimate
cooldown: {value5}
Barbarian

Call upon 3 Ancients to aid you in battle for 6 seconds.

  • Korlic leaps at enemies, dealing [110% - 154%] damage and swings his weapons in a frenzy, dealing [40% - 56%] damage per hit.
  • Talic spins in a whirlwind rapidly attacking enemies for [80% - 112%] damage.
  • Madawc upheaves the ground, dealing [200% - 280%] damage.
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Iron Maelstrom

Ultimate
cooldown: {value5}
lucky hit: 24%
Barbarian

Activate three times to attach chains to each of your weapons and perform an attack:

  • First your Two-Handed Bludgeoning weapon slams into the ground, dealing [60% - 84%] damage and Stunning enemies for 2 seconds.
  • Next, your Two-Handed Slashing weapon swiped in front of you, dealing [20% - 28%] damage and inflicting [120% - 168%] Bleeding damage over 5 seconds.
  • Finally, your Dual Wield weapons swing around you, dealing [33% - 46%] damage per hit.
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Wrath of the Berserker

Ultimate
cooldown: [60 - 49.2]
Barbarian

Explode into rage, Knocking Back surrounding enemies and gaining Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic Skills grants Berserking for 5 seconds.

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Aggressive Resistance

Passive
Barbarian

Gain [4% - 12%] Damage Reduction while Berserking.

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Battle Fervor

Passive
Barbarian

When a Brawling Skill damages at least one enemy, gain Berserking for [1 - 3] seconds.

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Booming Voice

Passive
Barbarian

Your Shout Skill effect durations are increased by x [8% - 24%] .

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Brute Force

Passive
Barbarian

Your Overpowers deal x [8% - 24%] increased damage when using a Two-Handed weapon.

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Concussion

Passive
Barbarian

Lucky Hit: Skills using Bludgeoning weapons have up to a [10% - 30%] chance to Stun enemies for 2 seconds, or up to a [15% - 45%] chance when using a Two-Handed Bludgeoning weapon.

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Counteroffensive

Passive
Barbarian

While you have Fortify for over 50% of your Maximum Life, you deal x [4% - 12%] increased damage.

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Cut to the Bone

Passive
Barbarian

Your Bleeding effects deal x [5% - 15%] increased damage to Vulnerable enemies.

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Defensive Stance

Passive
Barbarian

Increase the Damage Reduction gained while you are Fortified by an additional [2% - 6%] .

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Duelist

Passive
Barbarian

Attack Speed is increased by + [3% - 9%] while using One-Handed weapons.

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Endless Fury

Passive
Barbarian

Basic Skills generate x [12% - 36%] more Fury.

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Expose Vulnerability

Passive
Barbarian

Dealing direct damage with a Weapon Mastery skill causes your next Core Skill to make enemies Vulnerable for [1 - 3] second.

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Furious Impulse

Passive
Barbarian

Each time you swap weapons, gain [2 - 6] Fury.

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Gushing Wounds

Passive
Barbarian

When causing an enemy to Bleed, you have a chance equal to your Critical Strike Chance to increase the Bleed amount by x70%, and also increased by +100% of your Critical Strike Damage bonus. Overpowering a Bleeding enemy creates an explosion that inflicts 120% Bleeding damage over 5 seconds.

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Guttural Yell

Passive
Barbarian

Your Shout Skills cause enemies to deal [4% - 12%] less damage for 5 seconds.

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Hamstring

Passive
Barbarian

Your Bleeding effects have a [15% - 45%] chance to Slow Healthy and Injured enemies by 70% each time they deal damage.

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Heavy Handed

Passive
Barbarian

While using Two-Handed weapons you deal x [5% - 15%] increased Critical Strike Damage.

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Imposing Presence

Passive
Barbarian

Gain x [5% - 15%] additional Maximum Life.

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Invigorating Fury

Passive
Barbarian

Heal for [3% - 9%] of your Maximum Life for each 100 Fury spent.

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Martial Vigor

Passive
Barbarian

Damage Reduction against Elites is increased by [6% - 18%] .

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No Mercy

Passive
Barbarian

You have + [3% - 9%] increased Critical Strike Chance against Immobilized, Stunned, or Slowed enemies.

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Outburst

Passive
Barbarian

Gain [X] Thorns. Also gain [X] Thorns for each 20 bonus Maximum Life you have.

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Pit Fighter

Passive
Barbarian

You deal x [3% - 9%] increased damage to Close enemies and gain [2% - 6%] Distant Damage Reduction.

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Pressure Point

Passive
Barbarian

Lucky Hit: Your Core and Weapon Mastery skills have up to a [10% - 30%] chance to make enemies Vulnerable for 2 seconds.

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Prolific Fury

Passive
Barbarian

While Berserking, Fury Generation is increased by x [6% - 18%] .

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Quick Impulses

Passive
Barbarian

Reduce the duration of Control Impairing Effects by [6% - 18%] .

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Raid Leader

Passive
Barbarian

Your Shouts also Heal allies for [1% - 3%] of their Maximum Life per second.

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Slaying Strike

Passive
Barbarian

You deal x [5% - 15%] increased damage against Injured enemies.

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Swiftness

Passive
Barbarian

Movement Speed is increased by + [4% - 12%] .

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Tempered Fury

Passive
Barbarian

Increase your Maximum Fury by [3 - 9] .

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Thick Skin

Passive
Barbarian

Each time you take direct damage gain [0.6% - 1.8%] Maximum Life as Fortify.

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Tough as Nails

Passive
Barbarian

Increase your Thorns by + [3% - 9%] . When enemies hit you, they take an additional 15% of your Thorns as Bleeding damage over 5 seconds.

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Unbridled Rage

Passive
Barbarian

Core Skills deal x45% increased damage, but cost x100% more Fury.

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Unconstrained

Passive
Barbarian

Berserking's damage bonus is increased to x60%. While below 65% Life, you are always Berserk and gain a x30% Physical Damage Reduction bonus.

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Walking Arsenal

Passive
Barbarian

Dealing direct damage with a Two-Handed Bludgeoning, Two-Handed Slashing, or Dual Wielded weapons grants x8% increased damage for 10 seconds. While all three damage bonuses are active, you gain an additional x10% increased damage and Attack Speed.

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Wallop

Passive
Barbarian

Your Skills using Bludgeoning weapons deal x [5% - 15%] increased damage if the enemy is Stunned or Vulnerable.

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Barbed Carapace

Passive
Barbarian

For every 25 Fury you spend, you gain +10% Thorns for 8 seconds, up to 120%. Casting a Skill with a Cooldown grants you Unhindered for 5 seconds. During this time, you deal 100% of your Thorns as Physical damage to Close enemies every second.

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Heavy Hitter

Passive
Barbarian

Your Ultimate Skills deal x [15% - 45%] more damage.

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Irrepressible

Passive
Barbarian

Casting a Weapon Mastery Skill Fortifies you for [10% - 30%] of your Maximum Life.

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Belligerence

Passive
Barbarian

Damaging an enemy with a Basic Skill increases your damage by x [3% - 9%] for 4 seconds.

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Warpath

Passive
Barbarian

After Overpowering, you deal x [4% - 12%] increased damage for 4 seconds.

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Landslide

Core | Nature Magic | Earth
spirit cost: 33
lucky hit: 20%
Druid

Crush enemies between 4 pillars of earth, dealing up to [140% - 196%] damage.

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Lightning Storm

Core | Storm | Nature Magic | Channeled
spirit cost: 16 per strike
lucky hit: 15%
Druid

Conjure a growing lightning storm that deals [74% - 104%] damage per strike. The number of strikes increase the longer the storm is channeled up to a maximum of 5 at once.

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Pulverize

Core | Werebear | Shapeshifting
spirit cost: 38
lucky hit: 25%
Druid

Shapeshift into a Werebear and slam the ground, dealing [92% - 129%] damage to surrounding enemies.

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Shred

Core | Werewolf | Shapeshifting | Mobility
spirit cost: 38
lucky hit: 20%
Druid

Shapeshift into a Werewolf and perform a trio of combo attacks:

  • 1st Attack: Dash towards the target and deal [52% - 73%] damage.
  • 2nd Attack: Deal [72% - 101%] damage.
  • 3rd Attack: Perform a larger finishing move dealing [143% - 200%] damage.
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Stone Burst

Core | Nature Magic | Earth | Channeled
spirit cost: 33
Druid

Gather stones beneath your enemies then detonate them dealing [120% - 152%] damage. Channeling deals 20% damage and increases the size of the affected area, up to a 400% increase after 01.0 seconds.

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Tornado

Core | Storm | Nature Magic
spirit cost: 44
lucky hit: 8%
Druid

Conjure a swirling tornado that deals [65% - 91%] damage.

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Blood Howl

Defensive | Werewolf | Shapeshifting | Shout
cooldown: 15
Druid

Shapeshift into a Werewolf and howl furiously, Healing you for [20% - 26.8%] of your Maximum Life.

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Cyclone Armor

Defensive | Storm | Nature Magic
cooldown: 18
lucky hit: 25%
Druid

Passive: Powerful winds surround you, granting [15% - 20.3%] Non-Physical Damage Reduction. Active: The winds rapidly expand, Knocking Back enemies and dealing [30% - 42%] damage.

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Debilitating Roar

Defensive | Werebear | Shapeshifting | Shout
cooldown: [22 - 18]
Druid

Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 40% for 4 seconds.

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Earthen Bulwark

Defensive | Nature Magic | Earth
cooldown: 16
lucky hit: 30%
Druid

Rock's surround you for 3 seconds, granting a Barrier that absorbs [45% - 63%] of your Maximum Life in damage.

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Ravens

Companion
cooldown: 15
lucky hit: 45%
Druid

Passive: 1 Raven flies above you and periodically attacks your enemies for [43% - 61%] damage every 3 seconds. Active: The target area is swarmed with ravens, dealing [300% - 420%] damage over 6 seconds.

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Poison Creeper

Companion
cooldown: 20
lucky hit: 28%
Druid

Passive: 1 poison creeper periodically emerges from the ground every 7 seconds, applying [47% - 66%] Poisoning damage over 6 seconds to an enemy in the area. Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and Poisoning them for [126% - 176%] damage over 2 seconds.

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Wolves

Companion
cooldown: 11
lucky hit: 50%
Druid

Passive: Summon 2 wolf companions that bite enemies for [14% - 20%] damage. Active: Direct your wolves to focus an enemy, becoming Unstoppable, and leaping to them and striking for [200% - 280%] damage.

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Boulder

Wrath | Nature Magic | Earth
cooldown: 10
lucky hit: 4%
Druid

Unearth a large rolling boulder that repeatedly Knocks Back enemies, dealing [70% - 98%] damage with each hit.

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Hurricane

Wrath | Storm | Nature Magic
cooldown: 20
lucky hit: 21%
Druid

Form a hurricane around you that deals [346% - 484%] damage to surrounding enemies over 8 seconds.

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Rabies

Wrath | Werewolf | Shapeshifting | Chain
cooldown: 12
lucky hit: 50%
Druid

Shapeshift into a Werewolf and perform an infectious bite against enemies in front of you, dealing [28% - 39%] damage and applying an additional [175% - 245%] Poisoning damage over 6 seconds. Infected enemies spread Rabies to other surrounding targets.

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Trample

Wrath | Werebear | Shapeshifing | Mobility
cooldown: 14
lucky hit: 20%
Druid

Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing [75% - 105%] damage and Knocking Back enemies. Enemies who are Knocked Back into terrain take an additional [45% - 63%] damage and are Stunned for 3 seconds.

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Cataclysm

Ultimate | Storm | Nature Magic
cooldown: [60 - 49.2]
lucky hit: 62%
Druid

A massive storm follows you for 10 seconds. Twisters Knock Back enemies dealing [46% - 64%] damage, and lightning strikes wildly dealing [115.% - 161%] damage.

