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other codices: Path of Exile 1 Path of Exile 2 Torchlight Infinite Diablo 4
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lastepochcodex.com – Updated for Shattered Omens on 2026-03-07
Gear1,599 rows
NameCategoryTypeSlotEffect
Abyssal Champion'sChampionPrefixTwo-Handed SwordTwo-Handed Axe
  • +100 to 125 Melee Damage
  • +2 Charge for Void Cleave
Carnage Champion'sChampionPrefixAmulet
  • +26 to 32 Spell Damage
  • +70% to 95% Reduced Health Cost of Spells
Death Grip Champion'sChampionPrefixRelic
  • +77 to 96 Ward per Second
  • +10% to 12% Current Health converted to Ward when you directly cast a Necrotic Spell
Infernal Champion'sChampionPrefixRing
  • 176% to 220% increased Minion Damage
  • +13 to 16 Minions teleported around you after you use a Traversal Skill
Meteor Champion'sChampionPrefixOne-Handed AxeDaggerWand
  • 560% to 700% increased Fire Damage Over Time
  • +100% Bleed Chance Converted to Ignite Chance
Mirage Champion'sChampionPrefixGloves
  • +320 to 400 Dodge Rating
  • +2 Maximum Shadows
Portal Champion'sChampionPrefixHelmet
  • +4 to 5 Seconds of Haste after you use Evade
  • +1360 to 1700 Dodge Rating while using Evade
Profane Champion'sChampionPrefixTwo-Handed StaffTwo-Handed Axe
  • 224% to 280% increased Minion Critical Strike Chance
  • +2 Maximum Skeletons
River Champion'sChampionPrefixHelmet
  • 192% to 240% increased Minion Damage
  • +2 Maximum Companions
Spark Champion'sChampionPrefixBelt
  • 176% to 220% increased Spell Damage
  • +56% to 70% Chance for Lightning Blast to Chain 4 Additional Times
Storm Champion'sChampionPrefixOne-Handed MaceTwo-Handed Spear
  • +91% to 114% Chance to apply Electrify on Hit
  • +49% to 57% Chance to cast Smite on hit with throwing attacks (up to 10 times per 2 seconds)
Venomous Champion'sChampionPrefixGloves
  • +88% to 110% Chance to apply Poison on Hit
  • +5 Enemies Pierced with Multishot
Volcano Champion'sChampionPrefixBelt
  • 112% to 140% increased Elemental Critical Strike Chance
  • +35% to 44% Chance to cast Fire Aura on Crit (up to 3 times per second)
Whirlpool Champion'sChampionPrefixAmulet
  • +640 to 800 Ward Decay Threshold
  • +6 to 8 Ward per second per Active Maelstrom
Added Dodge rating if you have been hit recently and Critical Strike AvoidanceClass IdolSuffixAdorned Idol [2×2]
  • +134 to 180 Dodge Rating if you have been hit recently
  • +15% to 19% Critical Strike Avoidance
Added Spell Damage while wielding a Staff Ward per second while wielding a StaffClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +5 to 6 Spell Damage while weilding a Staff
  • +16 to 20 Ward gained per second while wielding a Staff
Added spell damage with a shield and Added spell damage with a 2h axeClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +5 Spell Damage while using a Shield
  • +8 to 10 Spell Damage while wielding a 2 Handed Axe
Armor while transformed and Rage Gained per Second While TransformedClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +52 to 60 Armor while Transformed
  • +4 Rage gained per second while Transformed
Chance to apply Electrify on hit with Lightning Skills and Lightning Pen with ElectrifyClass IdolSuffixAdorned Idol [2×2]
  • +15% to 19% Chance to apply Electrify on Hit with Lightning Skills
  • +3% Lightning Penetration with Electrify
Chance to inflict Time Rot on hit with Void Skills and Increased Void DamageClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +8% to 10% Chance to apply Time Rot on Hit with Void Skills
  • 16% to 20% increased Void Damage
Chance to not consume Potion on use and Ward gained on potion useClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • +8% to 10% Chance to not consume a Potion on Potion use
  • +36 to 50 Ward Gained on Potion Use
Chance to not Consume Silver Shrouds when hit and Ward granted per silver shroudClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • +8% to 10% Chance to not consume Silver Shrouds when hit
  • +41 to 50 Ward granted by Silver Shroud per stack
Companion Revive Speed and Increased Minion HealthClass IdolSuffixAdorned Idol [2×2]
  • +15% to 19% Increased Companion Revive Speed
  • 30% to 38% increased Minion Health
Crimson Shroud duration and additional bleed chance per crimson shroudClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +8% to 10% Increased Crimson Shroud Duration
  • +8% to 10% Bleed chance per active Crimson Shroud
Electrify Duration and Leech with elemental damage over timeClass IdolSuffixAdorned Idol [2×2]
  • +15% to 19% Increased Electrify Duration
  • +0.3% Elemental Damage Over Time Leeched as Health
Elemental Damage over Time and Increased Fire Aura AreaClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • 25% to 30% increased Elemental Damage Over Time
  • +8% to 10% Increased Fire Aura Area
Fire Resistance and Ignite DurationClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +8% to 10% Fire Resistance
  • +8% to 10% Increased Ignite Duration
Frenzy Effect and Increased Melee damage while you have frenzyClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +8% to 10% Increased Frenzy Effect
  • 25% to 30% increased Melee Damage while you have Frenzy
Frostbite Duration and Frostbite chance with Cold SkillsClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +7% to 9% Increased Frostbite Duration
  • +24% to 27% Chance to apply Frostbite on Hit with Cold Skills
Glancing Blow chance and Increased Dodge RatingClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +6% Chance to receive a Glancing Blow when hit
  • 10% to 12% increased Dodge Rating
Haste Effect and Haste duration on EvadeClass IdolSuffixAdorned Idol [2×2]
  • 8% to 10% increased Effect of Haste on You
  • +3.8 Seconds of Haste after you use Evade
Increased Armor and Armor Applies to DoTsClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • 10% to 12% increased Armor
  • +6% Armor Mitigation also applies to Damage over Time
Increased Armor and Reduced bonus damage taken from critical hitsClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • 5% to 6% increased Armor
  • +8% to 10% Reduced Bonus Damage Taken from Critical Strikes
Increased Cooldown Recovery Speed and Increased Mana RegenerationClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • +4% to 5% Increased Cooldown Recovery Speed
  • 8% to 10% increased Mana Regen
Increased crit chance with a catalyst and Critcal Strike Multiplier with a catalystClass IdolSuffixAdorned Idol [2×2]
  • +15% to 19% Increased Critical Strike Chance while using a Catalyst
  • +8% to 10% Critical Strike Multiplier while using a Catalyst
Increased Critical Strike Chance and Added Critical Strike MultiplierClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • 24% to 27% increased Critical Strike Chance
  • +12% to 13% Critical Strike Multiplier
Increased damage over time and EnduranceClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • 12% to 15% increased Damage Over Time
  • +7% Endurance
Increased Damage while Wielding a Bow and Chance to Repeat Bow AttacksClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • +25% to 30% Increased Damage while wielding a Bow
  • +4% Chance to repeat Bow Ability
Increased Echo damage and Chance to gain frenzy for 3 seconds on echoClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +16% to 20% Increased Echo Damage when a skill is Echoed
  • +5% Chance to gain Frenzy for 3 seconds when you Echo an ability
Increased Healing Effectiveness and Added healthClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • +48% to 60% Increased Healing Effectiveness
  • +25 to 30 Health
Increased mana regen and Damage Dealt to manaClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • 16% to 20% increased Mana Regen
  • +7% to 8% Damage Dealt to Mana Before Health
Increased Movement Speed and Increased DamageClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • 4% to 5% increased Movement Speed
  • 15% to 18% increased Damage
Increased Movement Speed while transformed and Haste after you transformClass IdolSuffixHuge Idol [1×4]Ornate Idol [4×1]
  • 8% to 10% increased Movement Speed while Transformed
  • +4 Seconds of Haste after you transform
Increased Poison Duration and Seconds of Frenzy When you gain Poison OverloadClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +8% to 10% Increased Poison Duration
  • +4 Seconds of Frenzy when you gain Poison Overload
Increased Throwing Damage and Increased Damage while Dual WieldingClass IdolSuffixAdorned Idol [2×2]
  • 12% to 15% increased Throwing Damage
  • +12% to 15% Increased Damage while Dual Wielding
Increased Totem Damage and Totem Teleportation on TraversalClass IdolSuffixOrnate Idol [4×1]
  • 25% to 30% increased Damage for Totems
  • +3 Random Totems teleported to your location after you use a traversal skill
Less damage over time taken while using a shield and Health gained on blockClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +4% Less Damage Over Time taken while using a Shield
  • +30 to 36 Health Gain on Block
Mana Increased and Mana regen with a minionClass IdolSuffixAdorned Idol [2×2]
  • +15 to 19 Mana
  • +15% to 19% Increased Mana regeneration while you control a minion
Melee Damage and Spell DamageClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +10 to 12 Melee Damage
  • +10 to 12 Spell Damage
Minion Bow Attack Speed and Added Minion Bow DamageClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • 7% to 8% increased Minion Bow Attack Speed
  • +8 to 10 Minion Bow Damage
Minion Cast Speed and Added Minion Spell DamageClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • 7% to 8% increased Minion Cast Speed
  • +8 to 10 Minion Spell Damage
Minion Leech and Added Minion RegenClass IdolSuffixAdorned Idol [2×2]
  • +0.3% Minion Damage Leeched as Health
  • +24 to 28 Minion Health Regen
Minion Melee Attack Speed and Added Minion Melee DamageClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • 7% to 8% increased Minion Melee Attack Speed
  • +10 to 12 Minion Melee Damage
Minion Throwing Attack Speed and Added Minion Throwing DamageClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • 7% to 8% increased Minion Throwing Attack Speed
  • +8 to 10 Minion Throwing Damage
Physical Resistance and Bleed DurationClass IdolSuffixAdorned Idol [2×2]
  • +12% to 14% Physical Resistance
  • +12% to 14% Increased Bleed Duration
Poison Duration and Chance to throw Acid Flask on Bow Hit (3 second cooldown)Class IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +8% to 10% Increased Poison Duration
  • +8% to 10% Chance to throw Acid Flask on Bow Hit
Reap Cooldown Recovery Speed and Chance to cast Harvest at up to 3 nearby enemies when you use ReapClass IdolSuffixAdorned Idol [2×2]Ornate Idol [4×1]Huge Idol [1×4]
  • +8% to 10% Increased Cooldown Recovery Speed of Reap
  • +20% to 25% Chance to cast Harvest at 3 nearby enemies when you use Reap
Shock duration and Endurance threshold against shocked enemiesClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]
  • +16% to 20% Increased Shock Duration
  • +56 to 70 Endurance Threshold against Shocked enemies
Silver Shroud duration and Ward granted per silver shroudClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +24% to 30% Increased Silver Shroud Duration
  • +24 to 30 Ward granted by Silver Shroud per stack
Spark Charge Chance on Lightning Melee Hit and Increased Lightning Skill AreaClass IdolSuffixOrnate Idol [4×1]Huge Idol [1×4]
  • +8% to 10% Chance to apply Spark Charge on Hit with Lightning Melee Skills
  • +16% to 20% Increased Area for Lightning Area Skills
Ward Decay Threshold and Ward Gained on EvadeClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Adorned Idol [2×2]Ornate Idol [4×1]Huge Idol [1×4]
  • +37 to 45 Ward Decay Threshold
  • +58 to 75 Ward gained when you use Evade
Ward decay threshold and Ward per secondClass IdolSuffixGrand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +24 to 30 Ward Decay Threshold
  • +24 to 30 Ward per Second
Ward Gained when you use Enchant Weapon and Increased Melee Elemental DamageClass IdolSuffixAdorned Idol [2×2]
  • +143 to 190 Ward Gained when you use Enchant Weapon
  • 15% to 19% increased Elemental Melee Damage
Added Attunement and Increased Mana RegenCorruptedPrefixRingRelicHelmet
  • +10 Attunement
  • 28% to 32% increased Mana Regen
Added Block Chance and Current Mana gained as Ward on BlockCorruptedPrefixShield
  • +13% to 15% Block Chance
  • +4% Current Mana gained as Ward on Block
Added Block Effectiveness and Less Physical Damage Taken on BlockCorruptedPrefixShield
  • +950 to 1000 Block Effectiveness
  • -8% to -10% more Physical Damage Taken on Block
Added Bow Damage and Increased Bow Attack Speed on Bow AttackCorruptedPrefixBowQuiver
  • +45 to 50 Bow Damage
  • +60% to 65% Increased Bow Attack Speed for 3 seconds when you use a Bow Attack (10 second cooldown)
Added Critical Strike Chance and Chance to cast Shurikens on Bow CritCorruptedPrefixBowQuiver
  • +6% Critical Strike Chance
  • +10% Chance to cast Shurikens on Bow Crit
Added Critical Strike Mulitplier and Increased Critical Strike Chance per DexterityCorruptedPrefixRingRelic
  • +28% to 32% Critical Strike Multiplier
  • +2% Increased Critical Strike Chance per Dexterity
Added Critical Strike Multiplier and Added Critical Strike Multiplier against Frozen EnemiesCorruptedPrefixOne-Handed SwordOne-Handed AxeOne-Handed MaceDaggerSceptreWandTwo-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffBowQuiverOff-Hand Catalyst
  • +43% to 60% Critical Strike Multiplier
  • +43% to 60% Critical Strike Multiplier against Frozen Enemies
Added Dexterity and Increased Dodge RatingCorruptedPrefixRingRelicHelmet
  • +10 Dexterity
  • 18% to 20% increased Dodge Rating
Added Health Regen and Increased Health Regen per StrengthCorruptedPrefixRelic
  • +16 to 18 Health Regen
  • +4% Increased Health Regen per point of Strength
Added Intelligence and Ward Decay Threshold per IntelligenceCorruptedPrefixOff-Hand Catalyst
  • +10 to 12 Intelligence
  • +6 to 7 Ward Decay Threshold per Intelligence
Added Intelligence and Ward Per SecondCorruptedPrefixRingRelicHelmet
  • +10 Intelligence
  • +25 to 30 Ward per Second
Added Mana and Increased Mana Regen per Maximum ManaCorruptedPrefixSceptreWandTwo-Handed Staff
  • +37 to 43 Mana
  • +6% to 7% Increased Mana Regen per 100 Maximum Mana
Added Melee Damage and Increased Melee Damage per StrengthCorruptedPrefixOne-Handed SwordOne-Handed AxeOne-Handed MaceDaggerSceptreTwo-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Staff
  • +34 to 37 Melee Damage
  • +1% Increased Melee Damage per Strength
Added Melee Damage from Weapons gained as Added Spell DamageCorruptedPrefixOne-Handed Sword
  • +30% to 35% Added Melee Damage gained as Added Spell Damage
Added Spell Damage and Increased Spell Damage per Increased Movement SpeedCorruptedPrefixWandOff-Hand CatalystTwo-Handed StaffSceptre
  • +15 to 18 Spell Damage
  • +1% Increased Spell Damage per 1% increased Movement Speed
Added Strength and Added ArmorCorruptedPrefixRingRelicHelmet
  • +10 Strength
  • +120 to 150 Armor
Added Throwing Damage and Throwing Armor Shred ChanceCorruptedPrefixBeltRing
  • +18 to 21 Throwing Damage
  • +70% to 80% Chance to apply Shred Armor on Throwing Hit
All Attributes with at least 7 Corrupted non-Idol Items equippedCorruptedPrefixBody Armor
  • +19 to 21 All Attributes with at least 7 Corrupted non-Idol Items equipped
All Resistances for you and your MinionsCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]Humble Idol [2×1]Stout Idol [1×2]Grand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +5% All Resistances
  • +5% Minion All Resistances
ArmorCorruptedPrefixLarge Idol [1×3]Grand Idol [3×1]
  • 2% to 5% increased Armor
Armor per Equipped Corrupted IdolCorruptedPrefixIdol Altar
  • +15 to 16 Armor per Equipped Corrupted Idol
Attunement converted to ApathyCorruptedPrefixAmulet
  • +10 to 12 Attunement
  • +100% Attunement Converted to Apathy
Bees Per 10 SecondsCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]Humble Idol [2×1]Stout Idol [1×2]Grand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +5 Bees Per 10 Seconds
Bleed Immunity for MinionsCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +100% Bleed Immunity for Minions
Block Effectiveness and Block ChanceCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +20 to 40 Block Effectiveness
  • +1% Block Chance
Bow DamageCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +3 to 8 Bow Damage
Bow Damage per metre from the Target (up to 10 metres)CorruptedPrefixBowQuiver
  • 1% to 2% more Bow Damage per metre from the Target (up to 10 metres)
Cannot be Chilled and Reduced Fire ResistanceCorruptedPrefixGlovesBoots
  • +1 Chill Immunity
  • +0% Fire Resistance
Cannot be Slowed and Reduced Effect of Haste on youCorruptedPrefixBeltBoots
  • +1 Slow Immunity
  • -4% to -3% increased Effect of Haste on You
Cannot be Stunned and Increased Evade Cooldown DurationCorruptedPrefixBody Armor
  • +1 Stun Immunity
  • +5% Increased Evade cooldown Duration
Cannot be Stunned by hits you Block and Reduced Block EffectivnessCorruptedPrefixShield
  • +1 Cannot be Stunned by Blocked Hits
  • +-20 to -10 Block Effectiveness
Chance for non-Crticail Strikes to inflict Critical Vulnerability for 4 secondsCorruptedPrefixDagger
  • +170% to 200% Chance for non-Critical Strikes to inflict Critical Vulnerability
Chance to apply Frailty on HitCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]
  • +3% to 5% Chance to apply Frailty on Hit
Chance to apply Frailty on Minion HitCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]
  • +2% to 4% Chance to apply Frailty on Minion Hit
Chance to apply Marked for Death on BlockCorruptedPrefixShield
  • +100% Chance on Block to apply Marked For Death to the Attacker
Chance to Chill on HitCorruptedPrefixStout Idol [1×2]Humble Idol [2×1]
  • +5% to 10% Chance to Chill on Hit
Chance to Chill on Minion HitCorruptedPrefixStout Idol [1×2]Humble Idol [2×1]
  • +5% to 10% Chance to Chill on Minion Hit
Chance to Cleanse Ailments on Evade and Increased Ailment Damage TakenCorruptedPrefixBoots
  • +100% Chance to cleanse all ailments when you Evade
  • 0% increased Ailment Damage Taken
Chance to gain Haste on Block and Haste EffectCorruptedPrefixShield
  • +100% Chance to gain Haste for 5 seconds after you Block
  • 18% to 20% increased Effect of Haste on You
Chance to inflict Bleed on Hit and More Damage against Bleeding EnemiesCorruptedPrefixOne-Handed AxeTwo-Handed SwordTwo-Handed AxeTwo-Handed SpearBow
  • +51% to 63% Chance to apply Bleed on Hit
  • 4% more Damage to Bleeding Enemies
Chance to Poison on Hit and More Damage against Poisoned EnemiesCorruptedPrefixDaggerTwo-Handed SpearBow
  • +51% to 63% Chance to apply Poison on Hit
  • 3% more Damage to Poisoned Enemies
Chance to Slow on Bow Hit, More Bow Damage to Slowed EnemiesCorruptedPrefixBowQuiver
  • +70% to 75% Chance to apply Slow on Bow Hit
  • 10% more Bow Damage to Slowed Enemies
Chance to Slow on HitCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]
  • +3% to 5% Chance to Slow on Hit
Chill ImmunityCorruptedPrefixAdorned Idol [2×2]
  • +100% Chill Immunity
Chill Immunity for MinionsCorruptedPrefixAdorned Idol [2×2]
  • +100% Chill Immunity for Minions
Cold Resistance and Void ResistanceCorruptedPrefixAny armorQuiverShieldOff-Hand CatalystRingRelic
  • +30% to 35% Cold Resistance
  • +30% to 35% Void Resistance
Corrupted Idol LimitCorruptedPrefixIdol Altar
  • +5 Corrupted Idols equipped at Maximum
  • +90% to 100% Effect of Weaver Enchantment Affixes for Idols in Refracted Slots
Critical Strike AvoidanceCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]
  • +2% to 3% Critical Strike Avoidance
Critical Strike ChanceCorruptedPrefixStout Idol [1×2]Humble Idol [2×1]
  • 4% to 8% increased Critical Strike Chance
Critical Strike MultiplierCorruptedPrefixLarge Idol [1×3]Grand Idol [3×1]
  • +3% to 6% Critical Strike Multiplier
Damage Dealt to Mana before Health and Added ManaCorruptedPrefixHelmet
  • +25% to 30% Damage Dealt to Mana Before Health
  • +70 to 75 Mana
Damage Leeched as Health and Increased Health LeechCorruptedPrefixGloves
  • +1% to 1.2% Damage Leeched as Health
  • 30% to 35% increased Damage Leeched as Health
Dexterity converted to GuileCorruptedPrefixAmulet
  • +10 to 12 Dexterity
  • +100% Dexterity Converted to Guile
Dodge Rating per Equipped Corrupted IdolCorruptedPrefixIdol Altar
  • +15 to 16 Dodge Rating per Equipped Corrupted Idol
Dodge Rating while using EvadeCorruptedPrefixStout Idol [1×2]Humble Idol [2×1]
  • +5 to 14 Dodge Rating while using Evade
Effect of Frenzy on YouCorruptedPrefixAdorned Idol [2×2]
  • 10% to 20% increased Effect of Frenzy on You
Effect of Haste on YouCorruptedPrefixAdorned Idol [2×2]
  • 10% to 20% increased Effect of Haste on You
Elemental Bees per 10 SecondsCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]Humble Idol [2×1]Stout Idol [1×2]Grand Idol [3×1]Large Idol [1×3]Ornate Idol [4×1]Huge Idol [1×4]Adorned Idol [2×2]
  • +5 Elemental Bees Per 10 Seconds
Elemental Resistance and Necrotic ResistanceCorruptedPrefixAny armorQuiverShieldOff-Hand CatalystRingRelic
  • +30% to 35% Elemental Resistance
  • +30% to 35% Necrotic Resistance
Endurance Threshold and Endurance Threshold added as Ward Decay ThresholdCorruptedPrefixBody ArmorBelt
  • +220 to 245 Endurance Threshold
  • +18% to 20% Endurance Threshold added as Ward Decay Threshold
Evade Charge and Increased Evade cooldown DurationCorruptedPrefixBoots
  • +2 Evade Charge
  • +4% to 3% Increased Evade cooldown Duration
Fire Resistance and Necrotic ResistanceCorruptedPrefixAny armorQuiverShieldOff-Hand CatalystRingRelic
  • +30% to 35% Fire Resistance
  • +30% to 35% Necrotic Resistance
Frailty Chance and more damage per stack of FrailtyCorruptedPrefixOne-Handed MaceTwo-Handed Mace
  • +34% to 40% Chance to apply Frailty on Hit
  • 1% more Damage per stack of Frailty
Freeze Rate per Stack of Chill and Increased Chill DurationCorruptedPrefixRing
  • +80% to 90% Freeze Rate per stack of Chill
  • +26% to 30% Increased Chill Duration
Frenzy and Reduced Frenzy EffectCorruptedPrefixRelic
  • +1 You have Frenzy
  • -3% to -2% increased Effect of Frenzy on You
Health gained when you DodgeCorruptedPrefixAdorned Idol [2×2]
  • +15 to 30 Health gained when you Dodge
Health RegenCorruptedPrefixStout Idol [1×2]Humble Idol [2×1]
  • +2 to 4 Health Regen
Health Regen also applies to WardCorruptedPrefixAdorned Idol [2×2]
  • +2% to 3% Health Regen also applies to Ward
Heretical Idol LimitCorruptedPrefixIdol Altar
  • +5 Heretical Idols equipped at Maximum
  • +20 to 22 Health per Idol in a Refracted Slot
Increased Armor and Damage Reflected to Attackers per Armor MitigationCorruptedPrefixBody ArmorShield
  • 94% to 103% increased Armor
  • +9 to 10 Thorns per 1% Armor Mitigation
Increased Attack and Cast SpeedCorruptedPrefixGloves