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Grizzly Rage

Ultimate | Werebear | Shapeshifting
cooldown: [50 - 41]
Druid

Shapeshift into a Dire Werebear for 10 seconds gaining x30% bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form, up to a maximum of 75%. Kills extend the duration by 1 second, but the duration cannot go above 10 seconds. Overpowering Bosses now extends the duration by 5 seconds.

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Lacerate

Ultimate | Werewolf | Shapeshifting
cooldown: [35 - 28.7]
lucky hit: 7%
Druid

Shapeshift into a Werewolf, become Immune and quickly dash 10 times between enemies in the area dealing up to [560% - 784%] damage.

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Petrify

Ultimate | Nature Magic | Earth
cooldown: [50 - 41]
Druid

Generates 100 Spirit. Encase all Nearby enemies in stone, Stunning them for 4 seconds.

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Abundance

Passive
Druid

Basic Skills generate x [6% - 18%] more Spirit.

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Ancestral Fortitude

Passive
Druid

Increases your Non-Physical Resistances by [5% - 15%] .

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Bad Omen

Passive
Druid

Lucky Hit: Up to a [10% - 30%] chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Bolt also hits dealing 55% damage.

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Bestial Rampage

Passive
Druid

When Shapeshifting, Werebear grants x30% increases damage and Werewolf grants +20% Attack Speed. Both bonuses persist as long as you are in either animal form, but are lost after 3 seconds in Human form.

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Call of the Wild

Passive
Druid

Your Companion Skills deal [12% - 36%] bonus damage.

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Charged Atmosphere

Passive
Druid

Every [14 - 8] seconds, a Lightning Bolt hits a Nearby enemy dealing 45% damage.

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Circle of Life

Passive
Druid

Nature Magic Skills that consume Spirit Heal you for [1% - 3%] of your Maximum Life.

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Clarity

Passive
Druid

After casting a Companion Skill, your next Core or Wrath Skill's damage and Critical Strike Chance are increased by [5% - 15%] , up to [15% - 45%] .

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Crushing Earth

Passive
Druid

Earth Skills deal x [5% - 15%] increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.

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Defensive Posture

Passive
Druid

Increases the amount of Fortify you gain from all sources by [5% - 15%] and you gain [3% - 9%] Damage Reduction while Fortified.

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Defiance

Passive
Druid

Nature Magic Skills deal x [4% - 12%] increased damage to Elites.

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Digitigrade Gait

Passive
Druid

You gain + [4% - 12%] Movement Speed while in Werewolf form. This bonus persists for 3 seconds after leaving Werewolf form.

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Earthen Might

Passive
Druid

Lucky Hit: Damaging enemies with Earth Skills has up to a 10% chance to:

  • Restore all of your Spirit
  • Cause your attacks to be guaranteed Critical Strikes for 5 seconds

This chance is increased by:

  • 10% for Critical Strikes
  • 10% if the target is Stunned, Immobilized, or Knocked Back
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Electric Shock

Passive
Druid

Lucky Hit: Dealing Lightning damage to enemies has up to a [8% - 24%] chance to Immobilize them for 3 seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by x [7% - 21%] instead.

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Elemental Exposure

Passive
Druid

Lucky Hit: Your Storm Skills have up to a 10% chance to make enemies Vulnerable for [1 - 3] seconds.

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Endless Tempest

Passive
Druid

Increase the duration of Hurricane and Cataclysm by [5% - 15%] .

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Envenom

Passive
Druid

You and your Companions gain [10% - 30%] bonus Critical Strike Damage against Poisoned enemies.

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Heart of the Wild

Passive
Druid

Maximum Spirit is increased by [3 - 9] .

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Heightened Senses

Passive
Druid

When Shapeshifting, Werebear grants [3% - 9%] Damage Reduction and Werewolf grants + [2% - 6%] Movement 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.

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Iron Fur

Passive
Druid

You gain [4% - 12%] Damage Reduction while in Werebear form. This bonus persists for 3 seconds after leaving Werebearform.

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Lupine Ferocity

Passive
Druid

Every 3rd Werewolf Skill hit Critically Strikes and deals x70% increased damage, increased to x140% against Injured enemies.

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Mending

Passive
Druid

While in Werebear form, you receive [6% - 18%] additional Healing from all sources and gain [4% - 12%] increased Maximum Life.

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Natural Disaster

Passive
Druid

Your Earth Skills deal x [4% - 12%] increased damage to Vulnerable enemies. Your Storm Skills deal x [4% - 12%] increased damage to enemies that are Stunned, Immobilized, or Knocked Back.

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Natural Fortitude

Passive
Druid

Shapeshifting Fortifies you for [2% - 6%] Maximum Life.

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Nature's Fury

Passive
Druid

Casting an Earth Skill has a 35% chance to trigger a free Storm Skill of the same category, and vice versa. In addition, these free Skills count as both Earth and Storm Skills.

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Nature's Reach

Passive
Druid

Deal x [5% - 15%] increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back.

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Nature's Resolve

Passive
Druid

[5% - 15%] chance when struck to Fortify you for 4% Maximum Life.

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Neurotoxin

Passive
Druid

Poisoned enemies are slowed by [8% - 24%] .

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One With Nature

Passive
Druid

Your Companion Skills each gain 1 additional companion and deal x60% increased damage. Gain the Passive Effect of Ravens, Wolves, and Poison Creeper.

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Perfect Storm

Passive
Druid

Storm Skills that you cast grant 1 Spirit and deal x45% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy.

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Predatory Instinct

Passive
Druid

Critical Strike Chance against Close enemies is increased by + [2% - 6%] .

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Provocation

Passive
Druid

When you remain in Werebear form for at least [20 - 12] seconds, your next non-Defensive Skill will Overpower.

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Quickshift

Passive
Druid

Shapeshifting into a new animal form grants x [1% - 3%] increased damage, up to x [6% - 18%] . This bonus is lost after 3 seconds in Human form.

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Resonance

Passive
Druid

Nature Magic Skills deal x [2% - 6%] increased damage. Triple this bonus if an Earth Skill is the next Skill cast after a Storm Skill, or a Storm Skill is the next Skill cast after an Earth Skill.

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Safeguard

Passive
Druid

Critical Strikes with Earth Skills Fortify you for [3% - 9%] Maximum Life.

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Stone Guard

Passive
Druid

While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal x [4% - 12%] increased damage.

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Thick Hide

Passive
Druid

Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for [10% - 30%] Maximum Life.

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Toxic Claws

Passive
Druid

Critical Strikes with Werewolf Skills deal [12% - 36%] of their Base damage as Poisoning damage over 4 seconds.

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Unrestrained

Passive
Druid

Reduce the duration of Control Impairing Effects by [5% - 15%] . Double this effect while you have Fortify for over 50% of your Maximum Life.

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Ursine Strength

Passive
Druid

Gain x30% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. While Healthy, deal x15% increased damage, and x45% increased Overpower damage.

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Vigilance

Passive
Druid

You gain [7% - 21%] Damage Reduction for 6 seconds after using a Defensive Skill.

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Wild Impulses

Passive
Druid

Your Core Skills cost x [3% - 9%] more Spirit but deal x [5% - 15%] increased damage.

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Feral Aptitude

Passive
Druid

You deal x [3% - 9%] increased damage while Healthy and x [3% - 9%] increased damage while above 100% Movement Speed. These bonuses can stack.

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Humanity

Passive
Druid

You deal x [5% - 15%] increased damage while in Human form.

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Catastrophe

Passive
Druid

You deal x [5% - 15%] increased damage for 8 seconds after casting an Ultimate Skill.

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Backlash

Passive
Druid

You deal x [4% - 12%] increased damage for 5 seconds after casting a Defensive Skill.

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Blight

Core | Darkness
essence cost: 25
lucky hit: 40%
Necromancer

Unleash concentrated blight that deals [40% - 56%] damage and leaves behind a defiled area, dealing [135% - 189%] damage over 6 seconds.

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Blood Lance

Core | Blood
essence cost: 15
lucky hit: 50%
Necromancer

Throw a blood lance that lingers in an enemy for 3 seconds, dealing [80% - 112%] damage to the enemy and all other lanced enemies. Blood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies after the first.

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Blood Surge

Core | Blood
essence cost: 30
lucky hit: 12%
Necromancer

Draw blood from enemies, dealing [20% - 28%] damage, and expel a blood nova, dealing [70% - 98%] damage. Blood Surge's nova damage is increased by x5% per enemy drained, up to x50%.

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Bone Spear

Core | Bone
essence cost: 25
lucky hit: 50%
Necromancer

Conjure a bone spear from the ground, dealing [85% - 119%] damage and piercing through enemies.

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Sever

Core | Darkness
essence cost: 20
lucky hit: 40%
Necromancer

A specter of you charges forward and attacks with its scythe for [110% - 154%] damage then returns to you and attacks again for [45% - 63%] damage.

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Blood Mist

Macabre | Blood
cooldown: [24 - 20.8]
lucky hit: 9%
Necromancer

Disperse into a bloody mist, becoming Immune for 3 seconds. You periodically deal 2% damage to enemies and Heal for [0.5% - 0.7%] of your Maximum Life.

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Bone Prison

Macabre | Bone
cooldown: [18 - 14.76]
Necromancer

Unearth a prison of bone with [X] Life that surrounds the target area for 6 seconds.

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Bone Spirit

Macabre | Bone | Core
essence cost: All Remaining Essence
cooldown: 12
lucky hit: 33%
Necromancer

Consume all of your Essence to conjure a spirit of bone that seeks enemies. Upon reaching an enemy, the spirit explodes, dealing [80% - 112%] damage to the target and all surrounding enemies. Damage is increased by x4% for each point of Essence spent casting Bone spirit.

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Decrepify

Curse | Corruption
essence cost: 10
Necromancer

Curse the target area. Enemies afflicted by Decrepify are Slowed by [40% - 51.1%] and deal [20% - 23.8%] less damage for 10 seconds.

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Iron Maiden

Curse | Corruption
essence cost: 10
Necromancer

Curse the target area. Enemies afflicted by Iron Maiden take [30% - 42%] damage every 2 seconds and each time they deal direct damage. Lasts 10 seconds.

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Corpse Explosion

Corpse | Corruption
lucky hit: 25%
Necromancer

Detonate a Corpse, dealing [85% - 119%] damage to surrounding enemies.

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Corpse Tendrils

Corpse | Corruption
cooldown: [11 - 9.02]
lucky hit: 30%
Necromancer

Veins burst out of a Corpse, Pulling in enemies, Stunning them for 3 seconds, and dealing [20% - 28%] damage to them. Does not consume the Corpse.

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Army of the Dead

Ultimate | Summoning
cooldown: [60 - 40]
lucky hit: 64%
Necromancer

Call forth the deep buried dead. Volatile Skeletons emerge over the next 7 seconds that explode when around enemies, dealing [90% - 110%] damage.

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Blood Wave

Ultimate | Blood
cooldown: [50 - 41]
lucky hit: 50%
Necromancer

Conjure a tidal wave of blood that deals [450% - 630%] damage and Knocks Back enemies.

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Bone Storm

Ultimate | Bone
cooldown: [60 - 49.2]
lucky hit: 40%
Necromancer

A swirling storm of bones appears around you and your Golem, dealing [180% - 252%] to surrounding enemies over 10 seconds.

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Soulrift

Ultimate | Darkness
cooldown: [50 - 41]
Necromancer

For 8 seconds, you corrupt surrounding enemies, dealing [65% - 91%] damage per second. Every 0.25 seconds of this duration, you absorb the souls of up to 3 enemies, gaining 2 Essence and a Barrier for 2% of your Maximum Life for 5 seconds. You absorb 3 souls at a time from Bosses.

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Raise Skeleton

Summoning
Necromancer

You Raise a Skeleton from a Corpse to fight for you. Once all of your Skeletons have been summoned, Raise Skeleton briefly summons a Skeletal Priest to empower your Minions for 8 seconds, increasing their damage by 30% and healing them for 25% of their Maximum Life.

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Golem

Summoning
cooldown: 16
Necromancer

Passive: You are protected by a Golem with [X] Life that attacks for 77% damage. Active: Your Golem becomes Unstoppable and Taunts Nearby enemies and takes 30% reduced damage for the next 6 seconds. It gains 70% of its Armor as Thorns for the duration. You become Unstoppable for 1.5 seconds. When your Golem dies, it respawns after 20 seconds.

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Amplify Damage

Passive
Necromancer

You deal x [4% - 12%] increased damage to Cursed enemies.

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Bonded in Essence

Passive
Necromancer

Every 5 seconds, your Skeletal Priest's Healing will Heal your Skeletons for an additional [20% - 60%] of their Maximum Life.

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Coalesced Blood

Passive
Necromancer

While Healthy your Blood Skills deal x [6% - 18%] increased damage.

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Compound Fracture

Passive
Necromancer

After Critically Striking 10 times with Bone Skills, your Bone Skills deal x [5% - 15%] increased damage for 5 seconds.

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Crippling Darkness

Passive
Necromancer

Lucky Hit: Darkness Skills have up to a 15% chance to Stun enemies for [1 - 3] seconds and deal [X] Shadow damage to them.

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Death's Defense

Passive
Necromancer

Your Minions gain + [8% - 24%] increased Armor and + [8% - 24%] increased Resistance to All Elements.

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Death's Embrace

Passive
Necromancer

Close enemies take x [2% - 6%] more damage from you and deal [4% - 12%] less damage to you.

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Death's Approach

Passive
Necromancer

Gain + [5% - 15%] Movement Speed.

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Drain Vitality

Passive
Necromancer

Lucky Hit: Hitting enemies with Blood Skills has up to a 30% chance to Fortify you for [2.5% - 7.5%] Maximum Life.

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Evulsion

Passive
Necromancer

Your Bone Skills deal x [5% - 15%] increased Critical Strike Damage to Vulnerable enemies.

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Fueled by Death

Passive
Necromancer

You deal x [3% - 9%] increased damage for 6 seconds after consuming a Corpse.

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Gloom

Passive
Necromancer

When you damage enemies with Darkness Skills, they take x [2% - 6%] increased Shadow Damage from you and your Minions for 2 seconds, stacking up to 3 times.

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Golem Mastery

Passive
Necromancer

Increase the damage and Life of your Golem by x [25% - 75%] .

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Grim Harvest

Passive
Necromancer

Consuming a Corpse generates [2 - 6] Essence.

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Gruesome Mending

Passive
Necromancer

You receive + [10% - 30%] more Healing from all sources.

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Hellbent Commander

Passive
Necromancer

While you control at least 7 Minions, your Minons deal x [10% - 30%] increased damage.

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Hewed Flesh

Passive
Necromancer

Lucky Hit: Your damage has up to a [4% - 12%] chance to create a Corpse at the target‘s location. This chance is doubled against Bosses.

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Imperfectly Balanced

Passive
Necromancer

Your Core Skills cost x [3% - 9%] more Essence, but deal x [5% - 15%] increased damage.

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Inspiring Leader

Passive
Necromancer

While you are Healthy, you gain [4% - 12%] increased Critical Strike Chance and your Minions gain [6% - 18%] increased Critical Strike Chance.

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Kalan's Edict

Passive
Necromancer

Your Minions gain +3% Attack Speed and deal x3% increased damage for each active Minion.

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Memento Mori

Passive
Necromancer

Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by [20% - 60%] .

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Necrotic Carapace

Passive
Necromancer

When a Corpse is formed from your Skills or your Minions, Fortify for [5% - 15%] Maximum Life.

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Ossified Essence

Passive
Necromancer

Your Bone Skills deal x0.5% increased damage for each point of Essence you have above 50 upon cast.

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Rapid Ossification

Passive
Necromancer

Every 100 Essence you spend reduces the cooldowns of your Bone Skills by [0.5 - 1.5] seconds.

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Rathma's Vigor

Passive
Necromancer

After being Healthy for 15 seconds, your next Blood Skill Overpowers. This timer is reduced by 2 seconds each time Blood Orbs Heal or Overheal you for an amount greater than or equal to your base Life.

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Reaper's Pursuit

Passive
Necromancer

Damaging enemies with Darkness Skills increases your Movement Speed by + [5% - 15%] for 3 seconds.

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Serration

Passive
Necromancer

Your Bone Skills have a + [0.3% - 0.9%] increased Critical Strike Chance for each 30 Essence you have upon cast.

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Shadowblight

Passive
Necromancer

Shadow damage infects enemies with Shadowblight for 2 seconds. Every 8th time an enemy receives Shadow damage from you or your Minions while they are affected by Shadowblight, they take an additional 44% Shadow damage. Shadowblight's damage is increased by x100% of your Shadow Damage over Time bonus.

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Skeletal Mage Mastery

Passive
Necromancer

Increase the damage and Life of your Skeletal Mages by x [20% - 60%] .

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Skeletal Warrior Mastery

Passive
Necromancer

Increase the damage and Life of your Skeletal Warriors by x [15% - 45%] .

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Spiked Armor

Passive
Necromancer

Gain [X] Thorns and x [5% - 15%] additional Armor.

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Stand Alone

Passive
Necromancer

Increases Damage Reduction by [6% - 18%] when you have no minions. Each active minion reduces this bonus by 2%.

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Terror

Passive
Necromancer

You deal x [3% - 9%] increased Shadow damage to enemies who are Slowed or Chilled, and x [3% - 9%] increased Shadow damage to enemies who are Stunned, Immobilized, or Frozen. These bonuses stack and apply to Shadow Damage dealt by your Minions.

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Tides of Blood

Passive
Necromancer

Your Blood Skills deal x [5% - 15%] increased Overpower damage. This bonus is doubled while you are Healthy.

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Transfusion

Passive
Necromancer

Lucky Hit: Blood Skills have up to a [3% - 9%] chance to create a Blood Orb at the target's location. This can only occur once every 2 seconds. This chance is doubled against Bosses.

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Unliving Energy

Passive
Necromancer

Your maximum Essence is increased by [3 - 9] .

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Necrotic Fortitude

Passive
Necromancer

Lucky Hit: Up to a [5% - 15%] chance to grant yourself a Barrier for 7% of your Maximum Life for 6 seconds.

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Finality

Passive
Necromancer

You deal x [5% - 15%] increased damage for 8 seconds after casting an Ultimate Skill.

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Titan's Fall

Passive
Necromancer

While Fortified you deal x [6% - 18%] increased damage to Elites.

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Precision Decay

Passive
Necromancer

Your Lucky Hit chance is increased by + [5% - 15%] .

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Affliction

Passive
Necromancer

Enemies affected by Vulnerable, Crowd Control, or Shadow Damage over Time are Afflicted, taking x15% increased damage from you and your Minions. Your Curse Skills deal 80% Shadow damage when applied to Afflicted enemies. This amount increases by x30% of your damage to Crowd Control, Vulnerable Damage, and Shadow Damage over Time bonuses combined.

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Barrage

Core | Imbueable | Marksman | Chain
energy cost: 30
lucky hit: 16%
Rogue

Unleash a barrage of 5 arrows that expands outwards, each dealing [22% - 31%] damage. Each arrows has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow's Base damage.

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Flurry

Core | Imbueable | Cutthroat
energy cost: 25
lucky hit: 20%
Rogue

Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of [130% - 182%] damage to each.

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Penetrating Shot

Core | Imbueable | Marksman
energy cost: 35
lucky hit: 50%
Rogue

Fire an arrow that pierces through all enemies in a line, dealing [70% - 98%] damage, increased by x10% per enemy it pierces.

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Rapid Fire

Core | Imbueable | Marksman
energy cost: 25
lucky hit: 20%
Rogue

Rapidly fire 5 arrows, each dealing [33% - 46%] damage.

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Twisting Blades

Core | Imbueable | Cutthroat
energy cost: 30
lucky hit: 33%
Rogue

Impale an enemy with your blades, dealing [54% - 76%] damage and making them take x8% increased damage from you for 1.5 seconds. After 1.5 seconds, the blades return to you, piercing enemies for [86% - 121%] damage.

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Concealment

Subterfuge
cooldown: [20 - 16.4]
Rogue

Vanishes from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable and Unhindered, grants +30% Movement Speed, and Unhindered for its duration. Using an attack Skill during Concealment will break Concealment.

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Dark Shroud

Subterfuge
cooldown: 20
Rogue

Surround yourself with up to 5 protective shadows. Gain [8% - 9.6%] Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed.

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Poison Trap

Subterfuge | Trap
cooldown: 10
lucky hit: 20%
Rogue

Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying [540% - 756%] Poisoning damage over 9 seconds to enemies in the area. You can have 4 armed traps out at once.

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Smoke Grenade

Subterfuge | Grenade
cooldown: [13 - 10.66]
lucky hit: 25%
Rogue

Throw a smoky concoction at enemies that deals [45% - 63%] damage and Dazes them for 4 seconds.

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Caltrops

Agility | Trap | Mobility
charge: 2
charge cooldown: 12
lucky hit: 25%
Rogue

Leap backwards and throw caltrops on the ground, dealing [45% - 63%] damage and Slowing enemies by [50% - 62%] . Lasts 7 seconds.

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Dance of Knives

Agility | Cutthroat | Imbueable | Channeled
charge: 6
charge cooldown: 1
lucky hit: 20%
Rogue

Channel to launch knives at surrounding enemies, consuming one Charge per second and each knife dealing [58% - 73%] damage. You gain +20% Movement Speed and 10% Dodge Chance while Channeling Dance of Knives.

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Dash

Agility | Imbueable | Cutthroat | Mobility
charge: 2
charge cooldown: [10 - 8.2]
lucky hit: 25%
Rogue

Dash forward and slash enemies for [40% - 56%] damage. Any enemies hit are Slowed by 30% for 3 seconds.

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Shadow Step

Agility | Imbueable | Cutthroat | Mobility
cooldown: 9
lucky hit: 100%
Rogue

Become Unstoppable and quickly move through the shadows to stab your victim from behind for [80% - 112%] damage. Gain 50% increased Movement Speed for 2 seconds afterwards.

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Cold Imbuement

Imbuement
cooldown: 13
Rogue

Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for [25% - 45%] per hit.

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Poison Imbuement

Imbuement
cooldown: 13
lucky hit: 33%
Rogue

Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply [100% - 140%] of their Base damage as additional Poisoning damage over 6 seconds.

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Shadow Imbuement

Imbuement
cooldown: 13
lucky hit: 33%
Rogue

Imbue your weapons with festering shadows. Your next 2 Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing [40% - 56%] damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal [40% - 56%] damage to only that enemy.

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Death Trap

Ultimate | Trap
cooldown: [50 - 41]
lucky hit: 8%
Rogue

Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing a total of [250% - 350%] damage to each enemy in the area. If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.

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Rain of Arrows

Ultimate | Imbueable | Marksman
cooldown: [50 - 41]
lucky hit: 4%
Rogue

Arrows rain down over a large area 2 times, each wave dealing [50 - 41] damage. Rain of Arrows' first wave Knocks Down enemies for 3 seconds.

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Shadow Clone

Ultimate
cooldown: [60 - 49.2]
Rogue

Your shadow mimicks your actions for 15 seconds. This Shadow Clone deals [60% - 84%] of your damage.

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Adrenaline Rush

Passive
Rogue

While moving, you gain x [7% - 21%] increased Energy Regeneration.

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Aftermath

Passive
Rogue

While an Ultimate Skill is on your Action Bar, you Heal for [0.5% - 1.5%] Maximum Life every second. After using an Ultimate, restore [25 - 75] Energy.

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Agile

Passive
Rogue

Using a Cooldown increases your Dodge Chance by [4% - 12%] for 3 seconds.

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Alchemical Advantage

Passive
Rogue

Dealing Poison damage increases your Attack Speed and Lucky Hit Chance by [1% - 3%] for 8 seconds, up to 5%.