  • 18% to 21% increased Attack Speed
  • 18% to 21% increased Cast Speed
Increased Bow Attack Speed and Chance to cast Icicle on Bow HitCorruptedPrefixBowQuiver
  • 14% to 21% increased Bow Attack Speed
  • +10% Chance to cast Icicle on Bow Hit
Increased Cast Speed and Increased Minion Cast SpeedCorruptedPrefixWandTwo-Handed StaffSceptre
  • 15% to 17% increased Cast Speed
  • 15% to 17% increased Minion Cast Speed
Increased Cast Speed and Ward gain on direct Spell CastCorruptedPrefixWandOff-Hand CatalystTwo-Handed StaffSceptre
  • 10% to 13% increased Cast Speed
  • +21 to 26 Ward gained when you directly Cast a Spell
Increased Cast Speed and Ward gain on direct Spell CastCorruptedPrefixGloves
  • 10% to 12% increased Cast Speed
  • +25 to 30 Ward gained when you directly Cast a Spell
Increased Cooldown Recovery Speed for EvadeCorruptedPrefixLarge Idol [1×3]Grand Idol [3×1]
  • +2% to 5% Increased Cooldown Recovery Speed for Evade
Increased Damage over Time and Bow Bleed ChanceCorruptedPrefixBowQuiver
  • 190% to 210% increased Damage Over Time
  • +70% to 75% Chance to apply Bleed on Bow Hit
Increased Damage over Time and Damage over Time Leeched as HealthCorruptedPrefixRingRelic
  • 60% to 70% increased Damage Over Time
  • +1.8% to 2% Damage Over Time Leeched as Health
Increased Damage over Time and Increased Area for Area SkillsCorruptedPrefixOne-Handed SwordOne-Handed AxeOne-Handed MaceDaggerSceptreTwo-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Staff
  • 109% to 120% increased Damage Over Time
  • +37% to 43% Increased Area for Area Skills
Increased Haste Effect and Less Damage over Time taken during HasteCorruptedPrefixBoots
  • 40% to 50% increased Effect of Haste on You
  • -5% more Damage over Time taken while you have Haste
Increased Healing Effectiveness and Health per AttunementCorruptedPrefixRelic
  • +90% to 110% Increased Healing Effectiveness
  • +2 Health per Attunement
Increased Health and Health Regen applies to WardCorruptedPrefixBody ArmorHelmet
  • 14% to 16% increased Health
  • +6% Health Regen also applies to Ward
Increased Health and Missing Health regained on Potion UseCorruptedPrefixBelt
  • 18% to 21% increased Health
  • 12% to 15% increased Missing Health regained on Potion Use
Increased Health and Ward Per SecondCorruptedPrefixBody Armor
  • 18% to 21% increased Health
  • +45 to 50 Ward per Second
Increased Mana and Current Mana Gained as Ward Per SecondCorruptedPrefixBody Armor
  • 30% to 32% increased Mana
  • +9% to 11% Current mana gained as ward per second
Increased Mana and Mana per AttunementCorruptedPrefixWandTwo-Handed StaffSceptre
  • 7% to 9% increased Mana
  • +1 Mana per Attunement
Increased Mana and Mana Spent Gained as WardCorruptedPrefixHelmetBelt
  • 18% to 21% increased Mana
  • +65% to 75% Mana Spent Gained as Ward
Increased Mana Regen per 100 Maximum ManaCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +1% Increased Mana Regen per 100 Maximum Mana
Increased Melee Area of Effect and Chance to Summon Forged Weapon on Melee HitCorruptedPrefixTwo-Handed MaceTwo-Handed AxeTwo-Handed SpearTwo-Handed Sword
  • +65% to 70% Increased Area for Melee Area Skills
  • +65% to 75% Chance to cast Summon Forged Weapon on Melee Hit
Increased Melee Attack Speed and Frezy after using EvadeCorruptedPrefixOne-Handed SwordOne-Handed AxeOne-Handed MaceDaggerSceptreTwo-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Staff
  • 22% to 24% increased Melee Attack Speed
  • +4 to 4.6 Seconds of Frenzy after you use Evade
Increased Melee Damage and Damage for Melee Attacks per 1 Mana CostCorruptedPrefixOne-Handed SwordOne-Handed AxeOne-Handed MaceDaggerSceptreTwo-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Staff
  • 109% to 120% increased Melee Damage
  • 0% more Damage for Melee Attacks per 1 Mana Cost (up to 20)
Increased Movement Speed for 4 seconds after using a PotionCorruptedPrefixBelt
  • 30% to 35% increased Movement Speed for 4 seconds when you use a Potion
Increased Spell Area of Effect and Added Spell Mana CostCorruptedPrefixWandOff-Hand CatalystTwo-Handed Staff
  • +60% to 64% Increased Area for Spell Area Skills
  • +5 Mana Cost for Spell Skills
Increased Stun Chance and More Damage against Stunned EnemiesCorruptedPrefixTwo-Handed Mace
  • +300% to 320% Increased Stun Chance
  • 11% more Damage to Stunned Enemies
Increased Throwing Attack Speed and Throwing Frailty ChanceCorruptedPrefixBeltRing
  • 18% to 21% increased Throwing Attack Speed
  • +40% to 45% Chance to apply Frailty on Throwing Hit
Intelligence converted to MadnessCorruptedPrefixAmulet
  • +10 to 12 Intelligence
  • +100% Intelligence Converted to Madness
Less Damage Taken on Block and Block Effectiveness applies to Damage over TimeCorruptedPrefixShield
  • -5% more Damage Taken on Block
  • +10% to 12% Block Effectiveness applies to Damage over Time as if it had been Blocked
Level of All Skills and Added ManaCorruptedPrefixBody ArmorAmulet
  • +1 Level of All Skills
  • +68 to 85 Mana
Lightning Damage Taken as PhysicalCorruptedPrefixStout Idol [1×2]
  • +2% to 3% Lightning Damage Taken as Physical
Lightning Resistance and Poison ResistanceCorruptedPrefixAny armorQuiverShieldOff-Hand CatalystRingRelic
  • +30% to 35% Lightning Resistance
  • +30% to 35% Poison Resistance
Mana gained on Potion Use and Ward Gained on Potion UseCorruptedPrefixBelt
  • +20 to 25 Mana Gained on Potion Use
  • +210 to 250 Ward Gained on Potion Use
Mana per Equipped Corrupted IdolCorruptedPrefixIdol Altar
  • +14 to 15 Mana per Equipped Corrupted Idol
Mana RegenCorruptedPrefixLarge Idol [1×3]Grand Idol [3×1]
  • 3% to 5% increased Mana Regen
Mana spent gained as Ward and Ward Decay ThresholdCorruptedPrefixWandSceptreTwo-Handed Staff
  • +51% to 63% Mana Spent Gained as Ward
  • +40 to 43 Ward Decay Threshold
Maximum Health gained as Endurance Threshold and EnduranceCorruptedPrefixHelmet
  • +14% to 15% Maximum Health gained as Endurance Threshold
  • +18% to 20% Endurance
Maximum Potion Slots and Missing Health gained as Ward on Potion UseCorruptedPrefixBelt
  • +1 Potion Slots
  • +15% to 20% Missing Health gained as Ward on Potion Use
Melee DamageCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +5 to 10 Melee Damage
Minion Critical Strike ChanceCorruptedPrefixAdorned Idol [2×2]
  • +1% to 2% Minion Critical Strike Chance
Minion Critical Strike MultiplierCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +5% to 15% Minion Critical Strike Multiplier
Minion Elemental ResistanceCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +5% to 10% Minion Elemental Resistance
Minion Physical ResistanceCorruptedPrefixLarge Idol [1×3]Grand Idol [3×1]
  • +5% to 15% Minion Physical Resistance
Minion Poison ResistanceCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]
  • +2% to 5% Minion Poison Resistance
Minion Void ResistanceCorruptedPrefixStout Idol [1×2]Humble Idol [2×1]
  • +4% to 10% Minion Void Resistance
Missing Health gained as Ward per Second and lose Current Health per SecondCorruptedPrefixBody Armor
  • +13% to 15% Missing Health gained as Ward per second
  • +13% to 15% Current Health Drained per Second
Missing Health gained as Ward per Second and Ward Decay ThresholdCorruptedPrefixGloves
  • +13% to 15% Missing Health gained as Ward per second
  • +65 to 75 Ward Decay Threshold
Necrotic Damage Taken as PhysicalCorruptedPrefixHumble Idol [2×1]
  • +2% to 3% Necrotic Damage Taken as Physical
Parry Chance while Dual Wielding and Parry Chance gained as Increased Melee DamageCorruptedPrefixOne-Handed Sword
  • +11% Parry Chance while Dual Wielding
  • +100% Parry Chance gained as Increased Melee Damage
Physical Resistance and Poison ResistanceCorruptedPrefixAny armorQuiverShieldOff-Hand CatalystRingRelic
  • +30% to 35% Physical Resistance
  • +30% to 35% Poison Resistance
Physical Resistance and Void ResistanceCorruptedPrefixAny armorQuiverShieldOff-Hand CatalystRingRelic
  • +30% to 35% Physical Resistance
  • +30% to 35% Void Resistance
Poison Immunity for MinionsCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +100% Poison Immunity for Minions
Reduced Bonus Damage Taken from Critical StrikesCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]
  • +1% to 2% Reduced Bonus Damage Taken from Critical Strikes
Seconds of Frenzy after you use EvadeCorruptedPrefixAdorned Idol [2×2]
  • +1 to 4 Seconds of Frenzy after you use Evade
Seconds of Frenzy granted to you and your Minions when Enemy damage leaves you at Low HealthCorruptedPrefixOne-Handed AxeTwo-Handed Axe
  • +11 Seconds of Frenzy granted to you and your Minions when Enemy damage leaves you at Low Health
Slow Chance and More Damage against Slowed EnemiesCorruptedPrefixOne-Handed MaceTwo-Handed Mace
  • +34% to 40% Chance to apply Slow on Hit
  • 4% more Damage to Slowed Enemies
Slow chance converted to Armor Shred chanceCorruptedPrefixSmall Idol [1×1]Minor Idol [1×1]
  • +100% Slow Chance Converted to Shred Armor Chance
Slow ImmunityCorruptedPrefixAdorned Idol [2×2]
  • +100% Slow Immunity
Spell DamageCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +4 to 8 Spell Damage
Strength converted to BrutalityCorruptedPrefixAmulet
  • +10 to 12 Strength
  • +100% Strength Converted to Brutality
Stun AvoidanceCorruptedPrefixLarge Idol [1×3]Grand Idol [3×1]
  • +25 to 40 Stun Avoidance
Throwing DamageCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +3 to 8 Throwing Damage
Vitality converted to RampancyCorruptedPrefixAmulet
  • +10 to 12 Vitality
  • +100% Vitality Converted to Rampancy
Ward Decay Threshold per Equipped Corrupted IdolCorruptedPrefixIdol Altar
  • +15 to 16 Ward Decay Threshold per Equipped Corrupted Idol
Ward gained when you DodgeCorruptedPrefixOrnate Idol [4×1]Huge Idol [1×4]
  • +25 to 35 Ward gained when you Dodge
Ward per SecondCorruptedPrefixLarge Idol [1×3]Grand Idol [3×1]
  • +3 to 7 Ward per Second
Experimental Armor applies to Damage over TimeExperimentalPrefixGloves
  • +45% to 50% Armor Mitigation also applies to Damage over Time
  • +360 to 450 Armor
Experimental Bee on Potion UseExperimentalPrefixBelt
  • +6 Bees Summoned on Potion Use
  • 128% to 160% increased Minion Damage
Experimental Dodge Rating and Endurance ThresholdExperimentalPrefixGloves
  • +272 to 340 Dodge Rating
  • +640 to 800 Endurance Threshold if you have not been Hit Recently
Experimental Frenzy EffectExperimentalPrefixBoots
  • +5 to 6 Seconds of Frenzy after you use a Traversal Skill
  • 90% to 100% increased Effect of Frenzy on You
Experimental Haste EffectExperimentalPrefixBoots
  • +5 to 6 Seconds of Haste after you use a Traversal Skill
  • 90% to 100% increased Effect of Haste on You
Experimental Mana on Potion UseExperimentalPrefixBelt
  • +56 to 70 Mana Gained on Potion Use
  • 160% to 200% increased Mana Regen for 4 seconds when you use a Potion
Experimental Minions Transported with Traversal SkillsExperimentalPrefixBoots
  • 224% to 280% increased Minion Damage
  • +19 to 24 Minions teleported around you after you use a Traversal Skill
Experimental Traversal Cooldown Recovery on Potion UseExperimentalPrefixBelt
  • +2.2 to 2.7 Seconds of Traversal Skill Cooldowns Recovered on Potion Use
  • +160% to 200% Increased Chance To Find Potions
Experimental Ward Gained on TraversalExperimentalPrefixBoots
  • +225 to 275 Ward Gained when you use a Traversal Skill
  • +30 to 37 Ward gained per 10 Missing Mana when you use a Traversal Skill
Experimental Ward on KillExperimentalPrefixGloves
  • +61 to 76 Ward Gain on Kill
  • +496 to 620 Ward Decay Threshold
Experimental Ward on Potion UseExperimentalPrefixBelt
  • +496 to 620 Ward Decay Threshold
  • +55 to 68 Ward Gained on Potion Use per 10 Intelligence
Experimental Ward per Missing HealthExperimentalPrefixGloves
  • +25% to 30% Current Health Lost per second
  • +25% to 30% Missing Health gained as Ward per second
Abyssal Decay DurationIdolPrefixGrand Idol [3×1]
  • 8% to 16% increased Increased Abyssal Decay Duration
Added Static Orb TendrilsIdolPrefixGrand Idol [3×1]
  • +1 to 3 Tendrils with Static Orb
ArmorIdolPrefixMinor Idol [1×1]Ornate Idol [4×1]
  • +58 to 156 Armor
Armor granted by Bone ArmorIdolPrefixGrand Idol [3×1]
  • +40 to 134 Armor granted by Bone Armor
Bees Per 10 SecondsIdolPrefixOrnate Idol [4×1]
  • +3 to 7 Bees Per 10 Seconds
Black Arrows dropped by Dark Quiver and Increased Bow DamageIdolPrefixOrnate Idol [4×1]
  • +2 Black Arrows Dropped by Dark Quiver
  • 10% to 30% increased Bow Damage
Bleed Chance per Equipped SwordIdolPrefixAdorned Idol [2×2]
  • +12% to 33% Chance to Inflict Bleed on Hit per equipped Sword
Bleed Duration For You And Your MinionsIdolPrefixAdorned Idol [2×2]
  • +7% to 24% Increased Bleed Duration
  • +7% to 19% Increased Minion Bleed Duration
Bow Elemental DamageIdolPrefixOrnate Idol [4×1]
  • 20% to 50% increased Bow Elemental Damage
Bow Physical Damage for BallistaeIdolPrefixAdorned Idol [2×2]
  • +4 to 10 Bow Physical Damage for Ballistae
Cast Speed for TotemsIdolPrefixOrnate Idol [4×1]
  • 11% to 30% increased Cast Speed for Totems
Chance for +30 Throwing Fire Damage with Shield ThrowIdolPrefixGrand Idol [3×1]
  • +10% to 27% Chance for +30 Throwing Fire Damage with Shield Throw
Chance For Additional Multistrike SwordsIdolPrefixHuge Idol [1×4]
  • +15% to 50% Chance for an additional sword with Multistrike at maximum Armament Stacks
Chance for Hungering Souls to fire 6 Additional ProjectilesIdolPrefixOrnate Idol [4×1]
  • +8% to 25% Chance for Hungering Souls to fire 6 Additional Projectiles
Chance for Shield Throw to Fork on the first ricochetIdolPrefixLarge Idol [1×3]
  • +4% to 8% Chance for Shield Throw to Fork on the first ricochet
Chance for Summon Wraith to summon a Flame Wraith insteadIdolPrefixAdorned Idol [2×2]
  • +24% to 57% Chance for Summon Wraith to summon a Flame Wraith instead
Chance for Summon Wraith to summon a Putrid Wraith insteadIdolPrefixAdorned Idol [2×2]
  • +24% to 57% Chance for Summon Wraith to summon a Putrid Wraith instead
Chance On 10 Or More Mana Spent To Cast Lightning At A Nearby EnemyIdolPrefixAdorned Idol [2×2]
  • +17% to 48% Chance to Cast Lightning Strike when you use a skill that costs at least 10 Mana
Chance on hit to summon a Thorn Totem (1 second cooldown)IdolPrefixOrnate Idol [4×1]
  • +8% to 20% Chance on hit to summon a Thorn Totem (1 second cooldown)
Chance On Kill To Refresh Random Companion AbilityIdolPrefixOrnate Idol [4×1]
  • +3% to 8% Chance on kill to refresh the cooldown of a random companion activatable ability
Chance on Melee Kill to heal a Random Minion to Full HealthIdolPrefixLarge Idol [1×3]
  • +4% to 10% Chance on Melee Kill to heal a Random Minion to Full Health
Chance to apply Critical Vulnerability on hit with CaltropsIdolPrefixHuge Idol [1×4]
  • +32% to 75% Chance to apply Critical Vulnerability on hit with Caltrops
Chance to apply Damned on HitIdolPrefixGrand Idol [3×1]
  • +9% to 24% Chance to apply Damned on Hit
Chance to apply Frostbite on Hit with Cold SkillsIdolPrefixAdorned Idol [2×2]
  • +24% to 57% Chance to apply Frostbite on Cold Hit
Chance To Apply Frostbite With Cold SkillsIdolPrefixAdorned Idol [2×2]
  • +24% to 57% Chance to apply Frostbite on Cold Hit
Chance To Blind With SpellsIdolPrefixAdorned Idol [2×2]
  • +12% to 33% Chance to Blind on Spell Hit
Chance To Cast An Avalanche Boulder At a Nearby Enemy On Melee Attack (up to 3 times per second)IdolPrefixOrnate Idol [4×1]
  • +10% to 28% Chance for an Avalanche Boulder to drop at a nearby enemy on melee attack (up to 3 times per second)
Chance To Cast An Avalanche Boulder At a Nearby Enemy On Spell Cast (up to 3 times per second)IdolPrefixOrnate Idol [4×1]
  • +8% to 22% Chance for an Avalanche Boulder to drop at a nearby enemy on spell cast (up to 3 times per second)
Chance To Cast Divine Bolt When You Use A 0 Cost SkillIdolPrefixHuge Idol [1×4]
  • +4% to 13% Chance to cast Divine Bolt when you use a 0 mana cost skill
Chance to cast Elemental Nova when HitIdolPrefixAdorned Idol [2×2]
  • +4% to 10% Chance to cast Elemental Nova when Hit
Chance to Cast Fire Aura on Critical Strike (up to 3 times per second)IdolPrefixAdorned Idol [2×2]
  • +6% to 14% Chance to cast Fire Aura on Crit (up to 3 times per second)
Chance to Cast Fire Aura on Kill with Fire Skills (up to 3 times per second)IdolPrefixLarge Idol [1×3]
  • +5% to 13% Chance to cast Fire Aura on Kill with Fire Skills (up to 3 times per second)
Chance to cast Healing Nova when hitIdolPrefixHuge Idol [1×4]
  • +3% to 8% Chance to cast Healing Nova when hit
Chance to cast Lightning Blast When Hit while you have Lightning AegisIdolPrefixAdorned Idol [2×2]
  • +9% to 19% Chance to cast Lightning Blast When Hit while you have Lightning Aegis
Chance to cast Maelstrom every 3 secondsIdolPrefixLarge Idol [1×3]
  • +6% to 20% Chance to cast Maelstrom every 3 seconds
Chance to Cast Marrow Shards when you Cast TransplantIdolPrefixHuge Idol [1×4]
  • +7% to 17% Chance to cast Marrow Shards when you cast Transplant
Chance to cast Poison Nova when HitIdolPrefixAdorned Idol [2×2]
  • +4% to 10% Chance to cast Poison Nova when Hit
Chance To Cast Smite When You Hit With Throwing Attacks (up to 10 times per 2 seconds)IdolPrefixAdorned Idol [2×2]
  • +10% to 25% Chance to cast Smite on hit with throwing attacks (up to 10 times per 2 seconds)
Chance to cast Void Rift on KillIdolPrefixLarge Idol [1×3]
  • +3% to 7% Chance to cast Void Rift on Kill
Chance To Chill Nearby Enemies when you use a skill that costs at least 20 ManaIdolPrefixHuge Idol [1×4]
  • +10% to 30% Chance To Chill Nearby Enemies when you use a skill that costs at least 20 Mana
Chance To Chill With Necrotic SkillsIdolPrefixLarge Idol [1×3]
  • +11% to 28% Chance to Chill on Necrotic Hit
Chance to create a Void Essence on KillIdolPrefixOrnate Idol [4×1]
  • +4% to 10% Chance to create a Void Essence on Kill
Chance To Create An Aftershock Under A Nearby Enemy On Melee AttackIdolPrefixAdorned Idol [2×2]
  • +19% to 38% Chance to create an Earthquake Aftershock at a nearby enemy on melee attack (up to 10 times per 2 seconds)
Chance to deal Double Damage with Falcon StrikesIdolPrefixAdorned Idol [2×2]
  • +5% to 11% Chance to deal Double Damage with Falcon Strikes
Chance to Gain 20 Ward on Kill with Hungering SoulsIdolPrefixLarge Idol [1×3]
  • +17% to 40% Chance to gain 20 Ward on Kill with Hungering Souls
Chance to Gain 30 Ward when HitIdolPrefixStout Idol [1×2]Ornate Idol [4×1]
  • +15% to 40% Chance to Gain 30 Ward when Hit
Chance to gain Haste for 3 seconds when you Summon a TotemIdolPrefixGrand Idol [3×1]
  • +11% to 34% Chance to gain Haste for 3 seconds when you Summon a Totem
Chance To Gain Inspiration On Kills With Void SkillsIdolPrefixLarge Idol [1×3]
  • +8% to 23% Chance to gain Inspiration when you kill an enemy with a void skill
Chance to Ignite on Bow HitIdolPrefixGrand Idol [3×1]
  • +10% to 23% Chance to Ignite on Bow Hit
Chance to Ignite on Fire HitIdolPrefixHuge Idol [1×4]
  • +16% to 42% Chance to Ignite on Fire Hit
Chance to Ignite on HitIdolPrefixStout Idol [1×2]Large Idol [1×3]
  • +13% to 30% Chance to Ignite on Hit
Chance to Inflict Bleed On Cold HitIdolPrefixLarge Idol [1×3]
  • +13% to 40% Chance to inflict Bleed on Cold Hit
Chance to Inflict Bleed On HitIdolPrefixHumble Idol [2×1]Ornate Idol [4×1]
  • +13% to 36% Chance to inflict Bleed on Hit
Chance to Inflict Bleed on Hit with ShurikensIdolPrefixAdorned Idol [2×2]
  • +14% to 38% Chance to Inflict Bleed on Hit with Shurikens
Chance to Poison on HitIdolPrefixHumble Idol [2×1]Grand Idol [3×1]
  • +11% to 30% Chance to Poison on Hit
Chance to Shock on HitIdolPrefixStout Idol [1×2]Huge Idol [1×4]
  • +19% to 50% Chance to Shock on Hit
Chance To Shock With Lightning SkillsIdolPrefixHuge Idol [1×4]
  • +30% to 80% Chance to Shock on Lightning Hit
Chance to Shred Armor on Bow HitIdolPrefixLarge Idol [1×3]
  • +20% to 54% Chance to Shred Armor on Bow Hit
Chance to Shred Armor on Melee HitIdolPrefixLarge Idol [1×3]
  • +20% to 54% Chance to Shred Armor on Melee Hit
Chance to Shred Armor on Throwing HitIdolPrefixLarge Idol [1×3]
  • +20% to 54% Chance to Shred Armor on Throwing Hit
Chance to Summon a Bee with Acid Flask (up to 3 times per second)IdolPrefixHuge Idol [1×4]
  • +10% to 28% Chance to Summon a Bee with Acid Flask (up to 3 times per second)
Cold Damage Taken as PhysicalIdolPrefixGrand Idol [3×1]
  • +5% to 13% Cold Damage Taken as Physical
Cold Penetration with FrostbiteIdolPrefixLarge Idol [1×3]
  • +9% to 23% Cold Penetration with Frostbite
Critical Strike ChanceIdolPrefixStout Idol [1×2]Huge Idol [1×4]
  • 20% to 55% increased Critical Strike Chance
Critical Strike Chance For Skeletons And Skeletal MagesIdolPrefixGrand Idol [3×1]
  • +1% to 2% Critical Strike Chance for Skeletons
  • +1% to 2% Critical Strike Chance for Skeletal Mages
Critical Strike Chance for TotemsIdolPrefixOrnate Idol [4×1]
  • +2% to 4% Critical Strike Chance for Totems
Critical Strike Chance With Lightning SkillsIdolPrefixGrand Idol [3×1]
  • 15% to 40% increased Lightning Critical Strike Chance
Critical Strike Multiplier while Dual WieldingIdolPrefixGrand Idol [3×1]
  • +8% to 20% Critical Strike Multiplier while Dual Wielding
Critical Strike Multiplier while TransformedIdolPrefixGrand Idol [3×1]
  • +8% to 22% Melee Critical Strike Multiplier While Transformed
Critical Strike Multiplier With Rive And JudgementIdolPrefixOrnate Idol [4×1]
  • +17% to 45% Critical Strike Multiplier with Judgement
  • +17% to 45% Critical Strike Multiplier with Rive
Damage Leeched as Health while TransformedIdolPrefixLarge Idol [1×3]
  • +0.7% to 2% Damage Leeched as Health While Transformed
Damage Over TimeIdolPrefixSmall Idol [1×1]Grand Idol [3×1]
  • 22% to 60% increased Damage Over Time
Damage Over Time Taken While TransformedIdolPrefixLarge Idol [1×3]
  • -3% to -8% more Damage Over Time Taken While Transformed
Damage Over Time to Bleeding Enemies for Marrow ShardsIdolPrefixHuge Idol [1×4]
  • 2% to 4% more Damage Over Time to Bleeding Enemies for Marrow Shards
Damage Over Time while at Low HealthIdolPrefixAdorned Idol [2×2]
  • 25% to 66% increased Damage Over Time while at Low Health
Damage Over Time while TransformedIdolPrefixGrand Idol [3×1]
  • 15% to 40% increased Damage Over Time While Transformed
Damage Reflected For Skeletons And Skeletal MagesIdolPrefixHuge Idol [1×4]
  • +7% to 18% Damage Reflected for Skeletons
  • +7% to 18% Damage Reflected for Skeletal Mages
Damage Reflected while you have Lightning AegisIdolPrefixAdorned Idol [2×2]
  • +28% to 95% Damage Reflected while you have Lightning Aegis
Damage While TransformedIdolPrefixOrnate Idol [4×1]
  • 26% to 70% increased Damage While Transformed
Dodge RatingIdolPrefixSmall Idol [1×1]Large Idol [1×3]
  • +26 to 70 Dodge Rating
Dodge Rating and Increased HealthIdolPrefixLarge Idol [1×3]
  • +8 to 18 Dodge Rating
  • 3% to 9% increased Health
Elemental Bees Per 10 SecondsIdolPrefixHuge Idol [1×4]