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Alchemist's Fortune

Passive
Rogue

Non-Physical damage you deal has a + [5% - 15%] increased Lucky Hit Chance.

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Chilling Weight

Passive
Rogue

Chilled enemies have their Movement Speed further reduced by up to [10% - 30%] and you gain x [5% - 15%] increased Chill effect.

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Close Quarters Combat

Passive
Rogue

Damaging a Close enemy with Marksman or Cutthroat Skills each grant a +15% Attack Speed bonus for 8 seconds. While both Attack Speed bonuses are active, you deal increased damage equal to x15% of of your Damage vs Close bonus.

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Unstable Elixirs

Passive
Rogue

Using a Healing Potion Stuns surrounding enemies for 2 seconds and increases your damage by x [6% - 18%] for 10 seconds.

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Consuming Shadows

Passive
Rogue

Each time you kill an enemy with Shadow damage, you generate [10 - 30] Energy.

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Deadly Venom

Passive
Rogue

You deal x [3% - 9%] increased Poisoning damage.

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Debilitating Toxins

Passive
Rogue

Poisoned enemies deal [5% - 15%] less damage.

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Exploit

Passive
Rogue

You deal x [6% - 18%] increased damage to Healthy and injured enemies.

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Exposure

Passive
Rogue

Lucky Hit: Dealing damage to an enemy affected by a Trap Skill has up to a 25% chance to:

  • Reduce the active Cooldowns of your Trap Skills by 20%
  • Drop a cluster of exploding Stun Grenades that deal 40% of total Physical damage and Stun enemies for 1 second
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Frigid Finesse

Passive
Rogue

You deal x [5% - 15%] increased damage to Chilled enemies. This bonus increases to x [10% - 30%] against Frozen enemies.

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Haste

Passive
Rogue

While at or above 50% maximum Energy, gain + [5% - 15%] increased Movement Speed. While below 50% maximum Energy, gain + {value1} increased Attack Speed.

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Impetus

Passive
Rogue

After moving 15 meters, your next Core or Ultimate Skill deals x [8% - 24%] increased damage. While this damage bonus is ready, your Basic, Agility and Subterfuge Skills deal x [5% - 15%] increased damage.

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Innervation

Passive
Rogue

Lucky Hit: Up to a [10% - 30%] chance to gain 8 Energy.

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Malice

Passive
Rogue

You deal x [3% - 9%] increased damage to Vulnerable and x {value1} increased damage to Knocked Down enemies. These bonuses can apply simultaneously.

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Mending Obscurity

Passive
Rogue

When entering Stealth and every second while Stealthed, you Heal for [7% - 21%] Maximum Life.

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Momentum

Passive
Rogue

Casting or Channeling a Cutthroat Skill grants a stack of Momentum. Casting a Marksman Skill removes a stack of Momentum.

  • For each stack of Momentum, you gain:

3% Damage Reduction 3% Maximum Energy x3% Energy Regeneration +3% Movement Speed x5% Increased Damage

  • Maximum of 10 Stacks.
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Precision

Passive
Rogue

When you cast a Marksman Skill, you gain a stack of Precision. You gain an additional stack if that Skill Critically Strikes, once per cast. When you reach 4 stacks of Precision, your next Marksman Ultimate or Core Skill is a guaranteed Critical Strike and deals x50% increased Critical Strike Damage, consuming all stacks of Precision. This damage is further increased by x15% of your Critical Strike Damage bonus.

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Precision Imbuement

Passive
Rogue

Imbued Skills gain + [3% - 9%] increased Critical Strike Chance.

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Rapid Gambits

Passive
Rogue

Evading through an enemy Dazes them for 2 seconds. Your Evade Cooldown is reduced by [0.25 - 0.75] seconds when you Daze an enemy.

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Reactive Defense

Passive
Rogue

Gain [6% - 18%] Damage Reduction while inflicted with Control Impairing Effects.

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Rugged

Passive
Rogue

Gain [9% - 27%] Damage Reduction against Damage Over Time effects.

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Second Wind

Passive
Rogue

Every 100 Energy you spend grants [15% - 45%] of your Maximum Life as a Barrier for 3 seconds.

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Shadow Crash

Passive
Rogue

Lucky Hit: Shadow damage has up to a 10% chance to Stun for [0.5 - 1.5] seconds.

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Siphoning Strikes

Passive
Rogue

Lucky Hit: Critical Strikes against Close enemies have up to a 85% chance to Heal for [1% - 3%] of your Maximum Life.

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Sturdy

Passive
Rogue

You gain [6% - 18%] Close Damage Reduction.

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Stutter Step

Passive
Rogue

Critically Striking an enemy grants + [5% - 15%] Movement Speed for 4 seconds.

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Trap Mastery

Passive
Rogue

When Pọison Trap or Death Trap activates, you gain + [4% - 12%] increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.

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Trick Attacks

Passive
Rogue

Dazing or Stunning an enemy increases your Critical Strike Chance by + [2% - 6%] and Critical Strike Damage by x [2% - 6%] for 5 seconds, both up to [12% - 36%] %.

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Victimize

Passive
Rogue

Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing 80% damage of the same type to them and surrounding enemies. Victimize's damage is increased by x120% of your Vulnerable Damage Bonus.

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Weapon Mastery

Passive
Rogue

Gain a bonus based on the weapons used in your attack:

  • Daggers: x [7% - 21%] increased damage to Healthy and Injured enemies.
  • Swords: x [3% - 9%] increased damage.
  • Bows: x [4% - 12%] increased damage to Vulnerable enemies.
  • Crossbows: x [5% - 15%] increased Critical Strike Damage.
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Target Practice

Passive
Rogue

Your Critical Strike Chance with Marksman and Cutthroat Skills is increased by + [3% - 9%] .

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Balestra

Passive
Rogue

Gain x [4% - 12%] increased damage for 4 seconds after using Evade.

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Evasive

Passive
Rogue

After Dodging an attack, gain [2% - 6%] Damage Reduction for 4 seconds.

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Unto Dawn

Passive
Rogue

Your Ultimate skills deal x [15% - 45%] increased damage.

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Alchemical Admixture

Passive
Rogue

Dealing 3 different types of Non-Physical damage increases the Potency of your Imbuement Skills by x40% for 5 seconds. This Potency is further increased by 20% of the total amount of your Bonus damage to Poison, Shadow, and Cold.

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Chain Lightning

Core | Shock | Chain
mana: 35
lucky hit: 29%
Sorcerer

Unleash a stream of lightning that deals [43% - 60%] damage and chains between Nearby enemies and you up to 5 times, prioritizing enemies.

enchantment

Chain Lightning forms automatically after spending 100 Mana.

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Charged Bolts

Core | Shock
mana: 30
lucky hit: 23%
Sorcerer

Release 5 bolts of lightning that course along the ground in an erratic pattern, dealing [45% - 63%] damage.

enchantment

When you Stun an enemy, there's a 40% chance to release 3 Charged Bolts from them.

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Fireball

Core | Pyromancy
mana: 35
lucky hit: 38%
Sorcerer

Hurl an exploding ball offire, dealing [66% - 92%] damage to surrounding enemies.

enchantment

When you kill an enemy, they explode in a Fireball for 50% of its damage.

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Frozen Orb

Core | Frost
mana: 40
lucky hit: 5%
Sorcerer

Unleash an orb that Chills for 34% and expels piercing shards, dealing a total of [52% - 73%] damage. Upon expiration, Frọzen Orb explodes, dealing [50% - 70%] damage and Chilling enemies for 9%.

enchantment

Whenever you cast a Non-Basic Skill, you have a 30% chance to launch a Frozen Orb at a Nearby enemy.

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Ice Shards

Core | Frost
mana: 30
lucky hit: 18%
Sorcerer

Launch 5 shards that deal [36% - 50%] damage each. Deals x25% increased damage to Frozen enemies.

enchantment

Ice Shards automatlcally conjure and fly towards Frozen enemies.

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Incinerate

Core | Pyromancy | Channeled
mana per second: 25
lucky hit: 10%
Sorcerer

Channel a beam of fire, Burning enemies for [101% - 144%] damage per second. Damage per second increases over 2 seconds, up to [136% - 211%] . You gain 20% Damage Reduction while channeling.

enchantment

Every 8 seconds, a serpent spawns and Incinerates enemies for 8 seconds.

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Flame Shield

Defensive | Pyromancy
cooldown: 20
lucky hit: 40%
Sorcerer

Engulf yourself in flames for [2 - 2.4] seconds, Burning surrounding enemies for [40% - 56%] damage per second. While Flame Shield is active, you are Immune.

enchantment

Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen once every 30 seconds.

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Frost Nova

Defensive | Frost
cooldown: [24 - 19.7]
Sorcerer

Unleash a torrent of frost, Freezing enemies around you for 3 seconds.

enchantment

Lucky Hit: Your Conjuration Skills have up to a 35% chance to unleash a Frost Nova when hitting enemies.

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Ice Armor

Defensive | Frost
cooldown: 20
Sorcerer

A Barrier of ice forms around you for 6 seconds, absorbing [56% - 78%] of your Maximum Life in damage.

enchantment

Upon getting hit, you have a 5% chance apply Ice Armor.

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Teleport

Defensive | Shock | Mobility
cooldown: [14 - 11.48]
lucky hit: 75%
Sorcerer

Transform into lightning, becoming Unstoppable and surging to the target location, dealing [35% - 49%] damage around you upon arrival.

enchantment

Evade is replaced with a short range Teleport on a 17 second Cooldown. This version of Teleport does not make you Unstoppable.

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Familiar

Conjuration | Pyromancy | Frost | Shock
charge: 3
charge cooldown: 12
lucky hit: 11%
Sorcerer

Summon a Familiar of the element of your last cast Skill for 8 seconds. The Familiar chases enemies and periodically explodes, dealing [40% - 56%] of its element's damage in an area. You may have 6 Familiars summoned at a time.

enchantment

Each time you summon a non-Familiar Conjuration, you have a 25% chance to spawn a Familiar of the same element.

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Hydra

Conjuration | Pyromancy
mana: 20
lucky hit: 3%
Sorcerer

Summon a 3-headed hydra for 10 seconds. Each head spits fire at enemies, dealing [18% - 25%] damage. You may have up to 2 Hydras active at a time.

enchantment

After spending 200 Mana, a 5-headed Hydra spawns for 10 seconds.

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Ice Blades

Conjuration | Frost
cooldown: 16
lucky hit: 17%
Sorcerer

Conjure a pair of ice blades for 6.0 seconds that rapidly slash enemies for [23% - 32%] damage and have a 40% chance to make them Vulnerable for 2 seconds.

enchantment

For every 40 seconds in Cooldowns you spend, you spawn an Ice Blades on a random enemy.

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Lightning Spear

Conjuration | Shock
cooldown: 20
lucky hit: 6%
Sorcerer

Conjure a spear of lightning that seeks out enemies for 6.0 seconds, dealing [16% - 22%] damage per hit. Critical Strikes apply Vulnerable for 3 seconds. Only 12 Lightning Spears can exist at one time. Any new ones created will destroy the oldest one.

enchantment

Absorbing Crackling Energy has a 10% chance to conjure a Lightning Spear.

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Blizzard

Mastery | Frost | Core
mana: 40
lucky hit: 38%
Sorcerer

Summon a frigid blizzard that deals [210% - 294%] damage and continually Chills enemies for 18% over 8 seconds.

enchantment

Every 15 seconds, a Blizzard forms over you and follows you for 6 seconds.

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Firewall

Mastery | Pyromancy | Core
mana: 30
lucky hit: 34%
Sorcerer

Create a wall of flames that Burns enemies for [230% - 322%] damage over 8 seconds.

enchantment

Lucky Hit: Up to 25% chance when dealing Burning damage to spawn 2 Firewalls for 3 seconds.

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Meteor

Mastery | Pyromancy | Core
mana: 40
lucky hit: 46%
Sorcerer

Summon a meteor that strikes the target location, dealing [96% - 134%] damage and Burning the ground for [35% - 49%] damage over 3 seconds.

enchantment

Lucky Hit: Up to a 8% chance for a Meteor to fall on enemies.

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Ball Lightning

Mastery | Shock | Core
mana: 50
lucky hit: 6%
Sorcerer

Discharge a ball of lightning that slowly moves forward, continually zapping enemies for [24% - 33%] damage.

enchantment

Lucky Hit: Critical Strikes have up to a 25% chance to spawn a static Ball Lightning.

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Deep Freeze

Ultimate | Frost
cooldown: [60 - 49.2]
lucky hit: 2%
Sorcerer

Encase yourself in ice, becoming Immune for 4 seconds, continually dealing [25% - 35%] damage, and Chilling enemies for 14%. When Deep Freeze expires, it deals [100% - 140%] additional damage. Casting Deep Freeze again ends the effect early.

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Inferno

Ultimate | Pyromancy
cooldown: [45 - 36.9]
lucky hit: 12%
Sorcerer

Summon a fiery serpent that continually constricts the target area, Burning enemies for [X] damage over 8 seconds.

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Unstable Currents

Ultimate | Shock
cooldown: [70 - 57.4]
Sorcerer

Lightning surges within you for 10 seconds. Whenever you cast a Shock Skill, a random Core, Conjuration, or Mastery Shock Skill is unleashed.

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Align the Elements

Passive
Sorcerer

You gain [3% - 9%] Damage Reduction against Elites for each second you haven't taken damage from one, up to 60%. This bonus persists for 3 seconds after taking damage.

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Avalanche

Passive
Sorcerer

Lucky Hit: Your Frost Skills have up to a 10% chance to make your next cast of Ice Shards, Frọzen Orb, or Blizzard consume no Mana and deal x60% increased damage. Chance is doubled against Vulnerable enemies.

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Cold Front

Passive
Sorcerer

While you have a Barrier active, you apply [8% - 24%] more Chill.

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Combustion

Passive
Sorcerer

Your Burning effects deal x60% increased damage, and an additional x4% per unique source of Burning you have applied to the enemy.

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Conduction

Passive
Sorcerer

Critical Strikes with Shock Skills increase your Movement Speed by + [4% - 12%] for 4 seconds.

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Conjuration Mastery

Passive
Sorcerer

Gain a stacking bonus for each active Conjuration, up to 30 stacks: [1% - 3%] Damage [1% - 3%] Movement Speed [2% - 6%] Mana Regeneration

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Convulsions

Passive
Sorcerer

Lucky Hit: Shock Skills have up to a [7% - 21%] chance to Stun enemies for 3 seconds.

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Coursing Currents

Passive
Sorcerer

Hitting enemies with Shock Skills increases your Critical Strike Chance by [1% - 3%] . Resets upon getting a Critical Strike.

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Crippling Flames

Passive
Sorcerer

Lucky Hit: Your Pyromancy Skills have up to a [7% - 21%] chance to Immobilize enemies for 2 seconds. This chance is doubled while you are Healthy.

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Devastation

Passive
Sorcerer

Your Maximum Mana is increased by [3 - 9] .

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Devouring Blaze

Passive
Sorcerer

You deal x [7% - 21%] increased Critical Strike Damage against Burning enemies. If they are also Crowd Controlled, this bonus is increased to x [10% - 30%] .

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Electrocution

Passive
Sorcerer

Enemies deal [6% - 18%] less damage for 5 seconds after being Critically Struck by your Shock Skills.

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Elemental Attunement

Passive
Sorcerer

Lucky Hit: Critical Strikes have up to a [7% - 21%] chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.

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Elemental Dominance

Passive
Sorcerer

Your Core Skills deal x [4% - 12%] increased damage when cast above 50 Mana.

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Endless Pyre

Passive
Sorcerer

You deal x [6% - 18%] increased Burning damage. This bonus is increased to x [25% - 75%] to enemies while they are affected by more Damage Over Time than their total Life.

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Esu's Ferocity

Passive
Sorcerer

Your Fire Critical Strike Damage is increased by x25% against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +10% against enemies below 50% Life. Critical Strikes that kill enemies or hit a Boss grant both bonuses against all enemies for 3 seconds.

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Fiery Surge

Passive
Sorcerer

Killing a Burning enemy increases your Mana Regeneration by [15% - 45%] for 3 seconds.

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Frigid Breeze

Passive
Sorcerer

Lucky Hit: Cold damage against Vulnerable enemies has up to a 20% chance to generate [5 - 15] Mana.

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Glass Cannon

Passive
Sorcerer

You deal x [6% - 18%] increased damage, but take x [2% - 6%] more damage.

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Hoarfrost

Passive
Sorcerer

You deal x [3% - 9%] increased damage to Chilled enemies, and x [6% - 18%] increased damage to Frozen enemies.

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Icy Touch

Passive
Sorcerer

You deal [4% - 12%] increased Cold damage to Vulnerable enemies.

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Icy Veil

Passive
Sorcerer

Your Barriers have a [8% - 24%] increased duration.

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Inner Flames

Passive
Sorcerer

Your Pyromancy Skills deal x [4% - 12%] increased damage while you are Healthy.

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Invigorating Conduit

Passive
Sorcerer

Upon absorbing Crackling Energy, you gain [4 - 12] Mana.

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Mana Shield

Passive
Sorcerer

Everytime you spend 100 Mana, you gain [10% - 30%] Damage Reduction for 5 seconds.

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Overflowing Energy

Passive
Sorcerer

Crackling Energy hits 1 additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill Cooldowns are reduced by 0.1 seconds, increased to 0.35 seconds against Elites.

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Permafrost

Passive
Sorcerer

Frost Skills deal x [5% - 15%] increased damage to Elites.

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Potent Warding

Passive
Sorcerer

Casting a Skill grants + [3% - 9%] All Resistance and + [2% - 6%] Maximum Resistance to that Skill's element for 9 seconds.

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Precision Magic

Passive
Sorcerer

Your Lucky Hit Chance is increased by + [5% - 15%] .

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Protection

Passive
Sorcerer

Using a Cooldown grants [10% - 30%] of your Maximum Life as a Barrier for 3 seconds.

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Shatter

Passive
Sorcerer

After Freeze expires, enemies explode for 45% of the damage you dealt to them while Frozen.

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Shocking Impact

Passive
Sorcerer

Every time you Stun an enemy, you deal [50% - 150%] Lightning damage to them.

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Snap Freeze

Passive
Sorcerer

Lucky Hit: Frost Skills have up to a [7% - 21%] chance to instantly Freeze.

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Soulfire

Passive
Sorcerer

Your Pyromancy Skills cost [4% - 12%] less Mana and deal [2% - 6%] increased damage. Double these bonuses after standing still for 2 seconds.

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Static Discharge

Passive
Sorcerer

Lucky Hit: Critical Strikes with Shock Skills have up to a [6% - 18%] chance to form a Crackling Energy.

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Vyr's Mastery

Passive
Sorcerer

When you Critical Strike an enemy with a Shock Skill you become Charged and take 25% less damage for 5 seconds. While Charged: Critical Strikes have a 10% chance to causes the damage to arc as Lightning damage to another Nearby enemy, or if there are no other targets you hit the target again for 250% of the damage.

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Warmth

Passive
Sorcerer

Every 1 second, you Heal for [1% - 3%] of your Maximum Life for each Nearby Burning enemy. Healing increased to [4% - 12%] from Bosses.

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Evocation

Passive
Sorcerer

Gain [4% - 12%] Cooldown Reduction.

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Energy Focus

Passive
Sorcerer

You generate a 6 second Barrier for [0.5% - 1.5%] of your Maximum Life every second up to 30%. This effect is lost for 5 seconds after losing health.

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Dampen Layer

Passive
Sorcerer

You gain [2% - 6%] Damage Reduction while you have an active Barrier.

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Elemental Synergies

Passive
Sorcerer

Your Frost, Shock, and Pyromancy damage is increased by x [1% - 3%] for each skill you have equipped of that type.

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Enlightenment

Passive
Sorcerer

Casting any Skill grants 1 stack of Enlightenment, or grants 15 if your previous cast Skill was a different Element. After gaining 100 stacks, you become Enlightened, can no longer gain stacks, and lose 10 stacks per second. Can only occur every 0.2 seconds.

  • While Enlightened, your Bonus Damage with Fire, Lightning and Cold are equal to them combined and you gain:

x25% increased damage +45% Mana Regeneration +20% Attack Speed

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    Skeletal Warriors

    Passive
    Necromancer
    Skirmishers

    Sword-wielding skeletal minions that deal 30% increased damage but have 15% reduced Life.

    • You can raise one additional Skirmisher Warrior.
    • Each time you Critically Strike, your Skirmishers Warriors' next attack Critically Strikes and deals x50% bonus Critical Strike damage.
    • Your Critical Strike Chance is increased by +10%, but you can no longer raise Skeletal Warriors.
    Defenders

    Durable shield-bearers with 15% increased Life.

    • Every 6 seconds your Skeletal Defenders Taunt enemies.
    • Skeletal Defenders take 99% reduced damage.
    • You gain +25% Resistance to All Elements, but you can no longer raise Skeletal Warriors.
    Reapers

    Wields a powerful scythe that has a special wind-up attack, dealing heavy damage every 10 seconds.

    • Reaper's wind-up attacks now reduce one of your active Cooldowns by 3 seconds.
    • Reapers have a 15% chance to carve the flesh off enemies, forming a Corpse.
    • You deal x20% increased Shadow Damage, but you can no longer raise Skeletal Warriors.
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    Skeletal Mages

    Passive
    Necromancer
    Shadow

    Shadow Mages wield power from the beyond firing piercing shadow bolts.

    • You deal x3% increased damage for each active Shadow Mage.
    • Shadow Mages fire an additional shadow bolt every 3 attacks.
    • Your Essence Generation is increased by x20% and your maximum Essence is increased by 20, but you can no longer raise Skeletal Mages.
    Cold

    Cold Mages attacks will chill enemies eventually freezing them in their tracks.

    • Each time your Cold Mages damage enemies with their primary attack, you gain 3 Essence.
    • Cold Mages' attacks apply Vulnerable for 4 seconds.
    • You deal x20% increased damage to Vulnerable enemies, but you can no longer raise Skeletal Mages.
    Bone

    Bone Mages use their own bodies as projectiles, dealing heavy damage at the cost of their own Life.

    • Every 6th attack, your Bone Mages cast Bone Splinters or Bone Spear if it is on your Action Bar.
    • Each time a Bone Mage dies, they leave behind a Corpse. Their attacks Fortify you for 3% of your Maximum Life.
    • Your Overpower damage is increased by x30%, but you can no longer raise Skeletal Mages.
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    Golems

    Passive
    Necromancer
    Bone

    A horrid protector that taunts enemies, forcing them to attack the Golem.

    • Activating your Golem's ability causes it to shed 5 corpses.
    • When your Bone Golem takes damage, it unleashes Bone Spikes dealing 154% damage and makes enemies Vulnerable for 4 seconds. This effect can only happen once every 3 seconds.
    • You gain +15% increased Attack Speed, but you lose the ability to summon a Golem.
    Blood

    Drains Life from nearby enemies to heal and bolster itself.

    • Your Blood Golem absorbs 30% of damage you would take.
    • When Blood Golem heals itself with its active ability, you are healed for 5% of your Maximum Life for each enemy drained. While your Blood Golem is Healthy, they gain 25% Damage Reduction and x50% increased damage.
    • Your Maximum Life is increased by 20%, but you lose the ability to summon a Golem.
    Iron

    An amalgamation of steel that slams the ground and Stuns enemies.