  • +3 to 7 Elemental Bees Per 10 Seconds
Endurance Threshold and Increased HealthIdolPrefixLarge Idol [1×3]
  • +7 to 16 Endurance Threshold
  • 3% to 9% increased Health
Explosive Trap Maximum and Throwing SpeedIdolPrefixHuge Idol [1×4]
  • +1 Max Traps with Explosive Trap
  • 5% to 15% increased Throwing Attack Speed
Fire Damage Taken as PhysicalIdolPrefixAdorned Idol [2×2]
  • +8% to 19% Fire Damage Taken as Physical
Fire Penetration while wielding a DaggerIdolPrefixHuge Idol [1×4]
  • +4% to 9% Fire Penetration while wielding a Dagger
Fire Penetration with IgniteIdolPrefixLarge Idol [1×3]
  • +6% to 11% Fire Penetration with Ignite
Fire Penetration with IgniteIdolPrefixOrnate Idol [4×1]
  • +9% to 16% Fire Penetration with Ignite
Freeze Rate MultiplierIdolPrefixStout Idol [1×2]Huge Idol [1×4]
  • +15% to 40% Freeze Rate Multiplier
Frost Claw Mana Efficiency and Elemental PenetrationIdolPrefixOrnate Idol [4×1]
  • +6% to 14% Mana Efficiency with Frost Claw
  • +6% to 14% Elemental Penetration with Frost Claw
Frost Wall Fire ConversionIdolPrefixGrand Idol [3×1]
  • +100% Frost Wall Damage converted to Fire
  • +33% to 87% Ignite Chance per Second with Frost Wall
Frostbite DurationIdolPrefixGrand Idol [3×1]
  • +10% to 24% Increased Frostbite Duration
Healing EffectivenessIdolPrefixAdorned Idol [2×2]
  • +28% to 44% Increased Healing Effectiveness
HealthIdolPrefixStout Idol [1×2]
  • 2% to 4% increased Health
Health gained when stunnedIdolPrefixHuge Idol [1×4]
  • +56 to 150 Health gained when stunned
Health on KillIdolPrefixHumble Idol [2×1]Adorned Idol [2×2]
  • +10 to 20 Health Gain on Kill
Health RegenerationIdolPrefixSmall Idol [1×1]Grand Idol [3×1]
  • 25% to 68% increased Health Regen
Ignite And Spreading Flames DurationIdolPrefixOrnate Idol [4×1]
  • +7% to 25% Increased Ignite Duration
  • +7% to 25% Increased Spreading Flames Duration
Increased area for Elemental Area SkillsIdolPrefixOrnate Idol [4×1]
  • +10% to 26% Increased area for Elemental Area Skills
Increased area for Throwing Area SkillsIdolPrefixLarge Idol [1×3]
  • +6% to 19% Increased area for Throwing Area Skills
Increased Area of mirage attacks with Lethal MirageIdolPrefixAdorned Idol [2×2]
  • +13% to 33% Increased Area of mirage attacks with Lethal Mirage
Increased Area of Void CleaveIdolPrefixOrnate Idol [4×1]
  • +18% to 40% Increased area with Void Cleave
Increased Area with Acid FlaskIdolPrefixLarge Idol [1×3]
  • +7% to 20% Increased area of effect with Acid Flask
Increased Area with Cinder Strike's First AttackIdolPrefixGrand Idol [3×1]
  • +7% to 20% Increased area with the first attack of Cinder Strike
Increased Area with Dancing StrikesIdolPrefixGrand Idol [3×1]
  • +9% to 23% Increased Area with Dancing Strikes
Increased Area with Detonating ArrowIdolPrefixGrand Idol [3×1]
  • +7% to 20% Increased Area with Detonating Arrow
Increased Area With Rive And Forge StrikeIdolPrefixOrnate Idol [4×1]
  • +11% to 30% Increased area with Rive
  • +11% to 30% Increased Area with Forge Strike
Increased Aspect of the Boar DurationIdolPrefixLarge Idol [1×3]
  • +6% to 20% Increased Aspect of the Boar Duration
Increased Aspect of the Lynx EffectIdolPrefixHuge Idol [1×4]
  • +10% to 25% Increased Aspect of the Lynx Effect
Increased Aspect of the Shark DurationIdolPrefixAdorned Idol [2×2]
  • +7% to 24% Increased Aspect of the Shark Duration
Increased Aspect of the Viper DurationIdolPrefixHuge Idol [1×4]
  • +15% to 40% Increased Aspect of the Viper Duration
Increased Aura of Decay AreaIdolPrefixHuge Idol [1×4]
  • +10% to 30% Increased Aura of Decay Area
Increased Bleed DurationIdolPrefixLarge Idol [1×3]
  • +7% to 27% Increased Bleed Duration
Increased Bow Attack Speed for 3 seconds when you use a Bow Attack (10 second cooldown)IdolPrefixAdorned Idol [2×2]
  • +7% to 20% Increased Bow Attack Speed for 3 seconds when you use a Bow Attack (10 second cooldown)
Increased Cast Speed while CursedIdolPrefixOrnate Idol [4×1]
  • +13% to 33% Increased Cast Speed while Cursed
Increased Cast Speed while you have Lightning AegisIdolPrefixLarge Idol [1×3]
  • +7% to 19% Increased Cast Speed while you have Lightning Aegis
Increased Cooldown Recovery Speed for SurgeIdolPrefixOrnate Idol [4×1]
  • +6% to 18% Increased Cooldown Recovery Speed for Surge
Increased Crit Chance with FlurryIdolPrefixLarge Idol [1×3]
  • +20% to 54% Increased Critical Strike chance with Flurry
Increased Critical Strike Chance per Equipped DaggerIdolPrefixOrnate Idol [4×1]
  • +20% to 55% Increased Crit Chance per Equipped Dagger
Increased Critical Strike Chance per Equipped SwordIdolPrefixGrand Idol [3×1]
  • +13% to 37% Increased Crit Chance per Equipped Sword
Increased Damage For 4 Seconds If You Have Cast Devouring Orb RecentlyIdolPrefixHuge Idol [1×4]
  • +22% to 60% Increased damage if you have cast Devouring Orb recently
Increased Damage Over Time while you have an Ailment OverloadIdolPrefixAdorned Idol [2×2]
  • +29% to 88% Increased Damage Over Time while you have an Ailment Overload
Increased Damage per active Shadow with Shadow CascadeIdolPrefixHuge Idol [1×4]
  • +10% to 28% Increased Damage with Shadow Cascade per Active Shadow
Increased Damage per arrow with MultishotIdolPrefixOrnate Idol [4×1]
  • +3% to 6% Increased Damage per arrow with Multishot
Increased Damage With Rip Blood And Blood SplatterIdolPrefixAdorned Idol [2×2]
  • +27% to 71% Increased damage with Rip Blood
  • +27% to 71% Increased damage with Blood Splatter
Increased Damage with Umbral Blades per stack of Dusk ShroudIdolPrefixOrnate Idol [4×1]
  • +4% to 8% Increased Damage with Umbral Blades per stack of Dusk Shroud
Increased Damage With Vengeance And SmiteIdolPrefixLarge Idol [1×3]
  • +20% to 54% Increased damage with Vengeance
  • +20% to 54% Increased Damage with Smite
Increased Duration for Profane VeilIdolPrefixOrnate Idol [4×1]
  • +12% to 31% Increased Duration for Profane Veil
Increased duration with Hail of ArrowsIdolPrefixLarge Idol [1×3]
  • +7% to 15% Increased Hail of Arrows Duration
Increased Echo Damage when a Skill EchoesIdolPrefixOrnate Idol [4×1]
  • +40% to 150% Increased Echo Damage when a skill is Echoed
Increased Elemental Nova AreaIdolPrefixGrand Idol [3×1]
  • +7% to 20% Increased Area with Elemental Nova
Increased Fire Aura AreaIdolPrefixGrand Idol [3×1]
  • +10% to 24% Increased Fire Aura Area
Increased Fire Aura DamageIdolPrefixLarge Idol [1×3]
  • +20% to 67% Increased Fire Aura Damage
Increased Frequency of expending Storm StacksIdolPrefixGrand Idol [3×1]
  • +8% to 21% Increased Frequency of expending Storm Stacks
Increased Healing EffectivenessIdolPrefixSmall Idol [1×1]Adorned Idol [2×2]
  • +37% to 70% Increased Healing Effectiveness
Increased Lightning Damage while you have Lightning AegisIdolPrefixAdorned Idol [2×2]
  • +23% to 66% Increased Lightning Damage while you have Lightning Aegis
Increased Melee Damage For 4 Seconds When a Skill EchoesIdolPrefixAdorned Idol [2×2]
  • +24% to 62% Increased melee damage if Echoed recently
Increased Minion Cooldown Recovery SpeedIdolPrefixHuge Idol [1×4]
  • +7% to 20% Increased Minion Cooldown Recovery Speed
Increased Minion Melee Stun ChanceIdolPrefixHuge Idol [1×4]
  • +46% to 125% Increased Minion Melee Stun Chance
Increased Poison Damage while Aura of Decay is activeIdolPrefixOrnate Idol [4×1]
  • +60% to 100% Increased Poison Damage while Aura of Decay is active
Increased Shock DurationIdolPrefixLarge Idol [1×3]
  • +4% to 10% Increased Shock Duration
Increased Stun ChanceIdolPrefixSmall Idol [1×1]Adorned Idol [2×2]
  • +44% to 120% Increased Stun Chance
Increased Stun Chance With Throwing AttacksIdolPrefixHuge Idol [1×4]
  • +56% to 150% Increased Throwing Stun Chance
Increased Stun DurationIdolPrefixHumble Idol [2×1]Adorned Idol [2×2]
  • +15% to 40% Increased Stun Duration
Increased Time Rot DurationIdolPrefixHuge Idol [1×4]
  • +15% to 40% Increased Time Rot Duration
Increased Void Damage For 4 Seconds When a Skill EchoesIdolPrefixAdorned Idol [2×2]
  • +28% to 76% Increased void damage if Echoed recently
Increased Volcanic Orb Damage And Reduced SpeedIdolPrefixOrnate Idol [4×1]
  • +20% to 55% Increased Volcanic Orb Damage
  • +20% to 55% Reduced Volcanic Orb Speed
Increased Warpath AreaIdolPrefixGrand Idol [3×1]
  • +7% to 20% Increased Warpath Area
Less frequency of Storm Stacks and Added Damage With Storm BoltIdolPrefixOrnate Idol [4×1]
  • +12% to 30% Less Frequency of expending Storm Stacks
  • +6 to 18 Spell Damage for Storm Bolt
Lightning Damage Taken as PhysicalIdolPrefixHuge Idol [1×4]
  • +8% to 20% Lightning Damage Taken as Physical
Lightning Damage with Hammer ThrowIdolPrefixGrand Idol [3×1]
  • +3 to 8 Lightning Damage with Hammer Throw
Lightning Damage with ShurikensIdolPrefixHuge Idol [1×4]
  • +4 to 8 Lightning Damage with Shurikens
  • +50% to 80% Shurikens Base Damage converted to Lightning
ManaIdolPrefixMinor Idol [1×1]Grand Idol [3×1]
  • +15 to 40 Mana
Mana Efficiency and Wither Chance with Soul FeastIdolPrefixOrnate Idol [4×1]
  • +7% to 19% Mana Efficiency with Soul Feast
  • +21% to 55% Chance to Wither on Hit with Soul Feast
Mana Efficiency with GhostflameIdolPrefixLarge Idol [1×3]
  • +6% to 14% Mana Efficiency with Ghostflame
Mana Efficiency with Synchronised StrikeIdolPrefixHuge Idol [1×4]
  • +8% to 16% Mana efficiency for Synchronized Strike
Mana Efficiency With Void SpellsIdolPrefixOrnate Idol [4×1]
  • +9% to 25% Void Spell Mana Efficiency
Mana Gained When Transforming Back To Human FormIdolPrefixGrand Idol [3×1]
  • +3 to 10 Mana gained when auto transforming back to human form
Melee Damage while TransformedIdolPrefixGrand Idol [3×1]
  • 15% to 40% increased Melee Damage While Transformed
Melee Elemental DamageIdolPrefixOrnate Idol [4×1]
  • 28% to 70% increased Melee Elemental Damage
Melee Physical Damage For Swarm Strike and LocustsIdolPrefixAdorned Idol [2×2]
  • +3 to 8 Melee Physical Damage with Swarm Strike
  • +2 to 4 Melee Physical Damage for Locusts
Minion Chance To Inflict Plague on HitIdolPrefixGrand Idol [3×1]
  • +3% to 7% Chance to inflict Plague on Minion Hit
Minion Cold DamageIdolPrefixGrand Idol [3×1]
  • 26% to 72% increased Minion Cold Damage
Minion Fire DamageIdolPrefixGrand Idol [3×1]
  • 26% to 72% increased Minion Fire Damage
Minion Increased Healing EffectivenessIdolPrefixAdorned Idol [2×2]
  • +37% to 100% Minion Increased Healing Effectiveness
Minion Melee Critical Strike ChanceIdolPrefixHuge Idol [1×4]
  • +1% to 2% Minion Melee Critical Strike Chance
Minion Melee Damage Leeched as HealthIdolPrefixHuge Idol [1×4]
  • +1% to 3% Minion Damage Leeched as Health on Melee Hit
Necrotic Spell Damage per Skeletal MageIdolPrefixHuge Idol [1×4]
  • +1 to 2 Necrotic Spell Damage per Skeletal Mage
Physical Penetration while wielding a DaggerIdolPrefixHuge Idol [1×4]
  • +4% to 9% Physical Penetration while wielding a Dagger
Physical Penetration with PunctureIdolPrefixHuge Idol [1×4]
  • +5% to 12% Physical Penetration with Puncture
Physical Penetration with Shadow DaggersIdolPrefixLarge Idol [1×3]
  • +11% to 24% Physical Penetration with Shadow Daggers
Plague Chance On Hit And PenetrationIdolPrefixLarge Idol [1×3]
  • +6% to 17% Chance to apply Plague on Hit
  • +6% to 17% Poison Penetration with Plague
Poison Chance per Equipped DaggerIdolPrefixAdorned Idol [2×2]
  • +12% to 33% Chance to Poison on Hit per equipped Dagger
Potion Health Converted to WardIdolPrefixStout Idol [1×2]Huge Idol [1×4]
  • +20% to 55% Potion Health Converted to Ward
Reduced Health Cost of SpellsIdolPrefixLarge Idol [1×3]
  • +4% to 10% Reduced Health Cost of Spells
Rogue Falcon Poison and Bleed ChanceIdolPrefixAdorned Idol [2×2]
  • +14% to 24% Your Bleed Chance granted to your Falcon
  • +14% to 24% Your Poison Chance granted to your Falcon
Rogue Recurve Chance and Bow DamageIdolPrefixHuge Idol [1×4]
  • +10% to 20% Recurve Chance for Heartseeker
  • +5% to 20% Increased Damage while wielding a Bow
Seconds of Stun Immunity after using TeleportIdolPrefixHuge Idol [1×4]
  • +2 to 3 Seconds of Stun Immunity after using Teleport
Shared Critical Strike MultiplierIdolPrefixAdorned Idol [2×2]
  • +10% to 25% Critical Strike Multiplier
  • +10% to 25% Minion Critical Strike Multiplier
Spell Damage for CursesIdolPrefixGrand Idol [3×1]
  • +4 to 10 Curse Spell Damage
Spell Damage while TransformedIdolPrefixGrand Idol [3×1]
  • 15% to 40% increased Spell Damage While Transformed
Static Charges Generated per SecondIdolPrefixHuge Idol [1×4]
  • +2 to 5 Static Charges Generated per Second
Stun AvoidanceIdolPrefixMinor Idol [1×1]Huge Idol [1×4]
  • +200 to 450 Stun Avoidance
Symbol Duration And Gain RateIdolPrefixHuge Idol [1×4]
  • +8% to 20% Increased Symbols of Hope Active Duration
  • +10% to 28% Increased Symbol Gain Rate
Throwing Attack Critical Strike MultiplierIdolPrefixLarge Idol [1×3]
  • +9% to 23% Throwing Critical Strike Multiplier
Throwing Damage with CaltropsIdolPrefixGrand Idol [3×1]
  • +3 to 7 Throwing Damage with Caltrops
Totem ArmorIdolPrefixLarge Idol [1×3]
  • +119 to 322 Armor for Totems
Totem Elemental ResistanceIdolPrefixLarge Idol [1×3]
  • +10% to 27% Elemental Resistance for Totems
VitalityIdolPrefixHumble Idol [2×1]Ornate Idol [4×1]
  • +3 to 7 Vitality
Volatile Zombie Damage and Explosion AreaIdolPrefixOrnate Idol [4×1]
  • +15% to 35% Increased Volatile Zombie Damage
  • +15% to 35% Increased Volatile Zombie Explosion Area
Ward Gained on use with Smoke BombIdolPrefixLarge Idol [1×3]
  • +15 to 40 Ward gained when you use Smoke Bomb
Ward gained per Rune consumed with Runic InvocationIdolPrefixAdorned Idol [2×2]
  • +13 to 38 Ward gained per Rune consumed with Runic Invocation
Ward Gained When Damage Leaves You At Low Health (5 Second Cooldown)IdolPrefixAdorned Idol [2×2]
  • +33 to 95 Ward gained when damage leaves you at low health
Ward Granted When Casting Flame WardIdolPrefixGrand Idol [3×1]
  • +28 to 64 Ward gained when you cast Flame Ward
Ward On Potion UseIdolPrefixMinor Idol [1×1]Large Idol [1×3]
  • +30 to 80 Ward Gained on Potion Use
Ward Per Second and Increased HealthIdolPrefixLarge Idol [1×3]
  • +3 to 6 Ward per Second
  • 3% to 9% increased Health
Ward per Second during Profane VeilIdolPrefixAdorned Idol [2×2]
  • +45 to 139 Ward per Second during Profane Veil
Ward per Second for you or your allies while standing on your Glyph of DominionIdolPrefixGrand Idol [3×1]
  • +15 to 50 Ward per Second for you or your allies while standing on your Glyph of Dominion
Ward per Second while channeling GhostflameIdolPrefixGrand Idol [3×1]
  • +33 to 113 Ward per Second while channeling Ghostflame
Ward RetentionIdolPrefixMinor Idol [1×1]Adorned Idol [2×2]
  • +13% to 30% Ward Retention
ArmorIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • 15% to 35% increased Armor
Block EffectivenessIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +185 to 400 Block Effectiveness
Bow Critical Strike ChanceIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • 24% to 65% increased Bow Critical Strike Chance
Bow DamageIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 17% to 45% increased Bow Damage
Chance to apply a Spark Charge on Melee HitIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +8% to 25% Chance to apply a Spark Charge on Melee Hit
Chance to Cast Fire Aura when Hit (up to 3 times per second)IdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +2% to 5% Chance to cast Fire Aura when Hit (up to 3 times per second)
Chance to Fear on HitIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +6% to 20% Chance to Fear on Hit
Chance to Gain 20 Ward on Melee HitIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +10% to 22% Chance to Gain 20 Ward on Melee Hit
Chance to Gain Lightning Aegis when HitIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +4% to 10% Chance to gain Lightning Aegis when hit
Chance To Ignite While At High HealthIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +15% to 40% Chance to Ignite on Hit while at High Health
Chance to Inflict Bleed On Bow HitIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +15% to 35% Chance to inflict Bleed on Bow Hit
Chance to Inflict Bleed on Melee Hit for You and Your MinionsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +15% to 40% Chance to inflict Bleed on Melee Hit
  • +15% to 40% Chance to inflict Bleed on Minion Melee Hit
Chance To Inflict Bleed On Physical Spell HitIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +22% to 60% Chance to inflict Bleed on Physical Spell Hit
Chance to Inflict Bleed while at High HealthIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +15% to 40% Chance to inflict Bleed on Hit while at High Health
Chance to inflict Time Rot on HitIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +11% to 30% Chance to inflict Time Rot on Hit
Chance To Shred Armor on HitIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +22% to 60% Chance to Shred Armor on Hit
Chance To Shred Armor on Hit With Fire SkillsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +30% to 80% Chance to Shred Armor on Fire Hit
Chance To Shred Armor on Hit with Throwing AttacksIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +30% to 80% Chance to Shred Armor on Throwing Hit
Chance To Shred Armor on Melee HitIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +30% to 80% Chance to Shred Armor on Melee Hit
Chance to Slow on Bow HitIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +10% to 21% Chance to Slow on Bow Hit
Chance To Slow With Void SkillsIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +25% to 60% Chance to Slow on Void Hit
Cold and Lightning DamageIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • 18% to 48% increased Cold Damage
  • 18% to 48% increased Lightning Damage
Cold Damage Over TimeIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • 30% to 75% increased Cold Damage Over Time
Cold ResistanceIdolSuffixMinor Idol [1×1]Stout Idol [1×2]Large Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +20% to 45% Cold Resistance
Critical Strike Avoidance for You and Your MinionsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +15% to 40% Critical Strike Avoidance
  • +15% to 40% Minion Critical Strike Avoidance
Critical Strike Chance For You And Your MinionsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • 15% to 40% increased Critical Strike Chance
  • 15% to 40% increased Minion Critical Strike Chance
Critical Strike Chance with Lightning Skills for You and Your MinionsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 19% to 50% increased Lightning Critical Strike Chance
  • 19% to 50% increased Minion Lightning Critical Strike Chance
Damage Over Time For You And Your MinionsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 18% to 48% increased Damage Over Time
  • 18% to 48% increased Minion Damage Over Time
Damage Over Time TakenIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • -4% to -9% more Damage Over Time Taken
Damage Over Time Taken While ChannellingIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • -6% to -16% more Damage Over Time Taken While Channelling
Damage Reflected For You And Your MinionsIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +10% to 35% Damage Reflected
  • +10% to 35% Minion Damage Reflected
Dodge Rating if Hit RecentlyIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +50 to 120 Dodge Rating if you have been hit recently
Elemental ResistanceIdolSuffixMinor Idol [1×1]Stout Idol [1×2]Large Idol [1×3]Huge Idol [1×4]
  • +8% to 20% Elemental Resistance
Elemental Resistance While TransformedIdolSuffixLarge Idol [1×3]
  • +13% to 30% Elemental Resistance While Transformed
Fire Damage Over TimeIdolSuffixLarge Idol [1×3]
  • 22% to 60% increased Fire Damage Over Time
Fire Damage Over TimeIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • 22% to 60% increased Fire Damage Over Time
Fire Penetration With Melee AttacksIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +7% to 15% Fire Melee Penetration
Fire ResistanceIdolSuffixMinor Idol [1×1]Stout Idol [1×2]Large Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +20% to 45% Fire Resistance
HealthIdolSuffixMinor Idol [1×1]Large Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +30 to 80 Health
Health Gained on DodgeIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +5 to 12 Health gained when you Dodge
Health Regen And Damage Taken Over TimeIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • -4% to -10% more Health Regen
  • -4% to -10% more Damage Over Time Taken
Health Regen While TransformedIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • 35% to 100% increased Health Regen While Transformed
Increased Armor Shred DurationIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +40% to 100% Increased Shred Armor Duration
Increased Armor Shred EffectIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +30% to 90% Increased Shred Armor Effect
Increased Aspect of the Boar EffectIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +5% to 12% Increased Aspect of the Boar Effect
Increased Aspect of the Lynx DurationIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +15% to 40% Increased Aspect of the Lynx Duration
Increased Aspect of the Shark EffectIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +6% to 20% Increased Aspect of the Shark Effect
Increased Aspect of the Viper EffectIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +10% to 25% Increased Aspect of the Viper Effect
Increased Cold Damage (Doubled If You Have Over 300 Max Mana)IdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +16% to 40% Increased cold damage. This effect is doubled if you have 300 or more maximum mana.
Increased Cold Damage per active TotemIdolSuffixOrnate Idol [4×1]
  • +7% to 22% Increased Cold Damage per active Totem
Increased Cooldown Recovery Speed With TransplantIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +7% to 15% Increased Cooldown Recovery Speed for Transplant
Increased Damage to Skills used by ShadowsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +25% to 60% Increased Damage for skills used by Shadows
Increased Damage while wielding a BowIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +17% to 45% Increased Damage while wielding a Bow
Increased Damage while wielding a DaggerIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +17% to 45% Increased Damage while wielding a Dagger
Increased Damage while wielding a SwordIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +17% to 45% Increased Damage while wielding a Sword
Increased Fire Damage (Doubled If You Have Over 300 Max Mana)IdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +16% to 40% Increased fire damage. This effect is doubled if you have 300 or more maximum mana.
Increased Lightning Damage (Doubled If You Have Over 300 Max Mana)IdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +16% to 40% Increased lightning damage. This effect is doubled if you have 300 or more maximum mana.
Increased Minion Cooldown Recovery SpeedIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +12% to 35% Increased Minion Cooldown Recovery Speed
Increased Spell Damage if you have an active TotemIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +25% to 60% Increased Spell Damage if you have an active Totem
Lightning ResistanceIdolSuffixMinor Idol [1×1]Stout Idol [1×2]Large Idol [1×3]Huge Idol [1×4]
  • +20% to 45% Lightning Resistance
Mana And ArmorIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • 5% to 12% increased Armor
  • 5% to 12% increased Mana
Mana Efficiency with DecoyIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +8% to 16% Mana efficiency for Decoy
Mana Spent Gained as WardIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +12% to 40% Mana Spent Gained as Ward
Melee Cold DamageIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +2 to 4 Melee Cold Damage
Melee Damage For You And Your MinionsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 18% to 48% increased Melee Damage
  • 18% to 48% increased Minion Melee Damage
Melee Fire DamageIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +2 to 4 Melee Fire Damage
Melee Lightning DamageIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +2 to 4 Melee Lightning Damage
Melee Void DamageIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • 33% to 90% increased Melee Void Damage
Minion Chance To Apply Mark For Death On HitIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +4% to 10% Chance to Marked For Death on Minion Hit
Minion Chance to Inflict Bleed On HitIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +19% to 52% Chance to inflict Bleed on Minion Hit
Minion Chance To Poison On HitIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +11% to 30% Chance to Poison on Minion Hit
Minion Critical Strike ChanceIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • 22% to 60% increased Minion Critical Strike Chance
Minion Dodge RatingIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +89 to 240 Minion Dodge Rating
Minion Melee Attack SpeedIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • 9% to 24% increased Minion Melee Attack Speed
Necrotic ResistanceIdolSuffixSmall Idol [1×1]Humble Idol [2×1]Grand Idol [3×1]Ornate Idol [4×1]
  • +20% to 45% Necrotic Resistance
Percent Missing Health Restored On LungeIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +5% to 12% Missing Health Restored on Lunge
Physical And Poison DamageIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 18% to 48% increased Physical Damage
  • 18% to 48% increased Poison Damage
Physical Damage Over TimeIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 33% to 90% increased Physical Damage Over Time
Physical Damage Over TimeIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • 33% to 90% increased Physical Damage Over Time
Physical ResistanceIdolSuffixSmall Idol [1×1]Humble Idol [2×1]Grand Idol [3×1]Ornate Idol [4×1]
  • +20% to 45% Physical Resistance
Physical Spell Critical Strike ChanceIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • 24% to 65% increased Physical Spell Critical Strike Chance
Poison Chance On Spell HitIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +15% to 36% Chance to Poison on Spell Hit
Poison Chance While At Low HealthIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +15% to 40% Chance to Poison on Hit while at Low Health
Poison ResistanceIdolSuffixSmall Idol [1×1]Humble Idol [2×1]Grand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +20% to 45% Poison Resistance
Rogue Caltrops Area and Armor ShredIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +9% to 25% Increased Area with Caltrops
  • +10% to 28% Chance to shred Armor on hit with Caltrops
Shared Cold DamageIdolSuffixMinor Idol [1×1]Stout Idol [1×2]Large Idol [1×3]Huge Idol [1×4]
  • 17% to 45% increased Cold Damage
  • 17% to 45% increased Minion Cold Damage
Shared Fire DamageIdolSuffixMinor Idol [1×1]Stout Idol [1×2]Large Idol [1×3]Huge Idol [1×4]
  • 17% to 45% increased Fire Damage
  • 17% to 45% increased Minion Fire Damage
Shared Lightning DamageIdolSuffixMinor Idol [1×1]Stout Idol [1×2]Large Idol [1×3]Huge Idol [1×4]
  • 17% to 45% increased Lightning Damage
  • 17% to 45% increased Minion Lightning Damage
Shared Necrotic DamageIdolSuffixSmall Idol [1×1]Humble Idol [2×1]Grand Idol [3×1]Ornate Idol [4×1]
  • 17% to 45% increased Necrotic Damage
  • 17% to 45% increased Minion Necrotic Damage
Shared Physical DamageIdolSuffixSmall Idol [1×1]Humble Idol [2×1]Grand Idol [3×1]Ornate Idol [4×1]
  • 17% to 45% increased Physical Damage
  • 17% to 45% increased Minion Physical Damage
Shared Poison DamageIdolSuffixSmall Idol [1×1]Humble Idol [2×1]Grand Idol [3×1]Ornate Idol [4×1]
  • 17% to 45% increased Poison Damage
  • 17% to 45% increased Minion Poison Damage
Shared Void DamageIdolSuffixSmall Idol [1×1]Humble Idol [2×1]Grand Idol [3×1]Ornate Idol [4×1]
  • 17% to 45% increased Void Damage
  • 17% to 45% increased Minion Void Damage
Spell Cold DamageIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • +2 to 4 Spell Cold Damage
Spell Damage For You And Your MinionsIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 18% to 48% increased Spell Damage
  • 18% to 48% increased Minion Spell Damage
Spell Damage Leeched While ChannellingIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +1% to 3% Spell Damage Leeched as Health While Channelling
Spell Damage while at Low HealthIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • 20% to 75% increased Spell Damage while at Low Health
Spell Fire DamageIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +2 to 4 Spell Fire Damage
Spell Lightning DamageIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +2 to 4 Spell Lightning Damage
Throwing DamageIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]Adorned Idol [2×2]
  • 17% to 45% increased Throwing Damage
Throwing Physical DamageIdolSuffixHuge Idol [1×4]
  • 22% to 60% increased Throwing Physical Damage
Totem DamageIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 30% to 80% increased Damage for Totems
Totem HealthIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • 61% to 165% increased Health for Totems
Void Damage Over TimeIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • 33% to 90% increased Void Damage Over Time
Void ResistanceIdolSuffixSmall Idol [1×1]Humble Idol [2×1]Grand Idol [3×1]Ornate Idol [4×1]
  • +20% to 45% Void Resistance
Ward Gained On KillIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +5 to 13 Ward Gain on Kill
Ward Gained on use with ShiftIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +17 to 45 Ward gained when you use Shift
Ward Gained when you create a ShadowIdolSuffixLarge Idol [1×3]Huge Idol [1×4]
  • +5 to 15 Ward Gained on Shadow Creation
Ward Per SecondIdolSuffixGrand Idol [3×1]Ornate Idol [4×1]
  • +12 to 40 Ward per Second
Ward RetentionIdolSuffixLarge Idol [1×3]Huge Idol [1×4]Adorned Idol [2×2]
  • +13% to 30% Ward Retention
Aberrant EyeNormalImplicitRelic
  • +(7 to 13) Ward per Second
  • (11% to 13%) of Maximum Health gained as Ward Decay Threshold
  • (9% to 7%) reduced Health
Adept HelmNormalImplicitHelmet
  • +20 Armor
Adept RobesNormalImplicitBody Armor
  • +24 Armor
  • (6% to 18%) increased Elemental Damage
Ancestral CrownNormalImplicitHelmet
  • +116 Armor
  • +(11% to 16%) Endurance
  • (6% to 10%) of Maximum Health gained as Endurance Threshold
Ancestral GarbNormalImplicitBody Armor
  • +172 Armor
  • (6% to 12%) increased Health
  • (6% to 12%) Increased Cooldown Recovery Speed
Ancient CoinsNormalImplicitRelic
  • (10% to 100%) increased Critical Strike Chance
  • (3 to 6) Health Gain on Crit
Ancient ScrollNormalImplicitRelic
  • (6% to 12%) Increased Chill Duration
  • (6% to 12%) Increased Shock Duration
  • (6% to 12%) Increased Ignite Duration
Antidote VialNormalImplicitRelic
  • +(30% to 45%) Poison Resistance
  • (30% to 60%) Increased Leech Rate
Aphelion BowNormalImplicitBow
  • +47 Bow Damage
  • +(3% to 4%) Bow Critical Strike Chance
  • +(30% to 47%) Bow Critical Strike Multiplier
Apocalypse CodeNormalImplicitRelic
  • +(13% to 17%) Physical Penetration
  • +(13% to 17%) Void Penetration
  • (7% to 5%) reduced Health
Apocalypse PlateNormalImplicitBody Armor
  • +513 Armor
  • +(113 to 253) Stun Avoidance
  • (13% to 130%) increased Echo Damage when a skill is Echoed
Arcane BootsNormalImplicitBoots
  • +8 Armor
  • (15% to 18%) increased Movement Speed
  • +(120 to 230) Ward Decay Threshold
Arcane BracersNormalImplicitGloves
  • +36 Armor
  • +(20 to 36) Mana
  • (12% to 24%) increased Mana Regen
Arcane QuillNormalImplicitRelic
  • (3 to 5) Ward Gain on Kill
Arcane RegaliaNormalImplicitBody Armor
  • +196 Armor
  • (7% to 14%) increased Mana
  • (21% to 42%) increased Mana Regen
Arcane VisageNormalImplicitHelmet
  • +117 Armor
  • (7% to 15%) Increased Cooldown Recovery Speed
  • (7% to 15%) increased Mana
Archive RobesNormalImplicitBody Armor
  • +41 Armor
  • +(11% to 24%) Void Resistance
Archive WandNormalImplicitWand
  • +(4 to 6) Spell Damage
  • -3 Mana Cost for Spell Skills
Arena HelmNormalImplicitHelmet
  • +50 Armor
  • +(10% to 20%) Fire Resistance
Argent CrestNormalImplicitRelic
  • +(30% to 45%) Cold Resistance
  • +(30% to 45%) Lightning Resistance
Argent SceptreNormalImplicitSceptre
  • +50 Melee Damage
  • +(48 to 58) Spell Damage
  • (50% to 80%) increased Damage Over Time
Ascetic GlovesNormalImplicitGloves
  • +58 Armor
  • (6% to 12%) Increased Cooldown Recovery Speed
AstrolabeNormalImplicitOff-Hand Catalyst
  • +(8 to 15) Intelligence
  • (15% to 25%) of Mana Spent Gained as Ward
  • (10% to 15%) increased Mana Regen
Astrology AmuletNormalImplicitAmulet
  • (6% to 12%) less Damage Over Time Taken
Astrology WandNormalImplicitWand
  • +(52 to 58) Spell Damage
  • +(40 to 52) Mana
  • (-3 to -4) Mana Cost for Spell Skills
Augury HelmNormalImplicitHelmet
  • +260 Armor
  • (6% to 10%) Increased Cooldown Recovery Speed
  • +(16% to 42%) Void Resistance
Augury PlateNormalImplicitBody Armor
  • +475 Armor
  • (18% to 35%) increased Mana Regen
Auric AltarNormalImplicitIdol Altar
  • 2% more Damage to Bosses per Equipped Unique or Legendary Idol
    multiplicative with other modifiers
Auric SceptreNormalImplicitSceptre
  • +38 Melee Damage
  • +(38 to 48) Spell Damage
Avenged Blade QuiverNormalImplicitQuiver
  • +(2% to 3%) Bow Critical Strike Chance
  • (12% to 20%) increased Mana Regen
  • +(36% to 64%) Chance to apply Critical Vulnerability on Bow Hit
Avenged Cavalry SwordNormalImplicitOne-Handed Sword
  • +47 Melee Damage
  • (17% to 27%) increased Cooldown Recovery Speed for Evade
  • +(147 to 231) Dodge Rating while using Evade
    Does not work if Evade is replaced by another ability
Avenged Chitin ClubNormalImplicitOne-Handed Mace
  • +68 Melee Damage
  • +(57 to 90) Endurance Threshold
  • (5% to 7%) of Maximum Health gained as Endurance Threshold
Avenged Crystal CoreNormalImplicitOff-Hand Catalyst
  • +(12 to 15) Intelligence
  • (24 to 30) Mana Gained on Potion Use
  • +(30 to 48) Mana
Avenged Culnivan ShieldNormalImplicitShield
  • +25% Block Chance
  • (40 to 48) Ward Gain on Block
  • +(125 to 255) Ward Decay Threshold
Avenged Great MacuahuitlNormalImplicitTwo-Handed Sword
  • +99 Melee Damage
  • +(105% to 145%) Chance to apply Bleed on Melee Hit
  • (35% to 45%) Increased Bleed Duration
Avenged Kolheim AxeNormalImplicitOne-Handed Axe
  • +53 Melee Damage
  • +(8% to 13%) Cold Penetration
  • (13% to 18%) more Damage to Frozen Enemies
Avenged Lodestone WandNormalImplicitWand
  • +(60 to 63) Spell Damage
  • (-3 to -5) Mana Cost for Spell Skills
  • (36% to 60%) of Mana Spent Gained as Ward
Avenged Obsidian HammerNormalImplicitTwo-Handed Mace
  • +132 Melee Damage
  • (15% to 23%) more Melee Damage to Stunned Enemies
  • (85% to 132%) Increased Melee Stun Chance
Avenged Ram StaffNormalImplicitTwo-Handed Staff
  • +92 Melee Damage
  • +(92 to 102) Spell Damage
  • +(55 to 72) Health
Avenged Raptor SpearNormalImplicitTwo-Handed Spear
  • +120 Melee Damage
  • (1.2 to 1.8) Seconds of Haste after you use Evade
    Haste is a buff that grants 30% increased movement speed by default. It cannot stack.
  • (30% to 50%) increased Effect of Haste on You
Avenged Scorn SceptreNormalImplicitSceptre
  • +61 Melee Damage
  • +(8% to 9%) Spell Critical Strike Chance
  • +(16 to 21) Spell Damage
Avenged Shark ToothNormalImplicitDagger
  • +47 Melee Damage
  • (2% to 3%) of Damage Leeched as Health on Hit
  • (47 to 72) Health Gain on Kill
Avenged Silverwing BowNormalImplicitBow
  • +50 Bow Damage
  • (15% to 25%) Chance to gain Haste for 1 second on Hit
  • (25% to 50%) increased Effect of Haste on You
Avenged Sun BeakNormalImplicitTwo-Handed Axe
  • +105 Melee Damage
  • +(105% to 135%) Melee Critical Strike Multiplier
  • (10 to 15) Health Gain on Crit
Avian GarbNormalImplicitBody Armor
  • +38 Armor
  • +(1 to 4) Attunement
Avian HelmNormalImplicitHelmet
  • +22 Armor
  • (11% to 33%) Increased Stun Chance
Bandit GarbNormalImplicitBody Armor
  • +40 Armor
  • (10% to 18%) increased Physical Damage
Bandit HelmNormalImplicitHelmet
  • +32 Armor
Bandit ShieldNormalImplicitShield
  • +19% Block Chance
  • +(215 to 275) Block Effectiveness
  • (25% to 60%) increased Physical Damage
BardicheNormalImplicitTwo-Handed Axe
  • +130 Melee Damage
  • +(130% to 190%) Chance to apply Bleed on Melee Hit
Bastard SwordNormalImplicitTwo-Handed Sword
  • +20 Melee Damage
Battle AxeNormalImplicitOne-Handed Axe
  • +28 Melee Damage
  • +(20% to 28%) Chance to apply Bleed on Hit
Bearded AxeNormalImplicitTwo-Handed Axe
  • +42 Melee Damage
  • (24% to 50%) increased Minion Damage
BeastmailNormalImplicitBody Armor
  • +156 Armor
  • (5% to 10%) increased Movement Speed
  • +(5 to 16) Health Regen
Birch BowNormalImplicitBow
  • +18 Bow Damage
  • +(2% to 3%) Critical Strike Chance
Birch WandNormalImplicitWand
  • +(12 to 16) Spell Damage
  • +(20 to 30) Mana
  • -3 Mana Cost for Spell Skills
Blade QuiverNormalImplicitQuiver
  • +(2% to 3%) Bow Critical Strike Chance
  • (12% to 20%) increased Mana Regen
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Bladed StaffNormalImplicitTwo-Handed Staff
  • +94 Melee Damage
  • +(84 to 104) Spell Damage
  • +1 to Level of Melee Skills
Blood CatcherNormalImplicitRelic
  • +(24% to 40%) Chance to apply Bleed on Hit
  • (7% to 21%) Increased Aspect of the Shark Effect
Blood VisageNormalImplicitHelmet
  • +115 Armor
  • (50% to 95%) increased Damage Over Time
  • (10% to 25%) Increased Bleed Duration
Bone AmuletNormalImplicitAmulet
  • +(13% to 40%) Physical Resistance
  • +(13% to 40%) Necrotic Resistance
Bone DaggerNormalImplicitDagger
  • +14 Melee Damage
  • +(20% to 35%) Chance to apply Bleed on Hit
  • +2% Critical Strike Chance
Bone MaskNormalImplicitHelmet
  • +13 Armor
  • +(5% to 19%) Poison Resistance
Bone ScytheNormalImplicitTwo-Handed Axe
  • +113 Melee Damage
  • +(13% to 29%) Necrotic Penetration
  • +(13% to 29%) Minion Necrotic Penetration
Bottled TimeNormalImplicitRelic
  • (6% to 12%) increased Movement Speed
  • (6% to 12%) increased Increased Cooldown Recovery Speed
  • (12% to 24%) increased Damage Over Time Taken
Branded SkullNormalImplicitOff-Hand Catalyst
  • +(5 to 9) Intelligence
  • +(2% to 3%) Spell Critical Strike Chance
Brass AmuletNormalImplicitAmulet
  • (5% to 15%) increased Cast Speed
Brass SceptreNormalImplicitSceptre
  • +10 Melee Damage
  • +3 Spell Damage
Brigandine ArmorNormalImplicitBody Armor
  • +105 Armor
  • +(10% to 35%) Physical Resistance
Brigandine BootsNormalImplicitBoots
  • +56 Armor
  • (11% to 14%) increased Movement Speed
BroadswordNormalImplicitOne-Handed Sword
  • +22 Melee Damage
Broken SwordNormalImplicitOne-Handed Sword
  • +14 Melee Damage
Burial MaskNormalImplicitHelmet
  • +151 Armor
  • +(11% to 15%) Endurance
Burial PlateNormalImplicitBody Armor
  • +257 Armor
  • +(23% to 39%) Cold Resistance
  • +(57 to 139) Stun Avoidance
Caged SoulsNormalImplicitRelic
  • (9 to 29) Ward Gained on Potion Use
  • +(9% to 29%) Ward Retention
Captain's RingNormalImplicitRing
  • +(40 to 95) Stun Avoidance
Carapace ShieldNormalImplicitShield
  • +28% Block Chance
  • +(500 to 585) Block Effectiveness
  • +75% Poison Resistance
Carcinised AltarNormalImplicitIdol Altar
  • +(64 to 256) Armor per Idol in a Refracted Slot
    There is no additional benefit to having an idol in multiple refracted slots
Cavalier ShieldNormalImplicitShield
  • +22% Block Chance
  • +(350 to 500) Block Effectiveness
Cavalry SwordNormalImplicitOne-Handed Sword
  • +47 Melee Damage
  • (17% to 27%) increased Cooldown Recovery Speed for Evade
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Celestial BootsNormalImplicitBoots
  • +8 Armor
  • (15% to 18%) increased Movement Speed
  • +(115 to 180) Ward Decay Threshold
Celestial CompassNormalImplicitOff-Hand Catalyst
  • +(12 to 15) Intelligence
  • (25% to 40%) of Mana Spent Gained as Ward
  • (12% to 15%) increased Mana Regen
Celestial GirdleNormalImplicitBelt
  • +5 Potion Slots
Celestial GlovesNormalImplicitGloves
  • +35 Armor
  • (15% to 20%) increased Mana Regen
Celestial GreatswordNormalImplicitTwo-Handed Sword
  • +77 Melee Damage
  • (7% to 12%) of Melee Damage Leeched as Health
Celestial HelmNormalImplicitHelmet
  • +96 Armor
  • (40% to 72%) increased Critical Strike Chance
Celestial RaimentNormalImplicitBody Armor
  • +135 Armor
  • +(15% to 30%) Critical Strike Multiplier
  • +(75% to 215%) Freeze Rate Multiplier
Celestial RingNormalImplicitRing
  • +(42 to 110) Ward Decay Threshold
Celestial SceptreNormalImplicitSceptre
  • +42 Melee Damage
  • +(48 to 52) Spell Damage
  • (48% to 72%) increased Damage Over Time
Chain BeltNormalImplicitBelt
  • +(40 to 74) Ward Decay Threshold
  • +4 Potion Slots
Champion RegaliaNormalImplicitBody Armor
  • +700 Armor
  • (10% to 17%) of Armor Mitigation also applies to Damage over Time
Chitin CarapaceNormalImplicitBody Armor
  • +194 Armor
  • +(4% to 9%) Endurance
Chitin ClawNormalImplicitOne-Handed Axe
  • +47 Melee Damage
  • +(47% to 74%) Chance to apply Poison on Melee Hit
  • (10% to 17%) Increased Poison Duration
Chitin ClubNormalImplicitOne-Handed Mace
  • +68 Melee Damage
  • +(58 to 90) Endurance Threshold
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Chitin DaggerNormalImplicitDagger
  • +41 Melee Damage
  • +4% Critical Strike Chance
  • +(40% to 80%) Chance to apply Poison on Hit
Chitin HelmNormalImplicitHelmet
  • +86 Armor
  • +(10% to 40%) Poison Resistance
ChronolabeNormalImplicitOff-Hand Catalyst
  • +(12 to 18) Intelligence
  • (26% to 42%) of Mana Spent Gained as Ward
  • (12% to 18%) increased Mana Regen
Citadel BootsNormalImplicitBoots
  • +185 Armor
  • (15% to 18%) increased Movement Speed
  • (35% to 50%) reduced Bonus Damage Taken from Critical Strikes
ClaymoreNormalImplicitTwo-Handed Sword
  • +60 Melee Damage
  • +(35% to 45%) Cold Resistance
Cloth ArmorNormalImplicitBody Armor
  • +24 Armor
Cloth HoodNormalImplicitHelmet
  • +14 Armor
ClubNormalImplicitOne-Handed Mace
  • +13 Melee Damage
Coiled BidentNormalImplicitTwo-Handed Spear
  • +86 Melee Damage
  • +(60% to 86%) Chance to apply Poison on Melee Hit
  • (60% to 86%) increased Poison Damage
Coinmail BeltNormalImplicitBelt
  • +(120 to 180) Armor
  • +4 Potion Slots
Coinmail GauntletsNormalImplicitGloves
  • +165 Armor
Constellation CleaverNormalImplicitOne-Handed Axe
  • +32 Melee Damage
  • +(25 to 42) Void Melee Damage
Copper AmuletNormalImplicitAmulet
  • +(6% to 20%) Lightning Resistance
  • +(2 to 3) Lightning Spell Damage
Copper ChaliceNormalImplicitRelic
  • +(2 to 3) Health Regen
Copper CircletNormalImplicitHelmet
  • +8 Armor
Copper RingNormalImplicitRing
  • (25% to 50%) increased Critical Strike Chance
Coral RingNormalImplicitRing
  • +(3 to 6) Vitality
  • +(3 to 6) Health Regen
Coral WandNormalImplicitWand
  • +(41 to 51) Lightning Spell Damage
  • +(15% to 51%) Chance to apply Shock on Spell Hit
  • -3 Mana Cost for Spell Skills
Corrupted InsigniaNormalImplicitRing
  • (13% to 19%) increased Cooldown Recovery Speed for Evade
  • (3 to 4) Seconds of Frenzy after you use Evade
    Frenzy is a buff that grants 20% increased attack and cast speed by default. It cannot stack.