    • Every 2nd Iron Golem attack causes a shockwave, dealing 154% damage to the primary enemy and to enemies behind them.
    • Your Iron Golem's slam attack also pull in enemies.
    • You deal x35% increased Critical Strike Damage, but you lose the ability to summon a Golem.
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    Combo Points

    Passive
    Rogue

    Your Basic Skills now generate Combo Points. Core Skills consume Combo Points for additional effects.

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    Inner Sight

    Passive
    Rogue

    Attack marked enemies to fill up your Inner Sight gauge. When full, gain unlimited Energy and +25% Critical Strike Chance for 4 seconds.

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    Preparation

    Passive
    Rogue

    Spend 75 Energy to reduce your Ultimate Skill's Cooldown by 5 seconds. Ultimate Skills reset other Cooldowns and grant 15% Damage Reduction for 10 seconds.

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    One-Handed Axe Expertise

    Passive
    Barbarian

    + [10.0%] increased Critical Strike Chance against Injured enemies. Double this amount when using two Axes. Rank 10: Lucky Hit: Critical Strikes have up to a 55% chance to grant x6% increased Attack Speed for 2 seconds. Double the Attack Speed bonus when using two Axes.

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    One-Handed Mace Expertise

    Passive
    Barbarian

    x [10%] increased damage to Stunned enemies. Double this amount when using two Maces. Rank 10: Lucky Hit: Up to a 10% chance to gain Berserking for 1.5 seconds when you hit a Stunned enemy. Double this chance when using two Maces.

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    One-Handed Sword Expertise

    Passive
    Barbarian

    Lucky Hit: Up to a [10%] chance to gain 5 Fury when hitting a Crowd Controlled enemy. Double this chance when using two Swords. Rank 10: Killing a Crowd Controlled enemy grants +15% increased Attack Speed for 3 seconds. Double this amount for kills with two Swords.

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    Two-Handed Axe Expertise

    Passive
    Barbarian

    x [10.0%] increased damage to Vulnerable enemies. Rank 10: +10% increased Critical Strike Chance against Vulnerable enemies.

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    Polearm Expertise

    Passive
    Barbarian

    x [15%] increased Lucky Hit Chance. Rank 10: You deal x15% increased damage while Healthy.

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    Two-Handed Sword Expertise

    Passive
    Barbarian

    + [20%] of direct damage you deal is inflicted as Bleeding damage over 5 seconds. Rank 10: You deal x30% increased Bleeding damage for 5 seconds after killing an enemy.

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    Two-Handed Mace Expertise

    Passive
    Barbarian

    Lucky Hit: Up to a [10%] chance to gain 5 Fury when hitting an enemy. Double the amount of Fury gained while Berserking. Rank 10: You deal x15% increased Critical Strike damage while Berserking.

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    Prickleskin

    Passive
    Druid

    Gain [X] Thorns.

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    Gift of the Stag

    Passive
    Druid

    Gain 40 Maximum Spirit.

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    Wariness

    Passive
    Druid

    Take 15% reduced damage from Elites.

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    Advantageous Beast

    Passive
    Druid

    Gain +15% Movement Speed and 15% Impairment Reduction.

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    Scythe Talons

    Passive
    Druid

    Gain +10% increased Critical Strike Chance.

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    Iron Feather

    Passive
    Druid

    Gain x20% Maximum Life.

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    Swooping Attacks

    Passive
    Druid

    Gain +15% Attack Speed.

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    Avian Wrath

    Passive
    Druid

    Gain x30% Critical Strike Damage.

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    Obsidian Slam

    Passive
    Druid

    Every 10th kill will cause your next Earth Skill to Overpower

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    Overload

    Passive
    Druid

    Lucky Hit: Dealing Lightning damage has up to a 40% chance to cause the target to emit a static discharge, dealing 100% Lightning damage to surrounding enemies.

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    Masochistic

    Passive
    Druid

    Lucky Hit: Critical Strikes with Shapeshifting Skills have up to a 75% chance to Heal you for 5% Maximum Life.

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    Calm Before the Storm

    Passive
    Druid

    Lucky Hit: Nature Magic Skills have up to a 10% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds.

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    Packleader

    Passive
    Druid

    Lucky Hit: Critical Strikes have up to a 25% chance to reset the Cooldowns of your Companion Skills.

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    Energize

    Passive
    Druid

    Lucky Hit: Dealing damage has up to a 15% chance to restore 30 Spirit.

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    Bolster

    Passive
    Druid

    Fortify for 50% of your Maximum Life when you use a Defensive Skill.

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    Calamity

    Passive
    Druid

    Extend the duration of Ultimate Skills by 25%.

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    Crushing Hand

    Core | Gorilla
    lucky hit: 25%
    Spiritborn

    Smash down next to you with devastating force, creating 2 shockwaves on either side that overlap and each deal [40% - 56%] damage.

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    Quill Volley

    Core | Eagle
    lucky hit: 12%
    Spiritborn

    Hurl 5 feathers that pierce through enemies, each dealing [26% - 36%] damage.

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    Rake

    Core | Jaguar
    lucky hit: 18%
    Spiritborn

    Conjure claws that rake through enemies in front of you, dealing [30% - 42%] damage before exploding for an additional [45% - 63%] damage.

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    Stinger

    Core | Centipede
    lucky hit: 20%
    Spiritborn

    Strike a small area, dealing [70% - 98%] damage to enemies within as well as all surrounding Poisoned enemies.

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    Follow Through

    Passive
    Spiritborn

    Your Basic Skills deal x [2% - 6%] increased damage, doubled to x [4% - 12%] for 3rd casts.

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    Vigorous

    Passive
    Spiritborn

    Casting a Core Skill increases all Vigor Generation by x [5% - 15%] for 3 seconds.

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    Balanced Exertion

    Passive
    Spiritborn

    Your Core Skills cost x [3% - 9%] more Vigor, but deal x [5% - 15%] increased damage.

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    Velocity

    Passive
    Spiritborn

    If you have dealt damage in the last 5 seconds and are moving, generate [1 - 3] Vigor per second.

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    Vortex

    Focus | Eagle
    cooldown: 12
    lucky hit: 20%
    Spiritborn

    Creates a cyclone that Pulls enemies inward followed by a crushing downdraft that deals [35% - 49%] damage to them.

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    Soar

    Focus | Eagle | Mobility
    cooldown: 15
    lucky hit: 25%
    Spiritborn

    Fly into the air, creating a cloud which makes enemies at your target location Vulnerable for 5 seconds before you crash down upon them dealing [50% - 70%] damage.

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    Mirage

    Passive
    Spiritborn

    Gain +20% increased Dodge Chance during Evade. Whenever you Dodge, you gain + [5% - 15%] Critical Strike Chance for 3 seconds.

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    Unrestrained Power

    Passive
    Spiritborn

    You deal x [4% - 12%] increased damage while Unhindered or Unstoppable.

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    Swift

    Passive
    Spiritborn

    Your Mobility Skill Cooldowns are reduced up to [1 - 3] seconds based on how far you travel with them.

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    Ravager

    Focus | Jaguar | Incarnate
    cooldown: 25
    lucky hit: 30%
    Spiritborn

    Passive: Minimum Ferocity increased by [2 - 3] . Active: Unleash a savage roar, causing each of your attacks to trigger an additional [40% - 56%] damage strike per enemy over 6 seconds.

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    Toxic Skin

    Focus | Centipede | Incarnate
    cooldown: 15
    lucky hit: 20%
    Spiritborn

    Passive: Enemies that attack you are Poisoned for [30% - 42%] damage over [3 - 5] seconds. Active: Your toxins overflow, applying the Poisoning in a trail and making you Unhindered for [5 - 7] seconds.

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    Focal Point

    Passive
    Spiritborn

    Gain a bonus based on the weapon type you wield. Casting a Focus Skill doubles this bonus for 5 seconds:

    • Glaive: + [5% - 15%] Bonus Lucky Hit Chance
    • Quarterstaff: + [3% - 9%] Blocked Damage Reduction
    • Polearm: + [10% - 30%] Lucky Hit Chance to make enemies Vulnerable
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    Apex

    Passive
    Spiritborn

    You deal x [3% - 9%] increased Vulnerable damage. Double this bonus vs Elite enemies.

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    Diminishment

    Passive
    Spiritborn

    Vulnerable enemies deal [5% - 15%] less damage to you.

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    Endurance

    Passive
    Spiritborn

    Casting a Defensive Skill grants [5 - 15] Vigor.

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    Perseverance

    Passive
    Spiritborn

    Gain [0.5% - 1.5%] additional Damage Reduction per stack of Resolve.

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    Fueled

    Passive
    Spiritborn

    Gain increased Life On Kill equal to [5% - 15%] of your Maximum Life while you have at least 4 stacks of Ferocity.

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    Armored Hide

    Defensive | Gorilla | Incarnate
    cooldown: 25
    lucky hit: 30%
    Spiritborn

    Passive: Gain [1 - 2] Resolve every 5 seconds. Active: Encase yourself, becoming Unstoppable and gaining +100% Block Chance for [3 - 4.2] seconds.

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    Concussive Stomp

    Defensive | Gorilla
    cooldown: 10
    lucky hit: 20%
    Spiritborn

    Stomp in front of you, releasing a shockwave that deals [30% - 36%] damage and Knocks Down enemies for [3 - 4.2] seconds.

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    Counterattack

    Defensive | Jaguar | Incarnate
    charge: 2
    charge cooldown: 20
    lucky hit: 30%
    Spiritborn

    Passive: Gain 10% Dodge Chance and automatically retaliate against Close enemies for [80% - 112%] damage when you Dodge their attacks. Active: Dodge all direct attacks for 3 seconds per cast, up to 6 seconds.

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    Scourge

    Defensive | Centipede
    cooldown: 12
    lucky hit: 10%
    Spiritborn

    Call forth a wave of insects that bite enemies, Fearing and Slowing them by 50% for 3 seconds while applying [100% - 140%] Poisoning damage over 6 seconds.

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    Antivenom

    Passive
    Spiritborn

    You gain + [15% - 45%] increased Poison Resistance and your Maximum Poison Resistance is increased by + [3% - 9%] .

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    Nourishment

    Passive
    Spiritborn

    Your Healing is increased by +20%. Whenever you Heal, your Poisoning Damage is increased by x [3% - 9%] for 3 seconds.

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    Patient Guard

    Passive
    Spiritborn

    Gain +10% Block Chance. After standing still for 0.5 seconds, you gain + [3% - 9%] Block Damage Reduction until you next move.

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    Bastion

    Passive
    Spiritborn

    Gain [X] Thorns. While you have a Barrier your Thorns are increased by x20%.

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    Auspicious

    Passive
    Spiritborn

    You accumulate [1% - 3%] of your Maximum Life as a Barrier every second, up to [10% - 30%] . Taking damage prevents additional accumulation for 5 seconds.

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    Resilient

    Passive
    Spiritborn

    Casting a Gorilla Skill grants x [5% - 15%] increased Maximum Life for 10 seconds.

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    Dominant

    Passive
    Spiritborn

    Gorilla Skills deal x [5% - 15%] increased damage to Knocked Down enemies and their first hits have a 5% chance to Execute Non-Bosses.

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    Payback

    Potency | Gorilla
    cooldown: 15
    lucky hit: 30%
    Spiritborn

    Smash enemies in front of you, dealing [125% - 175%] damage. When attacked, you have a 35% chance to reduce Payback's active Cooldown by 1 seconds.

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    Brilliance

    Passive
    Spiritborn

    Your Eagle Skill damage is increased by x [3% - 9%] of your Movement Speed bonus.

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    Acceleration

    Passive
    Spiritborn

    Casting an Eagle Skill grants + [5% - 15%] increased Movement Speed for 4 seconds. After you Evade your next Eagle Skill deals x [10% - 30%] increased damage.

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    Razor Wings

    Potency | Eagle
    charge: 3
    charge cooldown: 10
    lucky hit: 22%
    Spiritborn

    Whirl out a cluster of razor sharp spirit feathers that rebound back, dealing [50% - 70%] damage each way.