  • +(6% to 7%) increased Damage Taken while you have Frenzy
    Magnified by Increased Effect of Frenzy
Corruption BindingNormalImplicitBelt
  • +8 Potion Slots
  • (37% to 31%) reduced Health Gained on Potion Use
Coven HatNormalImplicitHelmet
  • +66 Armor
  • +(13 to 33) Mana
  • (13% to 33%) increased Mana Regen
Coven RobesNormalImplicitBody Armor
  • +83 Armor
  • (8% to 15%) increased Cast Speed
  • (15% to 29%) increased Mana Regen
Crescent AxeNormalImplicitOne-Handed Axe
  • +28 Melee Damage
  • +(14 to 28) Lightning Melee Damage
  • +(7% to 14%) Lightning Penetration
Crusader GauntletsNormalImplicitGloves
  • +80 Armor
  • +(30% to 45%) Void Resistance
Crystal CoreNormalImplicitOff-Hand Catalyst
  • +(12 to 15) Intelligence
  • (24 to 30) Mana Gained on Potion Use
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Crystal SkullNormalImplicitOff-Hand Catalyst
  • +(10 to 16) Intelligence
  • +(3% to 6%) Spell Critical Strike Chance
  • +(12% to 18%) Ward Retention
Crystal StaffNormalImplicitTwo-Handed Staff
  • +72 Melee Damage
  • +(72 to 80) Spell Damage
  • +(60 to 80) Mana
Crystal SwordNormalImplicitOne-Handed Sword
  • +40 Melee Damage
  • (40% to 100%) increased Elemental Melee Damage
  • (8% to 14%) increased Elemental Melee Attack Speed
Crystal WandNormalImplicitWand
  • +(50 to 60) Spell Damage
  • +(50 to 60) Mana
  • (-3 to -5) Mana Cost for Spell Skills
Culnivan ShieldNormalImplicitShield
  • +25% Block Chance
  • (40 to 48) Ward Gain on Block
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Cultist BladeNormalImplicitOne-Handed Sword
  • +11 Melee Damage
  • +(3 to 9) Void Melee Damage
Cultist ChopperNormalImplicitTwo-Handed Axe
  • +31 Melee Damage
  • +(43% to 71%) Chance to apply Bleed on Melee Hit
Cultist SceptreNormalImplicitSceptre
  • +16 Melee Damage
  • +(6 to 10) Spell Damage
Cursed BonesNormalImplicitRelic
  • +(13% to 45%) Fire Resistance
  • (13% to 63%) increased Curse Damage
Cursed Coin AmuletNormalImplicitAmulet
  • +(51% to 83%) Lightning Resistance
  • +1 to Level of All Skills
  • (4% to 5%) increased Damage Taken
Damned SoulsNormalImplicitRelic
  • (13% to 91%) increased Fire Damage
  • (13% to 91%) increased Minion Fire Damage
Darkwolf PeltNormalImplicitHelmet
  • +84 Armor
  • (32% to 64%) increased Physical Damage
  • (32% to 64%) increased Minion Physical Damage
Dawn BladeNormalImplicitOne-Handed Sword
  • +54 Melee Damage
Dawn ShieldNormalImplicitShield
  • +30% Block Chance
  • +(750 to 1000) Block Effectiveness
Deadstar AmuletNormalImplicitAmulet
  • (20% to 24%) less Damage Over Time Taken
  • (42% to 60%) increased Damage Over Time
  • (60% to 42%) reduced Armor
Death MaskNormalImplicitHelmet
  • +61 Armor
Decaying HomunculusNormalImplicitRelic
  • (31% to 61%) increased Necrotic Damage
  • (31% to 61%) increased Minion Necrotic Damage
Defiled BonesNormalImplicitRelic
  • (13% to 19%) increased Spell Damage
Deicide LanceNormalImplicitTwo-Handed Spear
  • +115 Melee Damage
  • +(5% to 15%) Physical Penetration
  • +(5% to 15%) Elemental Penetration
Divine GirdleNormalImplicitBelt
  • (4% to 8%) increased Movement Speed
  • +4 Potion Slots
Doom GourdNormalImplicitRelic
  • +(11 to 17) Minion Void Melee Damage
  • +(11 to 17) Minion Void Spell Damage
  • (-23% to -17%) Minion Physical Resistance
Doom StarNormalImplicitOne-Handed Mace
  • +59 Melee Damage
  • +(50% to 90%) Melee Critical Strike Multiplier
Dragon EyeNormalImplicitOff-Hand Catalyst
  • +(12 to 18) Intelligence
  • +(18% to 40%) Spell Critical Strike Multiplier
Dragon StaffNormalImplicitTwo-Handed Staff
  • +95 Melee Damage
  • +(85 to 95) Spell Damage
  • +1 to Level of Elemental Skills
Dragon VisageNormalImplicitHelmet
  • +126 Armor
  • +(27% to 45%) Fire Resistance
  • +(18% to 36%) Critical Strike Multiplier
Dragonbone AxeNormalImplicitOne-Handed Axe
  • +51 Melee Damage
  • +(10 to 14) Minion Melee Damage
  • +(70% to 100%) Chance to apply Bleed on Hit
Dragonhide CoatNormalImplicitBody Armor
  • +180 Armor
  • +(25% to 38%) Critical Strike Avoidance
  • +(2% to 3%) Critical Strike Chance
Dragonhorn WandNormalImplicitWand
  • +(54 to 60) Spell Damage
  • (6% to 12%) increased Cast Speed
  • (-3 to -5) Mana Cost for Spell Skills
Dragonslayer GlaiveNormalImplicitTwo-Handed Spear
  • +107 Melee Damage
  • +(4% to 7%) Melee Critical Strike Chance
  • +75% Fire Resistance
Dread BannerNormalImplicitRelic
  • (43% to 73%) increased Void Damage
  • +(15% to 30%) Chance to apply Future Strike on Melee Hit
Dreadthorn BowNormalImplicitBow
  • +48 Bow Damage
  • +(3% to 4%) Bow Critical Strike Chance
  • +(31% to 61%) Bow Critical Strike Multiplier
Dream CatcherNormalImplicitRelic
  • +(7 to 14) Health
  • (7% to 14%) increased Minion Health
Dredge HookNormalImplicitTwo-Handed Spear
  • +57 Melee Damage
  • +(47% to 67%) Chance to apply Poison on Melee Hit
Eagle WingNormalImplicitOne-Handed Axe
  • +48 Melee Damage
  • +(3% to 4%) Critical Strike Chance
  • (3% to 4%) increased Movement Speed
Eber HeadNormalImplicitTwo-Handed Mace
  • +140 Melee Damage
  • (40% to 140%) Increased Melee Stun Chance
Ebertusk ClubNormalImplicitOne-Handed Mace
  • +53 Melee Damage
  • (53% to 75%) Increased Stun Chance
Elder EyeNormalImplicitRelic
  • (24% to 48%) increased Cold Damage
  • +(12% to 24%) Chance to apply Chill on Hit
  • +(120% to 240%) Freeze Rate Multiplier
Elite RegaliaNormalImplicitBody Armor
  • +175 Armor
  • +(7% to 15%) Endurance
  • (15% to 25%) increased Mana Regen
Ephemeris ShieldNormalImplicitShield
  • +23% Block Chance
  • +(750 to 1000) Block Effectiveness
Eternal GauntletsNormalImplicitGloves
  • +211 Armor
  • (11% to 24%) of Armor Mitigation also applies to Damage over Time
Exile CoatNormalImplicitBody Armor
  • +94 Armor
  • (14% to 34%) increased Critical Strike Chance
  • (14% to 34%) increased Dodge Rating
Exile HatNormalImplicitHelmet
  • +56 Armor
  • (35% to 65%) increased Bow Damage
  • (35% to 65%) increased Throwing Damage
FalchionNormalImplicitOne-Handed Sword
  • +27 Melee Damage
Falconry ArmorNormalImplicitBody Armor
  • +202 Armor
  • +(4 to 8) Dexterity
  • +(12 to 24) Melee and Throwing Damage for your Falcon
Falconry HelmNormalImplicitHelmet
  • +108 Armor
  • +(3 to 6) Dexterity
  • +(12 to 24) Melee and Throwing Damage for your Falcon
Farwood QuiverNormalImplicitQuiver
  • +(8 to 13) Cold Bow Damage
Fiend CowlNormalImplicitHelmet
  • +49 Armor
  • +(7% to 41%) Necrotic Resistance
Fiend RobesNormalImplicitBody Armor
  • +96 Armor
  • +(19% to 36%) Fire Resistance
FlambergeNormalImplicitTwo-Handed Sword
  • +90 Melee Damage
Flanged MaceNormalImplicitOne-Handed Mace
  • +30 Melee Damage
  • (30% to 48%) Increased Stun Chance
Fleshbound TomeNormalImplicitOff-Hand Catalyst
  • +(13 to 16) Intelligence
  • (36% to 66%) increased Minion Damage
  • (36% to 66%) increased Minion Health
Forest CowlNormalImplicitHelmet
  • +36 Armor
  • (10% to 16%) increased Health Regen
  • (10% to 16%) increased Mana Regen
Forest GarbNormalImplicitBody Armor
  • +42 Armor
  • +(3 to 7) Health Regen
Forestry AxeNormalImplicitTwo-Handed Axe
  • +23 Melee Damage
Forge PlateNormalImplicitBody Armor
  • +210 Armor
  • +(21% to 35%) Physical Resistance
Frostborn SeedNormalImplicitRelic
  • +(4 to 8) Cold Spell Damage
  • (10% to 24%) chance to cast Maelstrom every 3 seconds
    This will use your Maelstrom tree and does cost you Mana. This chance can exceed 100%, and can result in than one maelstrom per interval
Frostbound ShieldNormalImplicitShield
  • +17% Block Chance
  • +(400 to 460) Block Effectiveness
  • +(75% to 150%) Freeze Rate Multiplier
Full HelmNormalImplicitHelmet
  • +95 Armor
Full PlateNormalImplicitBody Armor
  • +165 Armor
Gate StaffNormalImplicitTwo-Handed Staff
  • +92 Melee Damage
  • +(102 to 122) Spell Damage
  • (20% to 52%) increased Mana Cost for Spell Skills
Giant ClubNormalImplicitTwo-Handed Mace
  • +64 Melee Damage
  • (24% to 64%) Increased Melee Stun Chance
Gilded RapierNormalImplicitOne-Handed Sword
  • +36 Melee Damage
  • +(26% to 46%) Critical Strike Multiplier
GladiusNormalImplicitOne-Handed Sword
  • +10 Melee Damage
GlaiveNormalImplicitTwo-Handed Spear
  • +49 Melee Damage
  • +(3% to 6%) Melee Critical Strike Chance
Glass CatalystNormalImplicitOff-Hand Catalyst
  • +(3 to 6) Intelligence
Gold AmuletNormalImplicitAmulet
  • +(18% to 42%) Fire Resistance
  • +(18% to 42%) Lightning Resistance
Gold RingNormalImplicitRing
  • +(5% to 18%) Elemental Resistance
Golden ChaliceNormalImplicitRelic
  • +(4 to 6) Health Regen
Gorgonscale CoatNormalImplicitBody Armor
  • +255 Armor
  • (10% to 15%) Chance to receive a Glancing Blow when hit
  • +(35% to 45%) Lightning Resistance
Gorgonscale CoifNormalImplicitHelmet
  • +152 Armor
  • (5% to 12%) Increased Cooldown Recovery Speed
  • (52% to 86%) Increased Stun Chance
Great AxeNormalImplicitTwo-Handed Axe
  • +70 Melee Damage
  • +(70% to 100%) Chance to apply Bleed on Melee Hit
Great CutlassNormalImplicitTwo-Handed Sword
  • +67 Melee Damage
  • +(100% to 167%) Melee Critical Strike Multiplier
Great HammerNormalImplicitTwo-Handed Mace
  • +82 Melee Damage
  • (82% to 160%) Increased Stun Chance
Great MaceNormalImplicitTwo-Handed Mace
  • +24 Melee Damage
Great MacuahuitlNormalImplicitTwo-Handed Sword
  • +99 Melee Damage
  • +(105% to 145%) Chance to apply Bleed on Melee Hit
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Greatwood CoatNormalImplicitBody Armor
  • +185 Armor
  • +(8 to 15) Spell Damage
  • +(8 to 15) Minion Spell Damage
Greatwood VisageNormalImplicitHelmet
  • +142 Armor
  • +(24 to 64) Mana
  • (14% to 32%) increased Mana Regen
Grolehide CoatNormalImplicitBody Armor
  • +52 Armor
  • (12% to 20%) increased Mana Regen
Grolehide HoodNormalImplicitHelmet
  • +44 Armor
  • (10% to 20%) increased Critical Strike Chance
HarpoonNormalImplicitTwo-Handed Spear
  • +90 Melee Damage
  • +(90% to 156%) Chance to apply Shred Armor on Melee Hit
HatchetNormalImplicitOne-Handed Axe
  • +11 Melee Damage
Heater ShieldNormalImplicitShield
  • +20% Block Chance
  • +(150 to 180) Block Effectiveness
  • +80 Armor
Heavy QuiverNormalImplicitQuiver
  • (15% to 30%) increased Bow Damage
  • (15% to 30%) Increased Bow Stun Chance
Heoborean BootsNormalImplicitBoots
  • +30 Armor
  • (15% to 18%) increased Movement Speed
  • +(10% to 40%) Cold Resistance
Heretic GarbNormalImplicitBody Armor
  • +23 Armor
Heretical ScriptNormalImplicitRelic
  • (5% to 12%) increased Armor
  • +(5% to 12%) Void Resistance
Hide ArmorNormalImplicitBody Armor
  • +20 Armor
Hide BootsNormalImplicitBoots
  • +5 Armor
  • (5% to 7%) increased Movement Speed
Hide GlovesNormalImplicitGloves
  • +8 Armor
Hollow BladeNormalImplicitTwo-Handed Sword
  • +66 Melee Damage
  • +(22 to 42) Void Melee Damage
  • +(6% to 12%) Void Penetration
Homunculus BileNormalImplicitRelic
  • +(13% to 31%) Chance to apply Poison on Hit
Homunculus BloodNormalImplicitRelic
  • +(13% to 41%) Chance to apply Bleed on Hit
  • +(13% to 41%) Chance to apply Bleed on Hit with Minion Skills
Horned HelmNormalImplicitHelmet
  • +62 Armor
  • +(6% to 18%) Physical Resistance
  • (6% to 18%) increased Physical Damage
Horned StaffNormalImplicitTwo-Handed Staff
  • +79 Melee Damage
  • +(79 to 91) Spell Damage
  • +1 to Level of Minion Skills
Hunting KnifeNormalImplicitDagger
  • +33 Melee Damage
  • +3% Critical Strike Chance
Ice AxeNormalImplicitTwo-Handed Axe
  • +31 Melee Damage
  • +(31 to 41) Cold Melee Damage
  • (41% to 131%) increased Cold Damage
Ice SceptreNormalImplicitSceptre
  • +43 Cold Melee Damage
  • +43 Cold Spell Damage
  • +(43% to 143%) Freeze Rate Multiplier
Ice SpearNormalImplicitTwo-Handed Spear
  • +(60 to 68) Cold Melee Damage
  • +(3% to 6%) Melee Critical Strike Chance
Icewolf GarbNormalImplicitBody Armor
  • +78 Armor
  • +(14% to 28%) Cold Resistance
  • (28% to 56%) increased Cold Damage
Icewolf PeltNormalImplicitHelmet
  • +84 Armor
  • +(32% to 44%) Cold Resistance
  • +(104% to 208%) Freeze Rate Multiplier
Immortal CrownNormalImplicitHelmet
  • +137 Armor
  • (7% to 13%) Increased Cooldown Recovery Speed
  • (13% to 23%) Minion Increased Cooldown Recovery Speed
Immortal RegaliaNormalImplicitBody Armor
  • +213 Armor
  • +(7% to 13%) to All Resistances
  • +(7% to 13%) to Minion All Resistances
ImpalerNormalImplicitTwo-Handed Spear
  • +33 Melee Damage
  • +(30% to 39%) Melee Critical Strike Multiplier
Imperial BowNormalImplicitBow
  • +24 Bow Damage
  • (0.2% to 0.3%) of Bow Damage Leeched as Health
Imperial HalberdNormalImplicitTwo-Handed Axe
  • +60 Melee Damage
  • +(60% to 90%) Chance to apply Bleed on Melee Hit
Imperial StaffNormalImplicitTwo-Handed Staff
  • +45 Melee Damage
  • +(23 to 35) Spell Damage
  • -3 Mana Cost for Spell Skills
Imperial WarbladeNormalImplicitTwo-Handed Sword
  • +40 Melee Damage
  • +(10% to 25%) Chance to apply Shred Armor on Melee Hit
Impervious AltarNormalImplicitIdol Altar
  • +(15 to 35) Ward Decay Threshold per Equipped Corrupted Idol
    Ward does not decay below your Ward Decay Threshold and ward below the threshold does not contribute to decay rate. For example if you have a Ward Decay Threshold of 500 then ward will not decay below 500 and ward decay rate at 1000 ward will be halved.
  • 2 Weaver Idols equipped at Maximum
Infantry HauberkNormalImplicitBody Armor
  • +65 Armor
Infantry HelmNormalImplicitHelmet
  • +40 Armor
Initiate RobesNormalImplicitBody Armor
  • +26 Armor
  • +(13 to 26) Mana
Inscribed TabletNormalImplicitRelic
  • +(10 to 30) Mana
  • -3 Mana Cost for Melee Skills
Iron CuirassNormalImplicitBody Armor
  • +100 Armor
  • +(5% to 15%) Cold Resistance
Iron GreavesNormalImplicitBoots
  • +35 Armor
  • (8% to 10%) increased Movement Speed
Iron HammerNormalImplicitOne-Handed Mace
  • +20 Melee Damage
  • (20% to 30%) increased Physical Damage
Iron VisorNormalImplicitHelmet
  • +56 Armor
  • (10% to 25%) Increased Stun Chance
Ironglass ShieldNormalImplicitShield
  • +35% Block Chance
  • +(400 to 620) Block Effectiveness
Ivory DiceNormalImplicitRelic
  • (16% to 28%) increased Critical Strike Chance
Ivory QuiverNormalImplicitQuiver
  • +(10% to 30%) Physical Resistance
  • +(10% to 30%) Necrotic Resistance
Ivory RingNormalImplicitRing
  • +(33% to 46%) Necrotic Resistance
  • +(46 to 130) Ward Decay Threshold
Ivory WandNormalImplicitWand
  • +(20 to 26) Spell Damage
  • +(20% to 30%) Ward Retention
  • -3 Mana Cost for Spell Skills
Jade AmuletNormalImplicitAmulet
  • (5% to 15%) increased Melee Attack Speed
  • (5% to 15%) increased Throwing Attack Speed
Jade CleaverNormalImplicitTwo-Handed Axe
  • +110 Melee Damage
  • +75% Poison Resistance
Jade DiceNormalImplicitRelic
  • (6% to 24%) increased Dodge Rating
Jade RingNormalImplicitRing
  • +(10 to 25) Dodge Rating
Jagged AltarNormalImplicitIdol Altar
  • 2 Weaver Idols equipped at Maximum
KatanaNormalImplicitOne-Handed Sword
  • +38 Melee Damage
  • +(30% to 50%) Critical Strike Multiplier
Keeper HelmNormalImplicitHelmet
  • +28 Armor
  • +(6 to 28) Mana
Keeper RaimentNormalImplicitBody Armor
  • +35 Armor
  • (10% to 15%) increased Mana Regen
KhopeshNormalImplicitTwo-Handed Sword
  • +50 Melee Damage
Kite ShieldNormalImplicitShield
  • +25% Block Chance
  • +(600 to 800) Block Effectiveness
Kolheim ArmorNormalImplicitBody Armor
  • +180 Armor
  • +(32% to 46%) Physical Resistance
Kolheim AxeNormalImplicitOne-Handed Axe
  • +53 Melee Damage
  • +(8% to 13%) Cold Penetration
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Kolheim CowlNormalImplicitHelmet
  • +72 Armor
  • +(21% to 43%) Fire Resistance
KrisNormalImplicitDagger
  • +25 Melee Damage
  • +(35% to 65%) Critical Strike Multiplier
Leather BeltNormalImplicitBelt
  • +4 Potion Slots
Leather BootsNormalImplicitBoots
  • +15 Armor
  • (8% to 10%) increased Movement Speed
Leather GlovesNormalImplicitGloves
  • +10 Armor
  • +(5 to 10) Mana
Leather HauberkNormalImplicitBody Armor
  • +33 Armor
Leather HelmNormalImplicitHelmet
  • +35 Armor
Leather MaskNormalImplicitHelmet
  • +9 Armor
  • +(15% to 26%) Poison Resistance
Leatherbound TomeNormalImplicitOff-Hand Catalyst
  • +(2 to 5) Intelligence
  • (5% to 8%) increased Cast Speed
Leonine GreathelmNormalImplicitHelmet
  • +550 Armor
  • (50% to 85%) reduced Bonus Damage Taken from Critical Strikes
Light QuiverNormalImplicitQuiver
  • (5% to 10%) increased Bow Attack Speed
Living SeedNormalImplicitRelic
  • (1% to 2.4%) of Damage Leeched as Health on Hit
  • (1% to 2.4%) of Minion Damage Leeched as Health on Hit
Lodestone WandNormalImplicitWand
  • +(60 to 63) Spell Damage
  • (-3 to -5) Mana Cost for Spell Skills
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
LongbowNormalImplicitBow
  • +60 Bow Damage
LongswordNormalImplicitOne-Handed Sword
  • +50 Melee Damage
LucerneNormalImplicitTwo-Handed Mace
  • +110 Melee Damage
  • (40% to 60%) increased Increased Melee Stun Chance
  • +(6% to 10%) Melee Critical Strike Chance
Lunar HelmNormalImplicitHelmet
  • +63 Armor
  • (9% to 18%) increased Mana Regen
Lunar RaimentNormalImplicitBody Armor
  • +70 Armor
  • +(7% to 35%) Cold Resistance
  • +(7% to 35%) Lightning Resistance
Mail BracersNormalImplicitGloves
  • +32 Armor
Majasan DaggerNormalImplicitDagger
  • +44 Melee Damage
  • +4% Critical Strike Chance
MaulNormalImplicitTwo-Handed Mace
  • +38 Melee Damage
  • (20% to 60%) Increased Melee Stun Chance
Mercantile AmuletNormalImplicitAmulet
  • +(32% to 42%) Lightning Resistance
Mercantile BootsNormalImplicitBoots
  • +25 Armor
  • (15% to 18%) increased Movement Speed
  • (20% to 30%) increased Effect of Haste on You
Mercantile InsigniaNormalImplicitRing
  • (6% to 10%) Increased Cooldown Recovery Speed
Mercantile StaffNormalImplicitTwo-Handed Staff
  • +67 Melee Damage
  • +(67 to 76) Spell Damage
  • +(60 to 67) Mana
Meruna CarapaceNormalImplicitBody Armor
  • +372 Armor
  • +(72 to 372) Stun Avoidance
Meruna HelmNormalImplicitHelmet
  • +265 Armor
  • +(25% to 45%) Lightning Resistance
Meruna ShellNormalImplicitShield
  • +23% Block Chance
  • +(325 to 425) Block Effectiveness
  • (45% to 75%) increased Physical Melee Damage
Mesembrian SpearNormalImplicitTwo-Handed Spear
  • +97 Melee Damage
  • +(4% to 7%) Melee Critical Strike Chance
Moon DaggerNormalImplicitDagger
  • +28 Melee Damage
  • +(2% to 3%) Critical Strike Chance
  • +(14 to 21) Lightning Melee Damage
Moon StaffNormalImplicitTwo-Handed Staff
  • +78 Melee Damage
  • +(60 to 68) Spell Damage
  • (-3 to -4) Mana Cost for Spell Skills
Morning StarNormalImplicitOne-Handed Mace
  • +42 Melee Damage
  • (22% to 42%) increased Physical Damage
Mountain ShieldNormalImplicitShield
  • +26% Block Chance
  • +(440 to 520) Block Effectiveness
  • +(11% to 15%) Endurance
Mournful PennantNormalImplicitRelic
  • +(15 to 25) Health
  • (3 to 5) Health Gain on Melee Hit
Myrmidon HelmNormalImplicitHelmet
  • +125 Armor
  • +(10% to 25%) Critical Strike Multiplier
Myrmidon PlateNormalImplicitBody Armor
  • +280 Armor
  • (25% to 60%) increased Critical Strike Chance
Mystic HelmNormalImplicitHelmet
  • +184 Armor
  • +(20% to 40%) Critical Strike Avoidance
Mystic PlateNormalImplicitBody Armor
  • +324 Armor
  • +(20% to 40%) Critical Strike Avoidance
Nagasa QuiverNormalImplicitQuiver
  • +(30% to 60%) Chance to apply Poison on Bow Hit
  • (30% to 60%) increased Damage Over Time
Nagasa ScymitarNormalImplicitOne-Handed Sword
  • +36 Melee Damage
  • (35% to 65%) increased Damage Over Time
Necropolis HelmNormalImplicitHelmet
  • +143 Armor
  • +(66 to 173) Ward Decay Threshold
  • (6 to 17) Ward Gain on Kill
Necropolis PlateNormalImplicitBody Armor
  • +179 Armor
  • +(83 to 179) Ward Decay Threshold
  • (8 to 19) Ward Gain on Kill
Negotiation DaggerNormalImplicitDagger
  • +39 Melee Damage
  • +3% Critical Strike Chance
  • +(40% to 75%) Chance to apply Poison on Hit
Noble GlovesNormalImplicitGloves
  • +28 Armor
  • (7% to 14%) increased Mana Regen
Noble PlateNormalImplicitBody Armor
  • +240 Armor
  • +(12% to 36%) Lightning Resistance
Noble SashNormalImplicitBelt
  • +(16 to 32) Mana
  • +3 Potion Slots
Nomad BeltNormalImplicitBelt
  • +5 Potion Slots
Nomad QuiverNormalImplicitQuiver
  • +(40% to 75%) Chance to apply Bleed on Bow Hit
Northern BowNormalImplicitBow
  • +38 Bow Damage
  • +(25% to 45%) Chance to apply Bleed on Bow Hit
Oak ArmorNormalImplicitBody Armor
  • +32 Armor
Oak HelmNormalImplicitHelmet
  • +15 Armor
Oak SceptreNormalImplicitSceptre
  • +21 Melee Damage
  • +(10 to 17) Spell Damage
  • (15% to 35%) increased Minion Damage
Obsidian AxeNormalImplicitTwo-Handed Axe
  • +101 Melee Damage
  • (75% to 110%) increased Physical Damage
  • (75% to 110%) increased Minion Physical Damage
Obsidian BowNormalImplicitBow
  • +45 Bow Damage
  • +(3% to 4%) Bow Critical Strike Chance
  • (40% to 100%) increased Physical Damage
Obsidian DaggerNormalImplicitDagger
  • +43 Melee Damage
  • +4% Critical Strike Chance
  • (20% to 80%) increased Physical Damage
Obsidian HammerNormalImplicitTwo-Handed Mace
  • +132 Melee Damage
  • (15% to 23%) more Melee Damage to Stunned Enemies
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Obsidian LanceNormalImplicitTwo-Handed Spear
  • +94 Melee Damage
  • +(94% to 194%) Chance to apply Shred Armor on Melee Hit
Obsidian SceptreNormalImplicitSceptre
  • +55 Melee Damage
  • +(55 to 65) Spell Damage
Ochre AntlerNormalImplicitRelic
  • +(11% to 15%) Endurance
Ocular AltarNormalImplicitIdol Altar
  • 2 Adorned Idols equipped at Maximum
OdachiNormalImplicitTwo-Handed Sword
  • +70 Melee Damage
  • +(100% to 170%) Melee Critical Strike Multiplier
Oil VialNormalImplicitRelic
  • (26% to 44%) increased Fire Damage
  • +(14% to 26%) Chance to apply Ignite on Hit
Opal Eye RingNormalImplicitRing
  • (6% to 10%) Increased Cooldown Recovery Speed
  • +(6 to 7) to All Attributes
  • (7% to 6%) reduced Movement Speed
Opal RingNormalImplicitRing
  • (6% to 10%) Increased Cooldown Recovery Speed
  • +(1 to 2) to All Attributes
Opulent FocusNormalImplicitOff-Hand Catalyst
  • +(8 to 16) Intelligence
  • +(32 to 54) Ward per Second
  • +(42% to 86%) Ward Retention
Opulent RobesNormalImplicitBody Armor
  • +64 Armor
  • +(12 to 48) Mana
  • (16% to 24%) increased Mana Regen
Oracle AmuletNormalImplicitAmulet
  • (6% to 20%) less Damage Over Time Taken
Orbit CleaverNormalImplicitTwo-Handed Axe
  • +100 Melee Damage
  • (50% to 100%) increased Physical Damage
  • (50% to 100%) increased Minion Physical Damage
Ornate SceptreNormalImplicitSceptre
  • +25 Melee Damage
  • +(25 to 30) Spell Damage
  • (25% to 60%) increased Elemental Damage
Ornate WandNormalImplicitWand
  • +(44 to 51) Spell Damage
  • +(22% to 61%) Chance to apply Poison on Spell Hit
  • -4 Mana Cost for Spell Skills
Osprean BeltNormalImplicitBelt
  • +6 Potion Slots
Osprix BowNormalImplicitBow
  • +30 Bow Damage
  • +(16 to 26) Fire Bow Damage
  • (60% to 90%) increased Elemental Bow Damage
Osprix SkullNormalImplicitOff-Hand Catalyst
  • +(7 to 11) Intelligence
  • +(3% to 5%) Spell Critical Strike Chance
Outcast BootsNormalImplicitBoots
  • +20 Armor
  • (8% to 10%) increased Movement Speed
  • +1 Evade Charge
Outcast CageNormalImplicitHelmet
  • +6 Armor
Outcast CoatNormalImplicitBody Armor
  • +64 Armor
  • +(12% to 32%) Necrotic Resistance
Outcast GlovesNormalImplicitGloves
  • +21 Armor
  • +(13% to 28%) Necrotic Resistance
Outcast HatNormalImplicitHelmet
  • +27 Armor
  • (5% to 7%) increased Bow Attack Speed
  • (5% to 7%) increased Throwing Attack Speed
Outcast RagsNormalImplicitBody Armor
  • +17 Armor
Pick HammerNormalImplicitOne-Handed Mace
  • +52 Melee Damage
PickaxeNormalImplicitOne-Handed Axe
  • +18 Melee Damage
PikeNormalImplicitTwo-Handed Spear
  • +26 Melee Damage
Pinnacle HelmNormalImplicitHelmet
  • +142 Armor
  • (1% to 2%) of Damage Leeched as Health
Planetary MaceNormalImplicitOne-Handed Mace
  • +60 Melee Damage
  • (82% to 120%) Increased Stun Chance
Plated BeltNormalImplicitBelt
  • +(35 to 65) Armor
  • +3 Potion Slots
Plated GauntletsNormalImplicitGloves
  • +75 Armor
  • +(5% to 15%) Endurance
PoignardNormalImplicitDagger
  • +9 Melee Damage
  • +2% Critical Strike Chance
PoleswordNormalImplicitTwo-Handed Spear
  • +43 Melee Damage
Praetorian BeltNormalImplicitBelt
  • +(125 to 250) Armor
  • +4 Potion Slots
Profane CrownNormalImplicitHelmet
  • +129 Armor
  • (9% to 23%) Increased Area for Area Skills
  • (9% to 23%) Increased Area for Minion Area Skills
Profane RegaliaNormalImplicitBody Armor
  • +191 Armor
  • (37% to 61%) increased Critical Strike Chance
  • (37% to 61%) increased Minion Critical Strike Chance
Profane WandNormalImplicitWand
  • +(56 to 66) Necrotic Spell Damage
  • (56% to 66%) increased Curse Damage
  • (-3 to -5) Mana Cost for Spell Skills
Prophecy BladeNormalImplicitOne-Handed Sword
  • +39 Melee Damage
  • (52% to 72%) increased Elemental Melee Damage
  • (5% to 12%) increased Elemental Melee Attack Speed
Prophecy StaffNormalImplicitTwo-Handed Staff
  • +66 Melee Damage
  • +(72 to 86) Spell Damage
  • +1 to Level of Minion Skills
Prophesied AltarNormalImplicitIdol Altar
  • (10% to 40%) increased Effect of Suffixes for Idols in Refracted Slots
    An idol is considered to be in a Refracted Slot if any part of the idol is in the slot
Prophetic HomonculusNormalImplicitRelic
  • +(61% to 77%) Necrotic Resistance
  • +(61% to 77%) Void Resistance
  • (47% to 37%) reduced Armor
Putrid SoulsNormalImplicitRelic
  • +(31% to 45%) Poison Resistance
  • +(13 to 45) Ward per Second
Pyramidal AltarNormalImplicitIdol Altar
  • 10% Increased Cooldown Recovery Speed if there are no larger idols above smaller ones in the grid
    An idol is considered larger than another if it takes up more squares of the grid. An idol is considered above another idol in the grid if its top left corner is closer to the top of the inventory.
  • 2 Weaver Idols equipped at Maximum
Quarter StaffNormalImplicitTwo-Handed Staff
  • +42 Melee Damage
  • +(20 to 24) Spell Damage
  • (20% to 24%) increased Melee Attack Speed
Radiant AxeNormalImplicitTwo-Handed Axe
  • +60 Melee Damage
  • +60 Fire Melee Damage
  • +(8% to 16%) Fire Penetration
Ram StaffNormalImplicitTwo-Handed Staff
  • +92 Melee Damage
  • +(92 to 102) Spell Damage
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Raptor HelmNormalImplicitHelmet
  • +65 Armor
  • +(2% to 3%) Critical Strike Chance
  • +(2% to 3%) Minion Critical Strike Chance
Raptor SpearNormalImplicitTwo-Handed Spear
  • +120 Melee Damage
  • (1.2 to 1.8) Seconds of Haste after you use Evade
    Haste is a buff that grants 30% increased movement speed by default. It cannot stack.
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Raven CrownNormalImplicitHelmet
  • +115 Armor
  • +(10 to 15) Spell Damage
  • +(10 to 15) Minion Spell Damage
Recurve BowNormalImplicitBow
  • +33 Bow Damage
  • +(2% to 4%) Bow Critical Strike Chance
Refuge AxeNormalImplicitTwo-Handed Axe
  • +25 Melee Damage
Resplendent AxeNormalImplicitOne-Handed Axe
  • +50 Melee Damage
  • +(65% to 100%) Chance to apply Bleed on Hit
Revenant MaskNormalImplicitHelmet
  • +163 Armor
  • +(11% to 16%) Endurance
  • (11% to 16%) reduced Bonus Damage Taken from Critical Strikes
Revenant PlateNormalImplicitBody Armor
  • +279 Armor
  • (3% to 6%) of Maximum Health gained as Endurance Threshold
Ribbed CuirassNormalImplicitBody Armor
  • +79 Armor
Ringmail HauberkNormalImplicitBody Armor
  • +50 Armor
Ritual StakeNormalImplicitWand
  • +(8 to 13) Void Spell Damage
  • (13% to 19%) increased Damage Over Time
  • -3 Mana Cost for Spell Skills
Ritual StoneNormalImplicitOff-Hand Catalyst
  • +(4 to 7) Intelligence
  • +(10 to 17) Ward per Second
Root ShieldNormalImplicitShield
  • +21% Block Chance
  • +(240 to 320) Block Effectiveness
  • +(45 to 70) Endurance Threshold
Root StaffNormalImplicitTwo-Handed Staff
  • +19 Melee Damage
  • +(7 to 9) Spell Damage
  • -3 Mana Cost for Spell Skills
Rowan WandNormalImplicitWand
  • +3 Spell Damage
  • -3 Mana Cost for Spell Skills
Ruby AmuletNormalImplicitAmulet
  • +(5 to 25) Health
Ruby DiceNormalImplicitRelic
  • +(36% to 42%) Fire Resistance
  • +(6% to 36%) Chance to apply Bleed on Hit
Ruby RingNormalImplicitRing
  • +(28% to 45%) Fire Resistance
  • (28% to 45%) increased Fire Damage
Rune DaggerNormalImplicitDagger
  • +36 Melee Damage
  • +(3% to 4%) Critical Strike Chance
  • +(30 to 40) Spell Damage
Rune HammerNormalImplicitOne-Handed Mace
  • +64 Melee Damage
  • (80% to 128%) Increased Stun Chance
  • +1 to Level of Lightning Skills
Rune QuillNormalImplicitRelic
  • (40% to 84%) increased Elemental Damage Over Time
Rune StoneNormalImplicitOff-Hand Catalyst
  • +(8 to 14) Intelligence
  • +(20 to 30) Ward per Second
Runed BonesNormalImplicitRelic
  • (6% to 36%) increased Minion Damage
  • (6% to 16%) increased Minion Movement Speed
  • (6% to 66%) increased Minion Health
Runed VisageNormalImplicitHelmet
  • +77 Armor
  • (30% to 77%) of Mana Spent Gained as Ward
  • (14% to 30%) increased Mana Regen
Runic ScrollNormalImplicitRelic
  • +(2 to 3) Spell Damage
Rust BladeNormalImplicitOne-Handed Sword
  • +31 Melee Damage
  • +(15% to 35%) Chance to apply Poison on Hit
Rusted CleaverNormalImplicitOne-Handed Axe
  • +19 Melee Damage
  • +(13% to 19%) Chance to apply Bleed on Hit
Sacrificial KnifeNormalImplicitDagger
  • +13 Melee Damage
  • +2% Critical Strike Chance
Sacrificial StaffNormalImplicitTwo-Handed Staff
  • +21 Melee Damage
  • +(11 to 14) Spell Damage
  • (25% to 40%) Reduced Health Cost of Spells
Sage AntlerNormalImplicitRelic
  • (8% to 19%) increased Physical Damage
  • (8% to 19%) increased Minion Physical Damage
SaiNormalImplicitDagger
  • +37 Melee Damage
  • +(2% to 4%) Critical Strike Chance
  • (20% to 50%) increased Dodge Rating
Salvaged BowNormalImplicitBow
  • +19 Bow Damage
  • (15% to 30%) increased Damage Over Time
Sanguine RegaliaNormalImplicitBody Armor
  • +261 Armor
  • (1% to 2%) of Damage Leeched as Health
  • (1% to 2%) of Minion Damage Leeched as Health
Sapphire AmuletNormalImplicitAmulet
  • +(10% to 100%) Freeze Rate Multiplier
  • +(15% to 20%) Cold Resistance
Sapphire RingNormalImplicitRing
  • +(10 to 20) Mana
  • (6% to 12%) increased Mana Regen
Sapphire TomeNormalImplicitOff-Hand Catalyst
  • +(6 to 10) Intelligence
  • (6% to 10%) increased Cast Speed
SashNormalImplicitBelt
  • +3 Potion Slots
Scalebane CoatNormalImplicitBody Armor
  • +154 Armor
  • +(25% to 44%) Poison Resistance
  • +(25% to 44%) Cold Resistance
Scalebane GrimaceNormalImplicitHelmet
  • +95 Armor
  • +(15% to 35%) Poison Resistance
  • +(15% to 35%) Fire Resistance
Scorn SceptreNormalImplicitSceptre
  • +61 Melee Damage
  • +(8% to 9%) Spell Critical Strike Chance
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Scrivening QuillNormalImplicitRelic
  • +(11 to 33) Ward per Second
Scrying EyeNormalImplicitRelic
  • +(12% to 24%) Elemental Critical Strike Multiplier
Serpent BowNormalImplicitBow
  • +42 Bow Damage
  • +(35% to 70%) Chance to apply Poison on Bow Hit
  • (10% to 20%) Increased Poison Duration
Serpent MaceNormalImplicitOne-Handed Mace
  • +53 Melee Damage
  • (53% to 93%) increased Poison Damage
  • +(53% to 75%) Poison Resistance
Shadow CleaverNormalImplicitOne-Handed Axe
  • +32 Melee Damage
  • +(30 to 44) Void Melee Damage
Shamanic GarbNormalImplicitBody Armor
  • +136 Armor
  • +(2 to 6) Attunement
  • (36% to 60%) increased Minion Damage
Shamanic StaffNormalImplicitTwo-Handed Staff
  • +56 Melee Damage
  • +(39 to 47) Spell Damage
  • (46% to 86%) increased Damage for Totems
Shark ToothNormalImplicitDagger
  • +47 Melee Damage
  • (2% to 3%) of Damage Leeched as Health on Hit
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Sharktooth BowNormalImplicitBow
  • +39 Bow Damage
  • +3% Bow Critical Strike Chance
  • (30% to 90%) increased Physical Damage
Ship WheelNormalImplicitShield
  • +24% Block Chance
  • +(400 to 520) Block Effectiveness
  • +(10% to 15%) Endurance
Short SpearNormalImplicitTwo-Handed Spear
  • +18 Melee Damage
  • +(2% to 4%) Melee Critical Strike Chance
ShortbowNormalImplicitBow
  • +12 Bow Damage
Shrine BootsNormalImplicitBoots
  • +8 Armor
  • (11% to 14%) increased Movement Speed
  • (16% to 32%) increased Cooldown Recovery Speed for Evade
SickleNormalImplicitOne-Handed Axe
  • +33 Necrotic Melee Damage
  • (23% to 39%) increased Necrotic Damage
  • (23% to 39%) increased Minion Damage
Silver AmuletNormalImplicitAmulet
  • (5% to 35%) increased Critical Strike Chance
Silver GrailNormalImplicitRelic
  • +(10 to 25) Mana
Silver RingNormalImplicitRing
  • (3% to 8%) increased Movement Speed
Silverwing BowNormalImplicitBow
  • +50 Bow Damage
  • (15% to 25%) Chance to gain Haste for 1 second on Hit
  • (100% to 355%) increased Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Singularity BeltNormalImplicitBelt
  • +1 Potion Slots
  • 1 Evade Charges gained on Potion Use
Siren WandNormalImplicitWand
  • +(52 to 56) Spell Damage
  • (5% to 10%) increased Cast Speed
  • (-3 to -4) Mana Cost for Spell Skills
Skalnir QuiverNormalImplicitQuiver
  • +(15% to 35%) Bow Critical Strike Multiplier
Skeletal SceptreNormalImplicitSceptre
  • +47 Melee Damage
  • +(53 to 59) Spell Damage
  • (35% to 75%) increased Minion Damage
Skull CageNormalImplicitHelmet
  • +9 Armor
  • +(2 to 3) Spell Damage
Solar CommandmentNormalImplicitRelic
  • (25% to 60%) increased Fire Damage
  • (25% to 60%) Increased Healing Effectiveness
Solarum BannerNormalImplicitRelic
  • +(2% to 5%) Block Chance
  • (2 to 5) Health Gain on Block
Solarum BracersNormalImplicitGloves
  • +45 Armor
  • (15% to 40%) increased Critical Strike Chance
Solarum GreathelmNormalImplicitHelmet
  • +365 Armor
  • +(15 to 75) Endurance Threshold
  • (15% to 75%) increased Fire Damage
Solarum GreavesNormalImplicitBoots
  • +90 Armor
  • (15% to 18%) increased Movement Speed
  • +(30% to 45%) Fire Resistance
Solarum HammerNormalImplicitOne-Handed Mace
  • +60 Melee Damage
  • (60% to 90%) Increased Stun Chance
  • +(6% to 12%) Fire Penetration
Solarum PlateNormalImplicitBody Armor
  • +420 Armor
  • +(10% to 15%) Endurance
  • (20% to 80%) increased Fire Damage
Soul HarvesterNormalImplicitOne-Handed Axe
  • +46 Necrotic Melee Damage
  • (100% to 166%) increased Necrotic Melee Damage
  • (100% to 166%) increased Minion Necrotic Damage
Spidersilk QuiverNormalImplicitQuiver
  • +(25% to 60%) Chance to apply Slow on Bow Hit
  • (6% to 10%) more Damage to Slowed Enemies
Spidersilk SashNormalImplicitBelt
  • +(33% to 47%) Poison Resistance
  • +(33% to 47%) Cold Resistance
  • +4 Potion Slots
Spiked Great ClubNormalImplicitTwo-Handed Mace
  • +29 Melee Damage
  • +(19% to 39%) Chance to apply Bleed on Melee Hit
Spiked HelmNormalImplicitHelmet
  • +70 Armor
  • +(12% to 27%) Physical Resistance
  • (12% to 27%) increased Physical Damage
Spiked MaulNormalImplicitTwo-Handed Mace
  • +46 Melee Damage
  • (20% to 60%) increased Physical Damage
Spine RodNormalImplicitTwo-Handed Staff
  • +53 Melee Damage
  • +(39 to 47) Spell Damage
  • (39% to 93%) increased Damage Over Time
Spire AltarNormalImplicitIdol Altar
  • +(7 to 24) Mana per Idol in a Refracted Slot
    There is no additional benefit to having an idol in multiple refracted slots
Spirit CatcherNormalImplicitRelic
  • +(27% to 44%) Cold Resistance
  • +(27% to 44%) Necrotic Resistance
Split GreatswordNormalImplicitTwo-Handed Sword
  • +30 Melee Damage
Spriggan BranchNormalImplicitWand
  • +(36 to 44) Spell Damage
  • (40% to 80%) increased Health Regen
  • -3 Mana Cost for Spell Skills
Spriggan SeedNormalImplicitRelic
  • (16% to 32%) increased Minion Damage
  • (12% to 24%) Increased Companion Revive Range
  • (12% to 24%) Increased Companion Revive Speed
Star Amber DaggerNormalImplicitDagger
  • +35 Melee Damage
  • +(3% to 4%) Critical Strike Chance
  • +(30 to 35) Spell Damage
Star HammerNormalImplicitTwo-Handed Mace
  • +104 Melee Damage
  • (78% to 104%) Increased Melee Stun Chance
  • (13% to 25%) Increased Melee Stun Duration
Steelweave QuiverNormalImplicitQuiver
  • +(77 to 140) Armor
  • +(42% to 77%) Chance to apply Shred Armor on Hit
  • (21% to 42%) Increased Shred Armor Effect
Stolen TitheNormalImplicitRelic
  • (1% to 2%) of Damage Leeched as Health on Hit
  • (10% to 20%) increased Damage Leeched as Health
Sun BeakNormalImplicitTwo-Handed Axe
  • +105 Melee Damage
  • +(105% to 135%) Melee Critical Strike Multiplier
  • (100% to 355%) Chance to Upgrade when you slay a Harbinger
    This item must be equipped when the Harbinger is slain
Sun SpearNormalImplicitTwo-Handed Spear
  • +45 Melee Damage
  • +(30 to 50) Fire Melee Damage
  • +(3% to 6%) Melee Critical Strike Chance
Sunrise EmblemNormalImplicitRelic
  • +(8% to 16%) Chance to apply Ignite on Hit
Tainted EffigyNormalImplicitRelic
  • +(5 to 10) Void Melee Damage
  • +(5 to 10) Void Spell Damage
TargeNormalImplicitShield
  • +16% Block Chance
  • +(80 to 140) Block Effectiveness
  • +(6% to 12%) Elemental Resistance
Temple GarbNormalImplicitBody Armor
  • +48 Armor
  • +(30 to 60) Ward Decay Threshold
Temple StaffNormalImplicitTwo-Handed Staff
  • +(90 to 100) Spell Damage
  • (20% to 30%) increased Mana Regen
  • (-3 to -5) Mana Cost for Spell Skills
Temple VeilNormalImplicitHelmet
  • +35 Armor
  • +(3 to 15) Ward per Second
Terror CrownNormalImplicitHelmet
  • +313 Armor
  • +(1 to 7) Vitality
  • (13% to 130%) increased Echo Damage when a skill is Echoed
Terror MaceNormalImplicitTwo-Handed Mace
  • +106 Melee Damage
  • (106% to 166%) Increased Melee Stun Chance
  • (16% to 36%) Increased Melee Stun Duration
Third EyeNormalImplicitRelic
  • +(3% to 9%) Physical Resistance
  • +(3% to 9%) Fire Resistance
  • +(3% to 9%) Poison Resistance
Timeglass ChaliceNormalImplicitRelic
  • +(23 to 31) Mana
  • (23% to 31%) increased Mana Regen
  • (47% to 31%) reduced Health Regen
Titan FemurNormalImplicitTwo-Handed Mace
  • +96 Melee Damage
  • +(16 to 32) Strength
Tower ShieldNormalImplicitShield
  • +28% Block Chance
  • +(200 to 300) Block Effectiveness
Trade LedgerNormalImplicitOff-Hand Catalyst
  • +(10 to 12) Intelligence
  • (36% to 60%) increased Minion Damage
  • (36% to 60%) increased Minion Health
Trade StarNormalImplicitOne-Handed Mace
  • +55 Melee Damage
  • +(50% to 75%) Melee Critical Strike Multiplier
Traveling CoatNormalImplicitBody Armor
  • +18 Armor
Travelling StaffNormalImplicitTwo-Handed Staff
  • +16 Melee Damage
  • +(3 to 5) Spell Damage
  • -3 Mana Cost for Spell Skills
TridentNormalImplicitTwo-Handed Spear
  • +80 Melee Damage
  • +(100% to 180%) Melee Critical Strike Multiplier
Turquoise AmuletNormalImplicitAmulet
  • (5% to 35%) increased Minion Damage
  • (5% to 35%) increased Minion Critical Strike Chance
Turquoise RingNormalImplicitRing
  • (5% to 35%) increased Minion Damage
  • (5% to 35%) increased Minion Health
  • +(5% to 35%) Minion Critical Strike Multiplier
Tusked GreathelmNormalImplicitHelmet
  • +124 Armor
  • (6% to 12%) increased Health
  • (2% to 3%) of Damage Leeched as Health on Hit
Tyrant CrownNormalImplicitHelmet
  • +130 Armor
  • (1% to 3%) of Elemental Damage Leeched as Health
Tyrant RegaliaNormalImplicitBody Armor
  • +147 Armor
  • (5% to 14%) increased Cast Speed
  • +(5 to 14) Spell Damage
Umbral CoatNormalImplicitBody Armor
  • +118 Armor
  • (39% to 90%) Increased Damage for skills used by Shadows
Umbral HoodNormalImplicitHelmet
  • +81 Armor
  • +(54 to 81) Stun Avoidance
Urchin StarNormalImplicitOne-Handed Mace
  • +55 Melee Damage
  • +(5% to 9%) Physical Penetration
Vanguard BootsNormalImplicitBoots
  • +72 Armor
  • (15% to 18%) increased Movement Speed
  • (24% to 50%) increased Effect of Haste on You
Vault CrusherNormalImplicitTwo-Handed Mace
  • +126 Melee Damage
  • (60% to 126%) Increased Melee Stun Chance
Vault SceptreNormalImplicitSceptre
  • +46 Melee Damage
  • +(50 to 56) Spell Damage
  • (40% to 70%) increased Minion Damage
Venom PhialNormalImplicitRelic
  • +(10% to 22%) Chance to apply Poison on Hit
Visage AltarNormalImplicitIdol Altar
  • +(6 to 10) Health per Equipped Omen Idol
Vul'kaur RegaliaNormalImplicitBody Armor
  • +170 Armor
  • (27% to 70%) of Mana Spent Gained as Ward
  • +(70 to 127) Ward Decay Threshold
War AnchorNormalImplicitTwo-Handed Axe
  • +125 Melee Damage
  • +(125% to 175%) Chance to apply Bleed on Melee Hit
Warding ScrollNormalImplicitRelic
  • +(14 to 40) Mana
  • (14% to 40%) of Mana Spent Gained as Ward
Weathered CoinsNormalImplicitRelic
  • +(16% to 40%) Chance to apply Shred Armor on Hit
Weathered CrownNormalImplicitHelmet
  • +14 Armor
  • (14% to 34%) increased Spell Damage
Wengari AxeNormalImplicitOne-Handed Axe
  • +36 Melee Damage
  • +(36% to 66%) Chance to apply Bleed on Melee Hit
  • (10% to 16%) Increased Bleed Duration
Winged BladeNormalImplicitTwo-Handed Sword
  • +80 Melee Damage
  • (5% to 15%) of Melee Damage Leeched as Health
Winged HelmNormalImplicitHelmet
  • +110 Armor
  • (5% to 8%) increased Movement Speed
Witch HatNormalImplicitHelmet
  • +26 Armor
  • (13% to 19%) increased Mana Regen
Witch RobesNormalImplicitBody Armor
  • +53 Armor
  • (7% to 13%) increased Cast Speed
Woad AntlerNormalImplicitRelic
  • +(4 to 10) Cold Melee Damage
  • +(4 to 10) Minion Cold Melee Damage
Wolf PeltNormalImplicitHelmet
  • +18 Armor
  • +(1 to 4) Strength
Wooden ShieldNormalImplicitShield
  • +18% Block Chance
  • +(80 to 120) Block Effectiveness
Worn PlateNormalImplicitBody Armor
  • +75 Armor
Wyrmhide CoatNormalImplicitBody Armor
  • +168 Armor
  • (25% to 50%) increased Dodge Rating
  • (25% to 50%) increased Damage Over Time
ZweihanderNormalImplicitTwo-Handed Sword
  • +100 Melee Damage
  • +(5% to 15%) Physical Penetration
+1 Skeleton and Increased Skeleton DamageNormalPrefixBody Armor
  • +2 Maximum Skeletons
  • +192% to 240% Increased Skeleton Damage
Added Javelin Lightning Throwing DamageNormalPrefixHelmet
  • +70 to 88 Lightning Throwing Damage with Javelin
Added Melee And Spell Necrotic DamageNormalPrefixTwo-Handed AxeOne-Handed AxeDagger
  • +57 to 69 Necrotic Melee Damage
  • +38 to 46 Necrotic Spell Damage
Added Minion Melee Crit ChanceNormalPrefixBody Armor
  • +24% to 30% Minion Melee Critical Strike Chance
Added Physical Throwing Damage while Dual WieldingNormalPrefixHelmet
  • +54 to 68 Physical Throwing Damage while Dual Wielding
Armor And Minion ArmorNormalPrefixHelmetBody Armor
  • +480 to 600 Armor
  • +480 to 600 Minion Armor
Armor Shred Chance for LocustsNormalPrefixBody Armor
  • +192% to 240% Armor Shred Chance for Locusts
AttunementNormalPrefixHelmetBody ArmorBootsRingGlovesRelic
  • +24 to 28 Attunement
Black Arrows dropped by Dark Quiver and Increased Bow DamageNormalPrefixBody Armor
  • +8 Black Arrows Dropped by Dark Quiver
  • 144% to 180% increased Bow Damage
Bleed Chance per Equipped SwordNormalPrefixBody Armor
  • +192% to 240% Chance to Inflict Bleed on Hit per equipped Sword
Block ChanceNormalPrefixShield
  • +33% to 39% Block Chance
Block EffectivenessNormalPrefixShield
  • +2240 to 2800 Block Effectiveness
Bow Attack SpeedNormalPrefixBowQuiver
  • 46% to 53% increased Bow Attack Speed
Bow Cold DamageNormalPrefixBowQuiver
  • +38 to 44 Bow Cold Damage
Bow DamageNormalPrefixBowQuiver
  • 192% to 240% increased Bow Damage
Bow Elemental DamageNormalPrefixHelmet
  • 192% to 240% increased Bow Elemental Damage
Bow Fire DamageNormalPrefixBowQuiver
  • +38 to 44 Bow Fire Damage
Bow Lightning DamageNormalPrefixBowQuiver
  • +38 to 44 Bow Lightning Damage
Bow Physical DamageNormalPrefixBowQuiver
  • +38 to 44 Bow Physical Damage
Cast SpeedNormalPrefixWandSceptreDaggerTwo-Handed StaffGlovesOff-Hand CatalystRelic
  • 46% to 53% increased Cast Speed
Cast Speed for TotemsNormalPrefixHelmetBody Armor
  • 55% to 63% increased Cast Speed for Totems
Chance for 3 additional projectiles when you directly cast Chaos BoltsNormalPrefixHelmet
  • +100% Chance for 3 additional projectiles when you directly cast Chaos Bolts
Chance to apply a Spark Charge on Melee HitNormalPrefixHelmet
  • +70% to 85% Chance to apply a Spark Charge on Melee Hit
Chance to apply Damned on HitNormalPrefixHelmetBody Armor
  • +224% to 280% Chance to apply Damned on Hit
Chance To Apply Frostbite On Hit With Cold SkillsNormalPrefixHelmetBody Armor
  • +224% to 280% Chance to apply Frostbite on Cold Hit
Chance to Cast Fire Aura on Critical Strike (up to 3 times per second)NormalPrefixHelmetBody Armor
  • +42% to 50% Chance to cast Fire Aura on Crit (up to 3 times per second)
Chance To Cast Fire Aura On Kill Fire Skills (up to 3 times per second)NormalPrefixHelmetBody Armor
  • +45% to 53% Chance to cast Fire Aura on Kill with Fire Skills (up to 3 times per second)
Chance to cast Fire Aura when Hit (up to 3 times per second)NormalPrefixHelmetBody Armor
  • +42% to 50% Chance to cast Fire Aura when Hit (up to 3 times per second)
Chance to cast Marrow Shards when you cast TransplantNormalPrefixHelmetBody Armor
  • +100% Chance to cast Marrow Shards when you cast Transplant
Chance to create a Shockwave on Hit with UpheavalNormalPrefixBody Armor
  • +100% Chance to create a Shockwave on hit with Upheaval
Chance To Electrify with Lightning SkillsNormalPrefixHelmetBody Armor
  • +192% to 240% Chance to Electrify on Lightning Hit
Chance to Gain 20 Mana when you directly Cast Runebolt or FireballNormalPrefixHelmet
  • +61% to 76% Chance to gain 20 mana when you directly cast Runebolt or Fireball
Chance to Gain 20 Ward on Kill with Hungering SoulsNormalPrefixHelmetBody Armor
  • +100% Chance to gain 20 Ward on Kill with Hungering Souls
Chance to Gain a Storm Stack when you use Gathering Storm and Hit an enemyNormalPrefixHelmet
  • +100% Chance to gain a Storm Stack when you use Gathering Storm and hit an enemy
Chance to Gain Crimson Shroud when you use a Melee Attack that HitsNormalPrefixBody Armor
  • +100% Chance to gain Crimson Shroud when you use a Melee Attack that hits
Chance to Gain Dusk Shroud when HitNormalPrefixBody Armor
  • +100% Chance to gain Dusk Shroud when Hit
Chance to Gain Dusk Shroud when you use a Melee Attack that HitsNormalPrefixBody Armor
  • +100% Chance to gain Dusk Shroud when you use a Melee Attack that hits
Chance to Gain Lightning Aegis when HitNormalPrefixBody Armor
  • +42% to 52% Chance to gain Lightning Aegis when hit
Chance to Ignite on Bow HitNormalPrefixHelmet
  • +112% to 140% Chance to Ignite on Bow Hit
Chance to Ignite on Fire HitNormalPrefixHelmetBody Armor
  • +224% to 280% Chance to Ignite on Fire Hit
Chance to Inflict Bleed if Wielding an AxeNormalPrefixHelmetBody Armor
  • +128% to 160% Chance to Inflict Bleed on Hit if wielding an Axe
Chance to Inflict Bleed On Bow HitNormalPrefixHelmetBody Armor
  • +112% to 140% Chance to inflict Bleed on Bow Hit
Chance to Inflict Bleed on Hit with ShurikensNormalPrefixHelmetBody Armor
  • +128% to 160% Chance to Inflict Bleed on Hit with Shurikens
Chance To Inflict Time Rot on hit with Void SkillsNormalPrefixHelmetBody Armor
  • +96% to 120% Chance to inflict Time Rot on Void Hit