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    Rushing Claw

    Potency | Jaguar | Mobility
    charge: 4
    charge cooldown: 4 per 20
    lucky hit: 25%
    Spiritborn

    Slash a short distance through an enemy, striking all enemies along the way twice for a total of [50% - 70%] damage.

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    Potent

    Passive
    Spiritborn

    Hitting enemies with Jaguar Skills increases the damage they take from you by x [0.1% - 0.3%] up to x [10% - 30%] .

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    Furnace

    Passive
    Spiritborn

    Jaguar Skills deal x [0.5% - 1.5%] increased Critical Strike Damage per stack of Ferocity.

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    Touch of Death

    Potency | Centipede
    cooldown: 15
    lucky hit: 20%
    Spiritborn

    Strike an enemy and infect them, dealing 5% damage and applying [300% - 420%] Poisoning damage over 9 seconds. When the infection expires or the host dies, a swarm hatches and seeks enemies for 9 seconds, dealing [10% - 14%] damage per hit. You can have up to 3 swarms active at once.

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    Ravenous

    Passive
    Spiritborn

    Your Centipede Skills deal x [2.5% - 7.5%] increased damage. Double this bonus vs Healthy enemies.

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    Oppressive

    Passive
    Spiritborn

    Your Centipede Skills deal x [4% - 12%] increased damage to Crowd Controlled enemies and gain +30% increased Crowd Control Durations.

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    Vehemence

    Passive
    Spiritborn

    Your Potency Skills deal x [10% - 30%] increased damage, but have [5% - 15%] increased Cooldowns.

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    The Protector

    Ultimate | Gorilla
    cooldown: [45 - 37]
    lucky hit: 15%
    Spiritborn

    The Gorilla Spirit protects an area for 6 seconds, continuously smashing surrounding enemies for [80% - 112%] damage and granting you Barrier for 15% of your Maximum Life every 1.5 seconds.

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    The Seeker

    Ultimate | Eagle
    charge: 3
    charge cooldown: [45 - 37]
    lucky hit: 35%
    Spiritborn

    The Eagle Spirit swoops down and deals [35% - 49%] damage. After a short delay it blasts off dealing [300% - 420%] damage.

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    The Hunter

    Ultimate | Jaguar
    cooldown: [45 - 37]
    lucky hit: 15%
    Spiritborn

    Bound across the battlefield with the Jaguar Spirit, dealing [50% - 70%] damage upon landing and the rapidily slashing enemies in the area for [200% - 280%] total damage over 7 strikes.

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    The Devourer

    Ultimate | Centipede
    cooldown: [45 - 37]
    lucky hit: 10%
    Spiritborn

    The Centipede Spirit emerges, blasting enemies in a line for [140% - 196%] damage and spitting at others for [40% - 56%] damage. Lasts for 15 seconds.

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    Resolution

    Passive
    Spiritborn

    Casting an Ultimate Skill grants x [5% - 15%] increased damage to Elites for 3 seconds. Double this bonus if you are only fighting one enemy.

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    Spiritual Attunement

    Passive
    Spiritborn

    Your maximum Vigor is increased by [10 - 30] while you have an Ultimate Skill equipped.

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    Supremacy

    Passive
    Spiritborn

    Any enemies you kill while an Ultimate Skill is active grants a stack of Supremacy, each increasing your damage by x [1% - 3%] , up to x [10% - 30%] . When an Ultimate Skill ends, you gain 5 stacks of Supremacy, but you begin to lose one stack every second.

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    Initiative

    Passive
    Spiritborn

    Casting an Ultimate Skill makes you Unstoppable for [2 - 6] seconds.

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    Intricacy

    Passive
    Spiritborn

    Upon casting an Ultimate Skill, the last Potency, Defensive, or Focus Skill you cast prior is reset and can be cast for free up to [1 - 3] time in the next 5 seconds.

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    Sustenance

    Passive
    Spiritborn

    Hitting enemies with Ultimate Skills Heals you for [2% - 6%] of your Maximum Life.

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    Vital Strikes

    Passive
    Spiritborn

    You deal x45% increased damage to Vulnerable enemies. After making an enemy Vulnerable, your next Direct damage dealt to them:

    • Heals you for 2% of your Maximum Life
    • Generates 5 Vigor
    • Removes the Vulnerable effect
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    Adaptive Stances

    Passive
    Spiritborn

    The Base Spirit of a Skill cast grants:

    • Eagle: +30% Movement Speed
    • Gorilla: 30% Damage Reduction
    • Jaguar: +30% Attack Speed
    • Centipede: 3% Life per Second

    Casting a Skill of a different Base Spirit:

    • Swaps to the new bonus
    • Increases Core Stats by +50% for 5 seconds
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    Prodigy's Tempo

    Passive
    Spiritborn

    Every 3rd consecutive cast of the same Basic Skill increases all purchased Skills' Ranks by 2 for 5 seconds. Every 3rd consecutive cast of the same Core or Potency Skill reduces all Skills' active Cooldowns by 10%, increased by 2% for each of their Skill Ranks.

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    Noxious Resonance

    Passive
    Spiritborn

    Your Critical Strikes cause your Poisoning on an enemy to burst, dealing 100% of the total Poisoning instantly to them and 20% of it to surrounding enemies before removing the Poisoning effect from the primary target. Damage increased by x30% of your Critical Strike Damage bonus.

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    Eagle

    Passive
    Spiritborn

    Casting an Eagle Skill grants 4 seconds of the Storm Feathers Movement Speed bonus. When you Evade, fling up to 8 Storm Feathers for every remaining second, each dealing 125% Lightning damage and making targets Vulnerable for 5 seconds. All Skills are now also Eagle Skills.

    For every 4 meters you move, your Critical Strike Chance increases by +4%. This bonus is reset 2 seconds after you Critically Strike.

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      Jaguar

      Passive
      Spiritborn

      Every 15th time you deal direct damage to an enemy with a Jaguar Skill, unleash an additional strike dealing 15% of the damage you have dealt to them in the last 0.5 seconds. All Skills are now also Jaguar Skills.

      Maximum Ferocity is increased by 1. Gain 1 stack of Ferocity whenever you kill an enemy or damage a Boss.

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        Gorilla

        Passive
        Spiritborn

        Casting a Gorilla Skill deals 100% Thorns to enemies you hit and grants a Barrier for 5% of Maximum Life, up to 30%, for 3 seconds. All Skills are now also Gorilla Skills.

        Maximum Resolve inscreased by 2. When you have at least 5 stacks of Resolve, you are Unstoppable.

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          Centipede

          Passive
          Spiritborn

          Hitting an enemy with a Centipede Skill reduces their Damage by 2.5% and Slows them by 10% for 3 seconds, stacking up to a maximum of 8 times. All Skills are now also Centipede Skills.

          Heal for 1% of your Maximum Life for every Nearby enemy you've Poisoned in the last 3 seconds, up to 5%.

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            Skill Cast

            Reinforcement
            Merc

            Cast when the player casts any skill in combat.

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            Injured

            Reinforcement
            Merc

            Cast when the player becomes Injured.

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            Control Impaired

            Reinforcement
            Merc

            Cast when the player is hit with a Control Impairing Effect.

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            Valiance

            Mercenary Perk
            cooldown: 30
            Raheir, The Shieldbearer

            When you would be damaged for at least 15% of your current Life at once, Raheir comes to your aid to negate the damage, Knock Down Close enemies for 2 seconds, and grant you Unstoppable for 0.5 seconds.

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            Shield Charge

            Mercenary Core
            cooldown: 11
            Raheir, The Shieldbearer

            Raheir rushes forward aggressively, dealing 110% Physical damage and Taunting nearby enemies for 4 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

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            Ground Slam

            Mercenary Core
            cooldown: 11
            Raheir, The Shieldbearer

            Raheir brutalizes the ground, dealing 160% Physical damage and Slowing enemies by 30% for 6 seconds. Targets in the center of the slam are Slowed by 60% instead. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

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            Raheir's Guard

            Passive
            Raheir, The Shieldbearer

            Raheir grants you +15% Armor.

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            Vanguard

            Passive
            Raheir, The Shieldbearer

            Raheir Slows surrounding enemies by 40%.

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            Raheir's Aegis

            Passive
            Raheir, The Shieldbearer

            Raheir grants you 15% Resistance to All Elements.

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            Draw Fire

            Passive
            Raheir, The Shieldbearer

            When you use a Healing Potion, Raheir Taunts enemies around him for 4 seconds. Can only occur once every 20 seconds.

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            Provoke

            Mercenary Iconic
            cooldown: 25
            Raheir, The Shieldbearer

            Raheir Taunts enemies around you for 5 seconds. You gain 5% Damage Reduction for each target, up to 20%.

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            Crater

            Mercenary Iconic
            cooldown: 22
            Raheir, The Shieldbearer

            Raheir strikes the ground 3 times, each burst dealing 30% Physical damage and Pulling In enemies. The final burst additionally deals 40% more Physical damage and Stuns enemies for 2 seconds.

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            Bastion-v2

            Mercenary Iconic
            cooldown: 30
            Raheir, The Shieldbearer

            Raheir takes a protective position for 5 seconds, redirecting 90% of the damage that would be dealt to surrounding allies to himself for 5 seconds. Bastion's initial cast also grants surrounding allies Unstoppable for 1 second.

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            Shield Throw

            Mercenary Iconic
            cooldown: 22
            Raheir, The Shieldbearer

            Raheir throws his shield, dealing 225% Physical damage and Taunting enemies for 3 seconds. The shield bounces up to 3 times and cannot bounce to the same target twice.

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            Mocking Lure

            Passive
            Raheir, The Shieldbearer

            You deal x15% increased damage to enemies Taunted by Raheir.

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            Iron Wolf's Ward

            Passive
            Raheir, The Shieldbearer

            When Raheir's Valiance is triggered, he Knocks Back Close enemies and Taunts Distant enemies for 4 seconds. Raheir's Valiance Cooldown is reduced by 25%.

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            Iron Wolf's Call

            Passive
            Raheir, The Shieldbearer

            When Raheir's Valiance is triggered, your next 4 Core Skills within 10 seconds deal x25% increased damage and cost no Resource. Raheir's Valiance Cooldown is reduced by 25%.

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            Sundering Shield

            Passive
            Raheir, The Shieldbearer

            Raheir's final Crater burst inflicts Vulnerable on enemies for 4 seconds.

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            Inspiration

            Passive
            Raheir, The Shieldbearer

            Enemies affected by Raheir's Ground Slam take x15% increased damage. Allies affected by Raheir's Bastion deal x25% increased damage.

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            Iron Wolf's Virtue

            Passive
            Raheir, The Shieldbearer

            When Raheir's Valiance is triggered, he Heals you for 25% of your Maximum Life. Raheir's Valiance Cooldown is reduced by 25%.

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            Iron Wolf's Arrival

            Passive
            Raheir, The Shieldbearer

            When Raheir's Valiance is triggered, he also casts Ground Slam and Shield Throw. Raheir's Valiance's Cooldown is reduced by 25%.

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            Consecrated Shield

            Passive
            Raheir, The Shieldbearer

            Raheir's Shield Throw Consecrates enemies for 6 seconds. Directly damaging a Consecrated enemy Heals you for 6% of your Maximum Life, once per target.

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            Massacre

            Mercenary Perk
            Varyana, The Berserker Crone

            You and Varyana stack Massacre together on kills. Certain stack thresholds grant Movement Speed:

            • 10 Stacks: +5% Movement Speed
            • 25 Stacks +10% Movement Speed
            • 50 Stacks +15% Movement Speed
            • 100 Stacks: +20% Movement Speed

            Massacre resets after 7 seconds of not killing an enemy.