Chance to Shock on Hit with Lightning SkillsNormalPrefixHelmetBody Armor
  • +224% to 280% Chance to Shock on Lightning Hit
Chance to Shred Armor on Bow HitNormalPrefixHelmet
  • +384% to 480% Chance to Shred Armor on Bow Hit
Chance to Shred Armor on Melee HitNormalPrefixBody Armor
  • +576% to 720% Chance to Shred Armor on Melee Hit
Chance to Shred Armor on Throwing HitNormalPrefixBody Armor
  • +576% to 720% Chance to Shred Armor on Throwing Hit
Chance to Slow on Bow HitNormalPrefixHelmet
  • +112% to 140% Chance to Slow on Bow Hit
Channel CostNormalPrefixHelmet
  • -60% to -68% increased Channel Cost
Cold DamageNormalPrefixAny accessoryOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordQuiverOff-Hand CatalystBeltBow
  • 192% to 240% increased Cold Damage
Cold Damage Over TimeNormalPrefixHelmetBody Armor
  • 224% to 280% increased Cold Damage Over Time
Cold PenetrationNormalPrefixAmulet
  • +24% to 30% Cold Penetration
Cold Penetration with FrostbiteNormalPrefixHelmetBody Armor
  • +128% to 160% Cold Penetration with Frostbite
Crit Chance and Bow Attack SpeedNormalPrefixBow
  • +14% to 16% Critical Strike Chance
  • 38% to 44% increased Bow Attack Speed
Critical Strike ChanceNormalPrefixAny accessoryOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordOff-Hand CatalystBowQuiverGloves
  • 160% to 200% increased Critical Strike Chance
Critical Strike Chance For Skeletons And Skeletal MagesNormalPrefixHelmetBody Armor
  • +16% to 18% Critical Strike Chance for Skeletons
  • +16% to 18% Critical Strike Chance for Skeletal Mages
Critical Strike Chance with RampageNormalPrefixBody Armor
  • +24% to 30% Critical Strike Chance with Rampage
Critical Strike MultiplierNormalPrefixRelicAmuletOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowWandOff-Hand Catalyst
  • +80% to 100% Critical Strike Multiplier
Critical Strike Multiplier While TransformedNormalPrefixHelmetBody Armor
  • +88% to 110% Critical Strike Multiplier While Transformed
Damage and Area with Dive BombNormalPrefixHelmet
  • +160% to 200% Increased Damage with Dive Bomb
  • +83% to 104% Increased Area with Dive Bomb
Damage Dealt to Mana Before HealthNormalPrefixBody ArmorHelmet
  • +32% to 40% Damage Dealt to Mana Before Health
Damage Leeched as Health While TransformedNormalPrefixHelmetBody Armor
  • +12% to 15% Damage Leeched as Health While Transformed
Damage Over TimeNormalPrefixAny accessoryOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordOff-Hand CatalystQuiverBowGloves
  • 192% to 240% increased Damage Over Time
Damage Over Time to Bleeding Enemies for Marrow ShardsNormalPrefixBody Armor
  • 20% to 22% more Damage Over Time to Bleeding Enemies for Marrow Shards
Damage Over Time While TransformedNormalPrefixBody ArmorHelmet
  • 168% to 210% increased Damage Over Time While Transformed
Damage ReflectedNormalPrefixBody ArmorShield
  • +160% to 200% Damage Reflected
Damage Reflected to AttackersNormalPrefixBody ArmorShield
  • +640 to 800 Damage Reflected to Attackers
Damage to Minions Reflected to AttackersNormalPrefixHelmetBody Armor
  • +35% to 44% Minion Damage Reflected
Damage while ChannellingNormalPrefixAmuletRelicTwo-Handed Staff
  • 192% to 240% increased Damage While Channelling
DexterityNormalPrefixHelmetBody ArmorBootsRingGlovesRelicQuiver
  • +24 to 28 Dexterity
Dodge Rating if Hit RecentlyNormalPrefixHelmetBody Armor
  • +576 to 720 Dodge Rating if you have been hit recently
Effect of Prefixes and Suffixes for Idols in Refracted SlotsNormalPrefixIdol Altar
  • 50% to 60% increased Effect of Prefixes and Suffixes for Idols in Refracted Slots
Effect of Prefixes for Idols in Refracted SlotsNormalPrefixIdol Altar
  • 80% to 90% increased Effect of Prefixes for Idols in Refracted Slots
Effect of Suffixes for Idols in Refracted SlotsNormalPrefixIdol Altar
  • 80% to 90% increased Effect of Suffixes for Idols in Refracted Slots
Effect of Weaver Enchantment Affixes for Idols in Refracted SlotsNormalPrefixIdol Altar
  • 80% to 90% increased Effect of Weaver Enchantment Affixes for Idols in Refracted Slots
Elemental DamageNormalPrefixAmuletRingOff-Hand CatalystWandSceptreTwo-Handed Staff
  • 144% to 180% increased Elemental Damage
Elemental Damage Over TimeNormalPrefixAny accessoryBeltWandTwo-Handed Staff
  • 352% to 440% increased Elemental Damage Over Time
Endurance while Channelling WarpathNormalPrefixBody Armor
  • +65% to 80% Endurance while channelling Warpath
Extra Potion Slot And Potion HealthNormalPrefixBelt
  • +5 Potion Slots
  • +480 to 600 Health Gained on Potion Use
Fire DamageNormalPrefixAny accessoryOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceWandTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordQuiverOff-Hand CatalystBeltBow
  • 192% to 240% increased Fire Damage
Fire Damage Over TimeNormalPrefixHelmetBody Armor
  • 224% to 280% increased Fire Damage Over Time
Fire Damage Over TimeNormalPrefixHelmetBody Armor
  • 224% to 280% increased Fire Damage Over Time
Fire PenetrationNormalPrefixAmulet
  • +24% to 30% Fire Penetration
Fire Penetration with IgniteNormalPrefixHelmetBody Armor
  • +48% to 60% Fire Penetration with Ignite
Fireball Pierce ChanceNormalPrefixHelmet
  • +100% Pierce Chance with Fireball
  • 200% to 225% increased Spell Damage
Flame Ward Charge and Added WardNormalPrefixBody Armor
  • +250 to 300 Ward gained when you cast Flame Ward
  • +1 Charge for Flame Ward
Freeze Rate and Freezing Concoction on Potion UseNormalPrefixBelt
  • +640% to 800% Freeze Rate Multiplier
  • +160% to 200% Chance to cast Freezing Concoction on Potion Use
Freeze Rate Multiplier and Cold ResistanceNormalPrefixAny accessoryGloves
  • +560% to 700% Freeze Rate Multiplier
  • +29% to 36% Cold Resistance
Freeze Rate per stack of ChillNormalPrefixHelmetBody Armor
  • +104% to 130% Freeze Rate per stack of Chill
Frost Wall Duration and Frostbite ChanceNormalPrefixHelmetBody Armor
  • +67% to 84% Increased Frost Wall Duration
  • +480% to 600% Frostbite Chance per Second with Frost Wall
Harvest Damage Leeched as HealthNormalPrefixHelmetBody Armor
  • +12% to 15% Damage dealt by Harvest Leeched as Health
Health Gained on BlockNormalPrefixShield
  • +120 to 150 Health Gain on Block
Health Gained on Glancing BlowNormalPrefixHelmetBody Armor
  • +39 to 48 Health Gained when you receive a Glancing Blow
Increased Abyssal Decay DurationNormalPrefixHelmetBody Armor
  • +136% to 170% Increased Abyssal Decay Duration
Increased Area for Area SkillsNormalPrefixGlovesAmulet
  • +54% to 60% Increased Area for Area Skills
Increased Area with Acid FlaskNormalPrefixHelmetBody Armor
  • +96% to 120% Increased area of effect with Acid Flask
Increased Area with Cinder Strike's First StrikeNormalPrefixHelmet
  • +128% to 160% Increased area with the first attack of Cinder Strike
Increased Area with Dancing StrikesNormalPrefixHelmet
  • +112% to 140% Increased Area with Dancing Strikes
Increased Area with Detonating ArrowNormalPrefixHelmetBody Armor
  • +128% to 160% Increased Area with Detonating Arrow
Increased Armor Shred DurationNormalPrefixHelmet
  • +384% to 480% Increased Shred Armor Duration
Increased Armor Shred EffectNormalPrefixHelmetBody Armor
  • +304% to 380% Increased Shred Armor Effect
Increased Armor Shred EffectNormalPrefixBody Armor
  • +456% to 570% Increased Shred Armor Effect
Increased Aspect of the Boar DurationNormalPrefixHelmetBody Armor
  • +136% to 170% Increased Aspect of the Boar Duration
Increased Aspect of the Lynx EffectNormalPrefixHelmetBody Armor
  • +74% to 92% Increased Aspect of the Lynx Effect
Increased Aspect of the Shark EffectNormalPrefixHelmetBody Armor
  • +74% to 92% Increased Aspect of the Shark Effect
Increased Aspect of the Viper EffectNormalPrefixHelmetBody Armor
  • +112% to 140% Increased Aspect of the Viper Effect
Increased Attack and Cast Speed for Summoned VinesNormalPrefixHelmet
  • +77% to 90% Increased Attack and Cast Speed for Summoned Vines
Increased Chance to Find PotionsNormalPrefixBeltAmulet
  • +192% to 240% Increased Chance To Find Potions
Increased Cooldown Recovery Speed while TransformedNormalPrefixHelmet
  • +36% to 40% Increased Cooldown Recovery Speed While Transformed
Increased crit chance with FlurryNormalPrefixHelmetBody Armor
  • +256% to 320% Increased Critical Strike chance with Flurry
Increased Critical Strike Chance For You And Your MinionsNormalPrefixHelmetBody Armor
  • 240% to 300% increased Critical Strike Chance
  • 240% to 300% increased Minion Critical Strike Chance
Increased Critical Strike Chance per Equipped DaggerNormalPrefixHelmet
  • +192% to 240% Increased Crit Chance per Equipped Dagger
Increased Critical Strike Chance per Equipped SwordNormalPrefixBody Armor
  • +288% to 360% Increased Crit Chance per Equipped Sword
Increased Damage of Skills use by ShadowsNormalPrefixHelmetBody Armor
  • +384% to 480% Increased Damage for skills used by Shadows
Increased damage per active Shadow with Shadow CascadeNormalPrefixHelmetBody Armor
  • +96% to 120% Increased Damage with Shadow Cascade per Active Shadow
Increased Damage per arrow with MultishotNormalPrefixHelmetBody Armor
  • +32% to 40% Increased Damage per arrow with Multishot
Increased Damage while wielding a BowNormalPrefixHelmetBody Armor
  • +192% to 240% Increased Damage while wielding a Bow
Increased Damage while wielding a DaggerNormalPrefixHelmetBody Armor
  • +192% to 240% Increased Damage while wielding a Dagger
Increased Damage while wielding a SwordNormalPrefixHelmetBody Armor
  • +192% to 240% Increased Damage while wielding a Sword
Increased Damage With Rip Blood And Blood SplatterNormalPrefixHelmetBody Armor
  • +224% to 280% Increased damage with Rip Blood
  • +224% to 280% Increased damage with Blood Splatter
Increased Echo Damage When A Skill EchoesNormalPrefixHelmetBody Armor
  • +352% to 440% Increased Echo Damage when a skill is Echoed
Increased Fire Aura DamageNormalPrefixHelmetBody Armor
  • +352% to 440% Increased Fire Aura Damage
Increased Fire Damage And Ignite DurationNormalPrefixHelmetBody Armor
  • 144% to 180% increased Fire Damage
  • +67% to 84% Increased Ignite Duration
Increased Hail of Arrows DurationNormalPrefixHelmet
  • +96% to 120% Increased Hail of Arrows Duration
Increased Hammer Throw DamageNormalPrefixHelmetBody Armor
  • +168% to 210% Increased Damage with Hammer Throw
Increased Healing EffectivenessNormalPrefixAny accessoryShield
  • +200% to 240% Increased Healing Effectiveness
Increased Physical Damage And Bleed DurationNormalPrefixHelmetBody Armor
  • 144% to 180% increased Physical Damage
  • +67% to 84% Increased Bleed Duration
Increased Poison DurationNormalPrefixHelmet
  • +48% to 60% Increased Poison Duration
Increased Shield Throw Critical Strike ChanceNormalPrefixHelmetBody Armor
  • +288% to 360% Increased critical strike chance with Shield Throw
Increased Skeletal Mage DamageNormalPrefixBody ArmorHelmet
  • +288% to 360% Increased Skeletal Mage Damage
Increased Smelters Wrath DamageNormalPrefixHelmetBody Armor
  • +168% to 210% Increased damage with Smelter's Wrath
Increased Speed and Distance with Flame RushNormalPrefixHelmet
  • +61% to 76% Increased Speed and Distance with Flame Rush
Increased Spell Crit (Doubled if you have over 300 Max Mana)NormalPrefixHelmetBody Armor
  • +168% to 210% Increased spell critical strike chance. This effect is doubled if you have 300 or more maximum mana.
Increased Spell Damage per Skeletal MageNormalPrefixHelmetBody Armor
  • +104% to 130% Increased Spell Damage per Skeletal Mage
Increased Spirit Frequency with Chthonic FissureNormalPrefixBody Armor
  • +112% to 140% Increased Spirit Frequency with Chthonic Fissure
Increased Void Damage And Added Spell Void DamageNormalPrefixHelmetBody Armor
  • 176% to 220% increased Void Damage
  • +22 to 28 Void Spell Damage
IntelligenceNormalPrefixHelmetBody ArmorBootsRingGlovesRelic
  • +24 to 28 Intelligence
Level of Abyssal EchoesNormalPrefixBody Armor
  • +6 Level of Abyssal Echoes
  • 240% to 300% increased Void Damage
Level of Acid FlaskNormalPrefixBody Armor
  • +6 Level of Acid Flask
  • 46% to 53% increased Throwing Attack Speed
Level of Aerial AssaultNormalPrefixRelic
  • +6 Level of Aerial Assault
  • 160% to 200% increased Minion Damage
Level of AnomalyNormalPrefixHelmet
  • +6 Level of Anomaly
  • 160% to 200% increased Void Damage
Level of Arcane AscendanceNormalPrefixBody Armor
  • +6 Level of Arcane Ascendance
  • +96 to 120 Mana
Level of Assemble AbominationNormalPrefixRelic
  • +6 Level of Assemble Abomination
  • 350% to 400% increased Minion Health
Level of Aura Of DecayNormalPrefixRelic
  • +6 Level of Aura Of Decay
  • +96% to 120% Poison Resistance
Level of AvalancheNormalPrefixRelic
  • +6 Level of Avalanche
  • 160% to 200% increased Spell Damage
Level of BallistaNormalPrefixRelic
  • +6 Level of Ballista
  • +40% to 48% Increased Ballista Attack Speed
Level of Black HoleNormalPrefixRelic
  • +6 Level of Black Hole
  • 160% to 200% increased Spell Damage
Level of BladestormNormalPrefixHelmet
  • +6 Level of Bladestorm
  • 160% to 200% increased Throwing Damage
Level of Bone CurseNormalPrefixRelic
  • +6 Level of Bone Curse
  • 160% to 200% increased Spell Damage
Level of Chaos BoltsNormalPrefixHelmet
  • +6 Level of Chaos Bolts
  • 160% to 200% increased Spell Damage
Level of Chthonic FissureNormalPrefixBody Armor
  • +6 Level of Chthonic Fissure
  • 240% to 300% increased Damage Over Time
Level of Cinder StrikeNormalPrefixRelic
  • +6 Level of Cinder Strike
  • 160% to 200% increased Fire Damage
Level of Dancing StrikesNormalPrefixRelic
  • +6 Level of Dancing Strikes
  • 160% to 200% increased Melee Damage
Level of Dark QuiverNormalPrefixHelmet
  • +6 Level of Dark Quiver
  • +64 to 80 Mana
Level of Death SealNormalPrefixHelmet
  • +6 Level of Death Seal
  • 160% to 200% increased Spell Damage
Level of DecoyNormalPrefixHelmet
  • +6 Level of Decoy
  • 160% to 200% increased Throwing Damage
Level of Detonating ArrowNormalPrefixBody Armor
  • +6 Level of Detonating Arrow
  • 240% to 300% increased Bow Damage
Level of Devouring OrbNormalPrefixHelmet
  • +6 Level of Devouring Orb
  • 160% to 200% increased Void Damage
Level of DisintegrateNormalPrefixRelic
  • +6 Level of Disintegrate
  • 160% to 200% increased Spell Damage
Level of Dive BombNormalPrefixBody Armor
  • +6 Level of Dive Bomb
  • 240% to 300% increased Minion Damage
Level of Drain LifeNormalPrefixBody Armor
  • +6 Level of Drain Life
  • 240% to 300% increased Spell Damage
Level of Dread ShadeNormalPrefixBody Armor
  • +6 Level of Dread Shade
  • +96 to 120 Mana
Level of EarthquakeNormalPrefixHelmet
  • +6 Level of Earthquake
  • +64% to 80% Increased Stun Duration
Level of Elemental NovaNormalPrefixHelmet
  • +6 Level of Elemental Nova
  • 160% to 200% increased Elemental Damage
Level of Enchant WeaponNormalPrefixHelmet
  • +6 Level of Enchant Weapon
  • 160% to 200% increased Elemental Melee Damage
Level of Entangling RootsNormalPrefixHelmet
  • +6 Level of Entangling Roots
  • 160% to 200% increased Spell Damage
Level of Erasing StrikeNormalPrefixBody Armor
  • +6 Level of Erasing Strike
  • 240% to 300% increased Void Damage
Level of Eterra's BlessingNormalPrefixBody Armor
  • +6 Level of Eterra's Blessing
  • +96 to 120 Mana
Level of Explosive TrapNormalPrefixBody Armor
  • +6 Level of Explosive Trap
  • 240% to 300% increased Throwing Damage
Level of FalconryNormalPrefixHelmet
  • +6 Level of Falconry
  • 160% to 200% increased Minion Damage
Level of FireballNormalPrefixBody Armor
  • +6 Level of Fireball
  • 240% to 300% increased Spell Damage
Level of FirebrandNormalPrefixBody Armor
  • +6 Level of Firebrand
  • 240% to 300% increased Melee Damage
Level of Flame ReaveNormalPrefixBody Armor
  • +6 Level of Flame Reave
  • 240% to 300% increased Fire Damage
Level of Flame RushNormalPrefixBody Armor
  • +6 Level of Flame Rush
  • 240% to 300% increased Spell Damage
Level of Flame WardNormalPrefixRelic
  • +6 Level of Flame Ward
  • +110% to 130% Ward Retention
Level of FlayNormalPrefixBody Armor
  • +6 Level of Flay
  • +54% to 68% Increased Area for Area Skills
Level of FlurryNormalPrefixRelic
  • +6 Level of Flurry
  • +136 to 170 Dodge Rating
Level of FocusNormalPrefixHelmet
  • +6 Level of Focus
  • +64 to 80 Mana
Level of Forge StrikeNormalPrefixBody Armor
  • +6 Level of Forge Strike
  • 240% to 300% increased Melee Damage
Level of Frost ClawNormalPrefixRelic
  • +6 Level of Frost Claw
  • 160% to 200% increased Spell Damage
Level of FrostwallNormalPrefixRelic
  • +6 Level of Frost Wall
  • 160% to 200% increased Damage Over Time
Level of Fury LeapNormalPrefixRelic
  • +6 Level of Fury Leap
  • 160% to 200% increased Melee Damage
Level of Gathering StormNormalPrefixBody Armor
  • +6 Level of Gathering Storm
  • +54% to 68% Increased Area for Area Skills
Level of GhostflameNormalPrefixHelmet
  • +6 Level of Ghostflame
  • 160% to 200% increased Damage Over Time
Level of GlacierNormalPrefixBody Armor
  • +6 Level of Glacier
  • 240% to 300% increased Spell Damage
Level of Glyph of DominionNormalPrefixRelic
  • +6 Level of Glyph of Dominion
  • 160% to 200% increased Spell Damage
Level of Hail of ArrowsNormalPrefixBody Armor
  • +6 Level of Hail of Arrows
  • 240% to 300% increased Bow Damage
Level of Hammer ThrowNormalPrefixRelic
  • +6 Level of Hammer Throw
  • 160% to 200% increased Throwing Damage
Level of HarvestNormalPrefixRelic
  • +6 Level of Harvest
  • 160% to 200% increased Melee Damage
Level of Healing HandsNormalPrefixHelmet
  • +6 Level of Healing Hands
  • +170% to 200% Increased Healing Effectiveness
Level of HeartseekerNormalPrefixBody Armor
  • +6 Level of Heartseeker
  • 38% to 44% increased Bow Attack Speed
Level of Holy AuraNormalPrefixRelic
  • +6 Level of Holy Aura
  • +64 to 80 Mana
Level of Hungering SoulsNormalPrefixHelmet
  • +6 Level of Hungering Souls
  • 160% to 200% increased Spell Damage
Level of Ice BarrageNormalPrefixBody Armor
  • +6 Level of Ice Barrage
  • +416% to 520% Freeze Rate Multiplier
Level of Infernal ShadeNormalPrefixRelic
  • +6 Level of Infernal Shade
  • 160% to 200% increased Spell Damage
Level of JavelinNormalPrefixRelic
  • +6 Level of Javelin
  • 160% to 200% increased Throwing Damage
Level of JudgementNormalPrefixRelic
  • +6 Level of Judgement
  • +110% to 140% Increased Healing Effectiveness
Level of Lethal MirageNormalPrefixRelic
  • +6 Level of Lethal Mirage
  • 160% to 200% increased Melee Damage
Level of Lightning BlastNormalPrefixHelmet
  • +6 Level of Lightning Blast
  • 160% to 200% increased Spell Damage
Level of LungeNormalPrefixBody Armor
  • +6 Level of Lunge
  • 240% to 300% increased Melee Damage
Level of MaelstromNormalPrefixBody Armor
  • +6 Level of Maelstrom
  • 240% to 300% increased Spell Damage
Level of Mana StrikeNormalPrefixBody Armor
  • +6 Level of Mana Strike
  • 240% to 300% increased Lightning Damage
Level of Manifest ArmorNormalPrefixHelmet
  • +6 Level of Manifest Armor
  • 160% to 200% increased Minion Damage
Level of Marrow ShardsNormalPrefixHelmet
  • +6 Level of Marrow Shards
  • 160% to 200% increased Spell Damage
Level of MeteorNormalPrefixBody Armor
  • +6 Level of Meteor
  • 240% to 300% increased Spell Damage
Level of MultishotNormalPrefixHelmet
  • +6 Level of Multishot
  • 160% to 200% increased Bow Damage
Level of MultistrikeNormalPrefixBody Armor
  • +6 Level of Multistrike
  • 240% to 300% increased Melee Damage
Level of NetNormalPrefixRelic
  • +6 Level of Net
  • 160% to 200% increased Throwing Damage
Level of Profane VeilNormalPrefixRelic
  • +6 Level of Profane Veil
  • 160% to 200% increased Damage Over Time
Level of PunctureNormalPrefixHelmet
  • +6 Level of Puncture
  • 160% to 200% increased Physical Damage
Level of Reaper FormNormalPrefixBody Armor
  • +6 Level of Reaper Form
  • +129 to 153 Health
Level of RebukeNormalPrefixRelic
  • +6 Level of Rebuke
  • 64% to 80% increased Armor
Level of Ring Of ShieldsNormalPrefixHelmet
  • +6 Level of Ring Of Shields
  • 350% to 400% increased Minion Health
Level of Rip BloodNormalPrefixHelmet
  • +6 Level of Rip Blood
  • 160% to 200% increased Spell Damage
Level of RiveNormalPrefixBody Armor
  • +6 Level of Rive
  • 240% to 300% increased Melee Damage
Level of RuneboltNormalPrefixHelmet
  • +6 Level of Runebolt
  • 160% to 200% increased Elemental Damage
Level of Runic InvocationNormalPrefixHelmet
  • +6 Level of Runic Invocation
  • 160% to 200% increased Elemental Damage
Level of SacrificeNormalPrefixBody Armor
  • +6 Level of Sacrifice
  • 160% to 200% increased Spell Damage
Level of Serpent StrikeNormalPrefixRelic
  • +6 Level of Serpent Strike
  • 160% to 200% increased Melee Damage
Level of Shadow CascadeNormalPrefixBody Armor
  • +6 Level of Shadow Cascade
  • 240% to 300% increased Melee Damage
Level of Shadow RendNormalPrefixRelic
  • +6 Level of Shadow Rend
  • +136 to 170 Dodge Rating
Level of Shatter StrikeNormalPrefixBody Armor
  • +6 Level of Shatter Strike
  • 240% to 300% increased Cold Damage
Level of Shield BashNormalPrefixRelic
  • +6 Level of Shield Bash
  • 160% to 200% increased Melee Damage
Level of Shield RushNormalPrefixBody Armor
  • +6 Level of Shield Rush