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              Cleave

              Mercenary Core
              cooldown: 11
              Varyana, The Berserker Crone

              Varyana swings two axes in an arc in front of her, dealing 60% Physical damage and 24% Bleeding damage over 4 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

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              Shockwave

              Mercenary Core
              cooldown: 11
              Varyana, The Berserker Crone

              Varyana slams the ground for a brutal shockwave in front of her, dealing 80% Physical damage and Knocking Down enemies for 2 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

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              Hysteria

              Passive
              Varyana, The Berserker Crone

              You gain +1% Attack Speed for 5 seconds whenever Varyana damages an enemy, up to +10%.

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              Recklessness

              Passive
              Varyana, The Berserker Crone

              Varyana's Cleave inflicts Vulnerable on enemies for 3 seconds.

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              Crushing Force

              Passive
              Varyana, The Berserker Crone

              When Varyana deals damage to an enemy, she has a 30% chance to Knock them Down for 2 seconds.

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              Reprisal

              Passive
              Varyana, The Berserker Crone

              If you become Crowd Controlled, Varyana leaps towards the enemy that inflicted it, dealing 128% Physical damage and Knocking Down surrounding enemies for 2 seconds on impact. This can only occur once every 12 seconds.

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              Bloodthirst

              Mercenary Iconic
              cooldown: 22
              Varyana, The Berserker Crone

              Varyana enters Bloodthirst, gaining +30% Attack Speed, +200% Movement Speed, and Unstoppable for 7 seconds. Varyana's Bloodthirst grants +10% Attack Speed to you for the same duration.

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              Whirlwind-v2

              Mercenary Iconic
              cooldown: 11
              Varyana, The Berserker Crone

              Varyana spins violently in a line, repeatedly dealing 65% Physical damage and 30% Bleeding damage over 5 seconds.

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              Earth Breaker

              Mercenary Iconic
              cooldown: 17
              Varyana, The Berserker Crone

              Varyana crushes the ground with her mace, leaving a tremor that deals 180% Physical damage over 3 seconds and Knocks enemies Down repeatedly.

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              Ancient Harpoons

              Mercenary Iconic
              cooldown: 17
              Varyana, The Berserker Crone

              Varyana launches three harpoons ahead of her, piercing enemies for 140% Physical damage. She then rips them back, Pulling In and Stunning enemies for 2 seconds.

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              Intimidated

              Passive
              Varyana, The Berserker Crone

              While Varyana has Bloodthirst, enemies around her deal 10% reduced damage.

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              Bloodlust

              Passive
              Varyana, The Berserker Crone

              Varyana's Bloodthirst further increases your Attack Speed by +5%.

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              No Escape

              Passive
              Varyana, The Berserker Crone

              Varyana's Whirlwind Pulls In enemies every 1.5 seconds and gains 60% Size.

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              Taste of Flesh

              Passive
              Varyana, The Berserker Crone

              When you or Varyana deal direct damage to an enemy inflicted with any of her Bleeding effects, you Heal for 1% of your Maximum Life.

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              Rampage

              Passive
              Varyana, The Berserker Crone

              You deal x15% increased damage to enemies afflicted by any of Varyana's Crowd Control effects.

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              Dismembering

              Passive
              Varyana, The Berserker Crone

              Enemies damaged by Varyana's Earth Breaker are left exposed, causing your next hit against them within 3 seconds to be a guaranteed Overpower. This may only occur on the same target once every 5 seconds.

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              Annihilator

              Passive
              Varyana, The Berserker Crone

              Varyana's Ancient Harpoons additionally Slow enemies by 40% for 3 seconds. During this time, you gain x30% Lucky Hit Chance against those targets.

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              Iron Grip

              Passive
              Varyana, The Berserker Crone

              Varyana's Ancient Harpoons travel 33% farther and reduce enemies' Impairment Resistance by 50% for 5 seconds.

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              Blasphemous Fate

              Mercenary Perk
              Aldkin, The Cursed Child

              Aldkin occasionally loses control of his curse, transforming into a ferocious demon for 22 seconds. This grants Aldkin powerful new abilities, but the unleashed evil curses you for its duration. Curse of Darkness: You and nearby enemies become Vulnerable. Curse of Flames: Your direct damage Burns enemies for 30% damage over 3 seconds, but you lose 10% of your Maximum Resource per second. Aldkin's curse and demon form are determined by his Mercenary Core Skill.

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              Haunt

              Mercenary Core
              cooldown: 14
              Aldkin, The Cursed Child

              Aldkin emits 3 ghostly souls at enemies, each Haunting their victims and dealing 90% Shadow damage over 10 seconds. If a target dies while being Haunted, its soul jumps to another target. Aldkin's Mercenary Core Skill alters his Fate and Basic Attack.

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              Flame Surge

              Mercenary Core
              cooldown: 11
              Aldkin, The Cursed Child

              Aldkin channels a cone of flame for 4 seconds, repeatedly dealing 80% Fire damage. Aldkin's Mercenary Core Skill alters his Fate and Basic Attack.

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              Terrify

              Passive
              Aldkin, The Cursed Child

              Hits of Aldkin's Haunt have a 30% chance to inflict Vulnerable on enemies for 4 seconds.

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              Exhaustion

              Passive
              Aldkin, The Cursed Child

              Aldkin's Shadow damage has a 5% chance to Daze enemies for 2 seconds.

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              Covered in Ash

              Passive
              Aldkin, The Cursed Child

              Hits of Aldkin's Flame Surge Slows enemies by 20% and deal an additional 60% Burning damage over 3 seconds.

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              Raging Violence

              Passive
              Aldkin, The Cursed Child

              Allies gain +15% Critical Strike Chance against enemies affected by Flame Surge.

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              Field of Languish

              Mercenary Iconic
              cooldown: 20
              Aldkin, The Cursed Child

              Aldkin desiccates an area for 6 seconds, Slowing enemies within by 40% and reducing their damage dealt by 20%.

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              Chain of Souls

              Mercenary Iconic
              cooldown: 21
              Aldkin, The Cursed Child

              Aldkin chains up to 10 enemies to himself, Tethering to them and dealing 84% Shadow damage over 3 seconds. When the chains expire, they deal 35% Shadow damage and Stun their victims for 2.5 seconds.

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              Storm of Fire

              Mercenary Iconic
              cooldown: 20
              Aldkin, The Cursed Child

              Aldkin rains a Fire Storm down from the sky that deals 300% Fire damage on impact and remains on the ground for 10 seconds. Every second, the Fire Storm Burns enemies within for 55% damage over 3 seconds. Enemies hit by Fire Storm's impact or aftershocks have a 30% chance to be Stunned for 1 second.

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              Wave of Flame

              Mercenary Iconic
              cooldown: 25
              Aldkin, The Cursed Child

              Aldkin conjures a mass of flames forward, repeatedly dealing 300% Fire damage, Knocking Back enemies, and destroying small missiles.

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              Paranoia

              Passive
              Aldkin, The Cursed Child

              Languishing enemies take x15% increased damage from you. Lucky Hit: Attacks against Languishing enemies have up to a 20% chance to Daze them for 1 second.

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              Condemned

              Passive
              Aldkin, The Cursed Child

              You instantly kill Languishing enemies with less than 40% Life. Does not work on Elites.

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              Amplified Suffering

              Passive
              Aldkin, The Cursed Child

              Damaging a Soul Chained enemy detonates the chain early, dealing 50% Shadow damage around them.

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              Shared Pain

              Passive
              Aldkin, The Cursed Child

              Aldkin's Chain of Souls Cooldown is reduced by 2 seconds when a chained target dies.

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              Eradication

              Passive
              Aldkin, The Cursed Child

              Enemies killed within Aldkin's Fire Storm explode for 120% Fire damage.

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              Ember's Gift

              Passive
              Aldkin, The Cursed Child

              You restore 33% of your Primary Resource per second while inside Aldkin's Fire Storm.

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              Burning Chaos

              Passive
              Aldkin, The Cursed Child

              Aldkin's Wave of Flame Cooldown resets when you cast an Ultimate Skill.

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              Raging Havoc

              Passive
              Aldkin, The Cursed Child

              Enemies damaged by Aldkin's Wave of Flame take x15% increased Damage Over Time for 4 seconds.

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              Wire Trap

              Mercenary Core
              cooldown: 10
              Subo, The Drunken Archer

              Subo places a concussive trap that arms after 0.8 seconds. When an enemy moves within range, it explodes for 80% Physical damage and Stuns enemies for 2 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

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              Molotov

              Mercenary Core
              cooldown: 11
              Subo, The Drunken Archer

              Subo tosses an incendiary at an enemy, dealing 10% Physical damage and Stunning them for 1 second before exploding into flames. For the next 5 seconds, enemies within the area repeatedly take 36% Burning damage over 3 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

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              Piercing Arrows

              Passive
              Subo, The Drunken Archer

              Subo's Heavy Shot now pierces through enemies.

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              Ready At Hand

              Passive
              Subo, The Drunken Archer

              Direct damage to an Elite grants you +20% Movement Speed for 2 seconds.

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              Scorched Earth

              Passive
              Subo, The Drunken Archer

              Subo's initial Molotov explosions cause enemies to take x30% increased Damage Over Time from you for 3 seconds.

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              Share a Drink

              Passive
              Subo, The Drunken Archer

              When one of Subo's Molotovs explodes, it has a 50% chance to drop a Healing Potion for you.

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              Cover Fire

              Mercenary Iconic
              cooldown: 20
              Subo, The Drunken Archer

              Subo charges a countless volley of arrows, then unleashes it over your position for 140% Physical damage that Slows enemies by 50% for 4 seconds.

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              Trip Mines

              Mercenary Iconic
              cooldown: 18
              Subo, The Drunken Archer

              Subo scatters 3 explosive traps that each arm after 1 second. When an enemy moves within range of one, it explodes for 300% Physical damage and Knocks Down enemies for 1.5 seconds.

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              Snipe

              Mercenary Iconic
              cooldown: 20
              Subo, The Drunken Archer

              Subo charges a massive piercing bolt, then unleashes it forwards for 300% Physical damage that Knocks Back enemies.

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              Explosive Charge

              Mercenary Iconic
              cooldown: 22
              Subo, The Drunken Archer

              Subo fires 4 Explosive Charges that stick to enemies. Each explodes after 7 seconds, dealing 60% Physical damage. Explosive Charges detonate early if their target dies or takes Overpower damage.

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              Pin Cushion

              Passive
              Subo, The Drunken Archer

              Subo's Cover Fire also Immobilizes enemies for 2 seconds.

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              Opening Fire

              Passive
              Subo, The Drunken Archer

              You deal x25% increased Critical Strike Damage to enemies hit by Subo's Cover Fire for 4 seconds.

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              Loaded Munitions

              Passive
              Subo, The Drunken Archer

              Subo's Wire Traps and Trip Mines inflict Vulnerable on enemies for 5 seconds.

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              Mastermind

              Passive
              Subo, The Drunken Archer

              Subo's Wire Trap and Trip Mines gain 60% Size. You and Subo gain +15% Crowd Control Duration.

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              Incendiary Bolt

              Passive
              Subo, The Drunken Archer

              If Subo's Snipe hits the target he originally aimed at, a Molotov explodes on them.

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              Ambusher

              Passive
              Subo, The Drunken Archer

              You gain x20% Lucky Hit Chance against enemies damaged by Subo's Salvo within the last 3 seconds.

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              Thrillseeker

              Passive
              Subo, The Drunken Archer

              Your active Cooldowns are reduced by 0.5 seconds when an Explosive Charge explodes. Explosive Charges now detonate after only 3 seconds.

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              Bargaining Chips

              Passive
              Subo, The Drunken Archer

              Targets stuck with Explosive Charges take x2% increased Overpower Damage per Explosive Charge stuck. Each Explosive Charge can be detonated by an additional 2 Overpowers before expiring.

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              Seeker

              Mercenary Perk
              cooldown: 20
              Subo, The Drunken Archer

              Passive: Subo reveals all enemies and materials in the area. Active: Subo calls out an enemy target, marking them for 10 seconds. Killing a marked enemy restores 50% of your Maximum Resource and reduces Subo's Seeker Cooldown by 10 seconds.

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