  • 240% to 300% increased Melee Damage
Level of Shield ThrowNormalPrefixHelmet
  • +6 Level of Shield Throw
  • 160% to 200% increased Throwing Damage
Level of ShiftNormalPrefixBody Armor
  • +6 Level of Shift
  • +96 to 120 Mana
Level of ShurikensNormalPrefixHelmet
  • +6 Level of Shurikens
  • 160% to 200% increased Throwing Damage
Level of Smelter's WrathNormalPrefixHelmet
  • +6 Level of Smelter's Wrath
  • 160% to 200% increased Melee Damage
Level of SmiteNormalPrefixRelic
  • +6 Level of Smite
  • 160% to 200% increased Spell Damage
Level of Smoke BombNormalPrefixBody Armor
  • +6 Level of Smoke Bomb
  • +96 to 120 Mana
Level of Snap FreezeNormalPrefixRelic
  • +6 Level of Snap Freeze
  • +64 to 80 Mana
Level of Soul FeastNormalPrefixBody Armor
  • +6 Level of Soul Feast
  • 240% to 300% increased Spell Damage
Level of Spirit PlagueNormalPrefixHelmet
  • +6 Level of Spirit Plague
  • 160% to 200% increased Spell Damage
Level of Spriggan FormNormalPrefixRelic
  • +6 Level of Spriggan Form
  • 160% to 200% increased Damage while Transformed
Level of StaticNormalPrefixRelic
  • +6 Level of Static
  • 160% to 200% increased Lightning Damage
Level of Static OrbNormalPrefixHelmet
  • +6 Level of Static Orb
  • 160% to 200% increased Spell Damage
Level of Summon BearNormalPrefixHelmet
  • +6 Level of Summon Bear
  • 160% to 200% increased Minion Damage
Level of Summon Bone GolemNormalPrefixHelmet
  • +6 Level of Summon Bone Golem
  • +3200 to 4000 Minion Armor
Level of Summon Frenzy TotemNormalPrefixRelic
  • +6 Level of Summon Frenzy Totem
  • 350% to 400% increased Minion Health
Level of Summon RaptorNormalPrefixBody Armor
  • +6 Level of Summon Raptor
  • 240% to 300% increased Minion Damage
Level of Summon SabertoothNormalPrefixRelic
  • +6 Level of Summon Sabertooth
  • 160% to 200% increased Minion Damage
Level of Summon ScorpionNormalPrefixRelic
  • +6 Level of Summon Scorpion
  • 160% to 200% increased Minion Damage
Level of Summon Skeletal MageNormalPrefixRelic
  • +6 Level of Summon Skeletal Mage
  • 160% to 200% increased Minion Damage
Level of Summon SkeletonNormalPrefixBody Armor
  • +6 Level of Summon Skeleton
  • 240% to 300% increased Minion Damage
Level of Summon SprigganNormalPrefixHelmet
  • +6 Level of Summon Spriggan
  • 160% to 200% increased Minion Damage
Level of Summon Storm CrowNormalPrefixBody Armor
  • +6 Level of Summon Storm Crows
  • 240% to 300% increased Minion Damage
Level of Summon Storm TotemNormalPrefixHelmet
  • +6 Level of Summon Storm Totem
  • 160% to 200% increased Damage for Totems
Level of Summon Thorn TotemNormalPrefixHelmet
  • +6 Level of Summon Thorn Totem
  • 160% to 200% increased Damage for Totems
Level of Summon Volatile ZombieNormalPrefixHelmet
  • +6 Level of Summon Volatile Zombie
  • 160% to 200% increased Minion Damage
Level of Summon WolfNormalPrefixHelmet
  • +6 Level of Summon Wolf
  • 160% to 200% increased Minion Damage
Level of Summon WraithNormalPrefixBody Armor
  • +6 Level of Summon Wraith
  • 240% to 300% increased Minion Damage
Level of SurgeNormalPrefixRelic
  • +6 Level of Surge
  • 160% to 200% increased Elemental Melee Damage
Level of Swarmblade FormNormalPrefixBody Armor
  • +6 Level of Swarmblade Form
  • 240% to 300% increased Damage while Transformed
Level of SwipeNormalPrefixRelic
  • +6 Level of Swipe
  • 160% to 200% increased Melee Damage
Level of Symbols Of HopeNormalPrefixRelic
  • +6 Level of Symbols of Hope
  • +64 to 80 Mana
Level of Synchronized StrikeNormalPrefixHelmet
  • +6 Level of Synchronized Strike
  • 160% to 200% increased Melee Damage
Level of TeleportNormalPrefixHelmet
  • +6 Level of Teleport
  • +64 to 80 Mana
Level of Tempest StrikeNormalPrefixBody Armor
  • +6 Level of Tempest Strike
  • 240% to 300% increased Spell Damage
Level of TornadoNormalPrefixBody Armor
  • +6 Level of Tornado
  • 240% to 300% increased Spell Damage
Level of TransplantNormalPrefixRelic
  • +6 Level of Transplant
  • 160% to 200% increased Spell Damage
Level of Umbral BladesNormalPrefixRelic
  • +6 Level of Umbral Blades
  • 160% to 200% increased Throwing Damage
Level of UpheavalNormalPrefixBody Armor
  • +6 Level of Upheaval
  • 240% to 300% increased Melee Damage
Level of VengeanceNormalPrefixHelmet
  • +6 Level of Vengeance
  • 160% to 200% increased Melee Damage
Level of Void CleaveNormalPrefixRelic
  • +6 Level of Void Cleave
  • 240% to 300% increased Melee Damage
Level of Volatile ReversalNormalPrefixHelmet
  • +6 Level of Volatile Reversal
  • 160% to 200% increased Void Damage
Level of Volcanic OrbNormalPrefixRelic
  • +6 Level of Volcanic Orb
  • 160% to 200% increased Spell Damage
Level of Wandering SpiritsNormalPrefixBody Armor
  • +6 Level of Wandering Spirits
  • 240% to 300% increased Spell Damage
Level of WarcryNormalPrefixRelic
  • +6 Level of Warcry
  • +240 to 300 Endurance Threshold
Level of WarpathNormalPrefixBody Armor
  • +6 Level of Warpath
  • 240% to 300% increased Melee Damage
Level of Werebear FormNormalPrefixHelmet
  • +6 Level of Werebear Form
  • 160% to 200% increased Damage while Transformed
Lightning Critical Strike MultiplierNormalPrefixHelmetBody Armor
  • +80% to 100% Lightning Critical Strike Multiplier
Lightning DamageNormalPrefixAny accessoryOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordQuiverOff-Hand CatalystBeltBow
  • 192% to 240% increased Lightning Damage
Lightning Damage And LeechNormalPrefixSceptre
  • +41 to 45 Lightning Spell Damage
  • +4.8% to 6% Lightning Damage Leeched as Health
Lightning Damage with ShurikensNormalPrefixBody ArmorHelmet
  • +60 to 75 Lightning Damage with Shurikens
  • +90% to 100% Shurikens Base Damage converted to Lightning
Lightning PenetrationNormalPrefixAmulet
  • +24% to 30% Lightning Penetration
ManaNormalPrefixRelicGlovesOff-Hand CatalystAmuletHelmetBody Armor
  • +190 to 240 Mana
ManaNormalPrefixHelmetBody Armor
  • 32% to 40% increased Mana
Mana and Mana RegenNormalPrefixOne-Handed AxeDaggerOne-Handed SwordWandTwo-Handed AxeTwo-Handed SpearTwo-Handed StaffTwo-Handed Sword
  • +110 to 137 Mana
  • 38% to 48% increased Mana Regen
Mana and Mana Spent Gained as WardNormalPrefixSceptreWandTwo-Handed Staff
  • +110 to 137 Mana
  • +91% to 114% Mana Spent Gained as Ward
Mana efficiency with DecoyNormalPrefixHelmetBody Armor
  • +64% to 80% Mana efficiency for Decoy
Mana efficiency with Synchronised StrikeNormalPrefixHelmetBody Armor
  • +64% to 80% Mana efficiency for Synchronized Strike
Mana Gained on Harvest UseNormalPrefixBody Armor
  • +35 to 42 Mana Gained when you use Harvest
Mana Gained when you directly Cast SmiteNormalPrefixHelmet
  • +23 to 27 Mana Gained When you directly cast Smite
Mana Gained when you use Rive and Hit at least one enemyNormalPrefixHelmet
  • +19 to 23 Mana Gained when you use Rive and hit at least one enemy
Mana Gained when you use Vengeance and Hit at least one enemyNormalPrefixBody Armor
  • +19 to 23 Mana Gained when you use Vengeance and hit at least one enemy
Mana RegenerationNormalPrefixAny accessoryBelt
  • 94% to 110% increased Mana Regen
Mana Spent Gained as WardNormalPrefixHelmetBody Armor
  • +160% to 200% Mana Spent Gained as Ward
Max Ballista and Increased Ballista Attack SpeedNormalPrefixBody Armor
  • +3 Maximum Ballistae
  • +75% to 84% Increased Ballista Attack Speed
Maximum Omen Idols EquippedNormalPrefixIdol Altar
  • +5 Maximum Omen Idols
  • +18 to 20 Health per Equipped Omen Idol
Melee Attack SpeedNormalPrefixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed SwordGloves
  • 46% to 53% increased Melee Attack Speed
Melee Cold DamageNormalPrefixTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed Sword
  • +49 to 57 Melee Cold Damage
Melee Critical Strike ChanceNormalPrefixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Staff
  • +8% to 10% Melee Critical Strike Chance
Melee DamageNormalPrefixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed SwordShield
  • 165% to 206% increased Melee Damage
Melee Damage Leeched as HealthNormalPrefixGlovesOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed Spear
  • +20% to 25% Melee Damage Leeched as Health
Melee Damage While TransformedNormalPrefixHelmetBody Armor
  • 168% to 210% increased Melee Damage While Transformed
Melee Elemental DamageNormalPrefixHelmetBody Armor
  • 176% to 220% increased Melee Elemental Damage
Melee Fire DamageNormalPrefixTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed Sword
  • +49 to 57 Melee Fire Damage
Melee Lightning DamageNormalPrefixTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed Sword
  • +49 to 57 Melee Lightning Damage
Melee Physical DamageNormalPrefixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Staff
  • +49 to 57 Melee Physical Damage
Melee Physical Damage if wielding a MaceNormalPrefixHelmetBody Armor
  • +51 to 64 Melee Physical Damage if wielding a Mace
Melee Physical Damage if wielding a SwordNormalPrefixHelmetBody Armor
  • +42 to 52 Melee Physical Damage if wielding a Sword
Melee Void DamageNormalPrefixTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed Sword
  • +49 to 57 Melee Void Damage
Minion Area and DamageNormalPrefixAmuletGloves
  • +55% to 65% Increased Area for Minion Area Skills
  • 175% to 210% increased Minion Damage
Minion Chance to Inflict Bleed on HitNormalPrefixHelmetBody Armor
  • +176% to 220% Chance to inflict Bleed on Minion Hit
Minion Critical Strike MultiplierNormalPrefixHelmetBody Armor
  • +88% to 110% Minion Critical Strike Multiplier
Minion DamageNormalPrefixAny accessoryQuiverOff-Hand CatalystGlovesBelt
  • 192% to 240% increased Minion Damage
Minion Dodge RatingNormalPrefixHelmetBootsRingRelic
  • +1600 to 2000 Minion Dodge Rating
Minion Freeze Rate MultiplierNormalPrefixHelmetBody Armor
  • +608% to 760% Minion Freeze Rate Multiplier
Minion HealthNormalPrefixAny accessoryHelmetBody ArmorBeltGlovesShieldOff-Hand Catalyst
  • 500% to 600% increased Minion Health
Minion Health RegenNormalPrefixHelmetBeltRelic
  • +320 to 400 Minion Health Regen
Minion Melee Damage Leeched As HealthNormalPrefixBody ArmorHelmet
  • +33.6% to 42% Minion Damage Leeched as Health on Melee Hit
Minion Spell Critical Strike ChanceNormalPrefixHelmetBody Armor
  • 168% to 210% increased Minion Spell Critical Strike Chance
Mirages and Mana Efficiency with Lethal MirageNormalPrefixBody Armor
  • +3 Mirages created by Lethal Mirage
  • +96% to 120% Mana Efficiency with Lethal Mirage
Movement SpeedNormalPrefixBoots
  • 43% to 48% increased Movement Speed
Necrotic DamageNormalPrefixAny accessoryOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordOff-Hand CatalystBelt
  • 192% to 240% increased Necrotic Damage
Necrotic Damage Taken as PhysicalNormalPrefixHelmetBody Armor
  • +88% to 100% Necrotic Damage Taken as Physical
Necrotic Damage while TransformedNormalPrefixHelmetBody Armor
  • 256% to 320% increased Necrotic Damage While Transformed
Necrotic PenetrationNormalPrefixAmulet
  • +24% to 30% Necrotic Penetration
Parry ChanceNormalPrefixOne-Handed AxeDaggerOne-Handed MaceOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed Sword
  • +9% to 11% Parry Chance
Penetration with Cold InvocationsNormalPrefixHelmetBody Armor
  • +67% to 84% Cold Penetration with Cold Invocations
  • +294 to 368 Dodge Rating per Heo Rune
Penetration with Fire InvocationsNormalPrefixHelmetBody Armor
  • +67% to 84% Fire Penetration with Fire Invocations
  • +240 to 300 Armor per Rah Rune
Penetration with Lightning InvocationsNormalPrefixHelmetBody Armor
  • +67% to 84% Lightning Penetration with Lightning Invocations
  • +101 to 126 Ward per Second per Gon Rune
Physical DamageNormalPrefixAny accessoryOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordQuiverBeltBowShield
  • 192% to 240% increased Physical Damage
Physical Damage while TransformedNormalPrefixHelmetBody Armor
  • 256% to 320% increased Physical Damage While Transformed
Physical PenetrationNormalPrefixAmulet
  • +24% to 30% Physical Penetration
Physical Penetration with BleedNormalPrefixBody ArmorHelmet
  • +136% to 170% Physical Penetration with Bleed
Physical Penetration with PunctureNormalPrefixBody Armor
  • +60% to 75% Physical Penetration with Puncture
Physical Penetration with Shadow DaggersNormalPrefixHelmetBody Armor
  • +160% to 200% Physical Penetration with Shadow Daggers
Physical Spell Critical Strike ChanceNormalPrefixHelmetBody Armor
  • 288% to 360% increased Physical Spell Critical Strike Chance
Poison Chance per Equipped DaggerNormalPrefixHelmet
  • +136% to 170% Chance to Poison on Hit per equipped Dagger
Poison DamageNormalPrefixAny accessoryOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordQuiverOff-Hand CatalystBeltBow
  • 192% to 240% increased Poison Damage
Poison Damage And Poison ResistanceNormalPrefixHelmetBody Armor
  • 160% to 200% increased Poison Damage
  • +64% to 80% Poison Resistance
Poison Damage Taken as PhysicalNormalPrefixHelmetBody Armor
  • +88% to 100% Poison Damage Taken as Physical
Poison PenetrationNormalPrefixAmulet
  • +24% to 30% Poison Penetration
Potion Health Converted to WardNormalPrefixBeltGlovesRelicRing
  • +100% Potion Health Converted to Ward
Recurve Chance for HeartseekerNormalPrefixHelmetBody Armor
  • +64% to 80% Recurve Chance for Heartseeker
Reduced Health Cost of SpellsNormalPrefixHelmet
  • +80% to 95% Reduced Health Cost of Spells
Shared Bleed Chance On HitNormalPrefixBody ArmorHelmet
  • +136% to 170% Chance to inflict Bleed on Hit
  • +136% to 170% Chance to inflict Bleed on Minion Hit
Shared Bleed DurationNormalPrefixHelmetBody Armor
  • +112% to 140% Increased Bleed Duration
  • +112% to 140% Increased Minion Bleed Duration
Shared Cold DamageNormalPrefixBody ArmorHelmet
  • 160% to 200% increased Cold Damage
  • 160% to 200% increased Minion Cold Damage
Shared Increased Bleed DurationNormalPrefixHelmetBody Armor
  • +80% to 100% Increased Bleed Duration
  • +80% to 100% Increased Minion Bleed Duration
Shared Increased Fire DamageNormalPrefixHelmetBody Armor
  • 176% to 220% increased Fire Damage
  • 176% to 220% increased Minion Fire Damage
Shared Increased Melee DamageNormalPrefixHelmetBody Armor
  • 160% to 200% increased Melee Damage
  • 160% to 200% increased Minion Melee Damage
Shared Increased Necrotic DamageNormalPrefixHelmetBody Armor
  • 160% to 200% increased Necrotic Damage
  • 160% to 200% increased Minion Necrotic Damage
Shared Increased Spell DamageNormalPrefixHelmetBody Armor
  • 160% to 200% increased Spell Damage
  • 160% to 200% increased Minion Spell Damage
Shared Lightning DamageNormalPrefixHelmetBody Armor
  • 160% to 200% increased Lightning Damage
  • 160% to 200% increased Minion Lightning Damage
Shared Physical Damage Leeched As HealthNormalPrefixHelmetBody Armor
  • +5.8% to 7.2% Physical Damage Leeched as Health
  • +5.8% to 7.2% Minion Physical Damage Leeched as Health
Shared Physical Penetration With BleedNormalPrefixHelmetBody Armor
  • +67% to 84% Physical Penetration with Bleed
  • +67% to 84% Physical Penetration with Bleed inflicted by Minions
Shield Throw converted to VoidNormalPrefixBody Armor
  • +100% Shield Throw Base Damage Converted to Void
  • +105 to 120 Void Throwing Damage for Shield Throw
Spell Critical Strike ChanceNormalPrefixWandSceptreTwo-Handed StaffAmuletRelicOff-Hand Catalyst
  • 240% to 300% increased Spell Critical Strike Chance
Spell DamageNormalPrefixOne-Handed Sword
  • +70 to 80 Spell Damage
Spell DamageNormalPrefixSceptreWandTwo-Handed StaffOff-Hand CatalystAmuletRing
  • 192% to 240% increased Spell Damage
Spell Damage and Reduced Mana CostNormalPrefixSceptre
  • 200% to 225% increased Spell Damage
  • +-7 Mana Cost for Spell Skills
Spell Damage for CursesNormalPrefixHelmet
  • +77 to 96 Curse Spell Damage
Spell Damage for Storm CrowsNormalPrefixHelmet
  • +40 to 50 Spell Damage for Storm Crows
Spell Damage for TotemsNormalPrefixHelmetBody Armor
  • +45 to 56 Spell Damage for Totems
Spell Damage Leeched as Health while ChannellingNormalPrefixHelmetBody Armor
  • +16.8% to 21% Spell Damage Leeched as Health While Channelling
Spell Damage while ChannellingNormalPrefixHelmetBody Armor
  • +42 to 52 Spell Damage While Channelling
Spell Damage While TransformedNormalPrefixHelmetBody Armor
  • 168% to 210% increased Spell Damage While Transformed
Spell Damage with Tempest StrikeNormalPrefixHelmet
  • +160 to 200 Spell Damage with Tempest Strike
StrengthNormalPrefixHelmetBody ArmorBootsRingGlovesRelic
  • +24 to 28 Strength
Throwing Attack Critical Strike ChanceNormalPrefixHelmetBody Armor
  • 288% to 360% increased Throwing Critical Strike Chance
Throwing Attack SpeedNormalPrefixGlovesRing
  • 55% to 63% increased Throwing Attack Speed
Throwing DamageNormalPrefixBeltGlovesRelicAmulet
  • +50 to 65 Throwing Damage
Throwing Damage and Reduced Mana CostNormalPrefixRing
  • +35 to 40 Throwing Damage
  • +-7 Mana Cost for Throwing Skills
Throwing Physical DamageNormalPrefixHelmetBody Armor
  • 192% to 240% increased Throwing Physical Damage
Totem Critical Strike ChanceNormalPrefixBody ArmorHelmet
  • 288% to 360% increased Critical Strike Chance for Totems
Totem DamageNormalPrefixHelmetBody Armor
  • 168% to 210% increased Damage for Totems
VitalityNormalPrefixHelmetBody ArmorBoots
  • +24 to 28 Vitality
Void DamageNormalPrefixAny accessoryOne-Handed AxeOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBelt
  • 192% to 240% increased Void Damage
Void Damage Over TimeNormalPrefixHelmetBody Armor
  • 224% to 280% increased Void Damage Over Time
Void Damage Taken as PhysicalNormalPrefixHelmetBody Armor
  • +88% to 100% Void Damage Taken as Physical
Void PenetrationNormalPrefixAmulet
  • +24% to 30% Void Penetration
Volatile Zombie Speed and DamageNormalPrefixBody Armor
  • +104% to 130% Increased Volatile Zombie Movement Speed
  • +320% to 400% Increased Volatile Zombie Damage
Ward and Ailment Cleansing on Potion UseNormalPrefixBelt
  • +440 to 500 Ward Gained on Potion Use
  • +100% Chance to Cleanse All Ailments on Potion Use
Ward Gained on KillNormalPrefixAmulet
  • +61 to 76 Ward Gain on Kill
Ward Gained on Potion UseNormalPrefixBeltGlovesAmulet
  • +400 to 500 Ward Gained on Potion Use
Ward gained on use with ShiftNormalPrefixHelmetBody Armor
  • +160 to 200 Ward gained when you use Shift
Ward gained on use with Smoke BombNormalPrefixHelmetBody Armor
  • +232 to 290 Ward gained when you use Smoke Bomb
Ward Gained per Rune consumed with Runic InvocationNormalPrefixHelmetBody Armor
  • +184 to 230 Ward gained per Rune consumed with Runic Invocation
Ward Gained When You Create a ShadowNormalPrefixHelmetBody Armor
  • +150 to 180 Ward Gained on Shadow Creation
Ward per Second for you or your allies while standing on your Glyph of DominionNormalPrefixBody Armor
  • +272 to 340 Ward per Second for you or your allies while standing on your Glyph of Dominion
Added Health and Added Health RegenerationNormalSuffixRingRelic
  • +205 to 243 Health
  • +40 to 50 Health Regen
All AttributesNormalSuffixTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Sword
  • +16 to 20 All Attributes
All ResistancesNormalSuffixShield
  • +48% to 60% All Resistances
All Resistances while ChannellingNormalSuffixRelic
  • +75% to 95% All Resistances While Channelling
ArmorNormalSuffixHelmetBody ArmorBootsShield
  • 112% to 140% increased Armor
ArmorNormalSuffixHelmetBody ArmorBootsGlovesShield
  • +416 to 520 Armor
Armor and Reduced Bonus Damage from CritsNormalSuffixAny armorShield
  • +352 to 440 Armor
  • +60% to 90% Reduced Bonus Damage Taken from Critical Strikes
Armor per Idol in a Refracted SlotNormalSuffixIdol Altar
  • +30 to 35 Armor per Idol in a Refracted Slot
Block Chance and EffectivenessNormalSuffixRingGloves
  • +6% Block Chance
  • +1000 to 1300 Block Effectiveness
Chance to apply Frailty on HitNormalSuffixAmuletRelicGloves
  • +112% to 140% Chance to apply Frailty on Hit
Chance to apply Frailty on Melee HitNormalSuffixOne-Handed AxeOne-Handed MaceOne-Handed SwordDaggerTwo-Handed AxeTwo-Handed MaceTwo-Handed SwordTwo-Handed Spear
  • +154% to 171% Chance to apply Frailty on Melee Hit
Chance to Blind on HitNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowQuiver
  • +100% Chance to Blind on Hit
Chance to Chill AttackersNormalSuffixShieldOff-Hand Catalyst
  • +300% Chance to Chill Attackers
Chance to Chill on HitNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowQuiver
  • +104% to 130% Chance to Chill on Hit
Chance to Ignite on HitNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowAmuletQuiver
  • +104% to 130% Chance to Ignite on Hit
Chance to Inflict Bleed On HitNormalSuffixOne-Handed AxeDaggerOne-Handed SwordTwo-Handed AxeTwo-Handed SpearTwo-Handed SwordBowQuiver
  • +104% to 130% Chance to inflict Bleed on Hit
Chance to Poison on HitNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowQuiver
  • +104% to 130% Chance to Poison on Hit
Chance to Shock AttackersNormalSuffixShieldOff-Hand Catalyst
  • +352% to 440% Chance to Shock Attackers
Chance to Shock on HitNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordAmuletBowQuiver
  • +104% to 130% Chance to Shock on Hit
Chance to Shred Armor on HitNormalSuffixGlovesAmuletOne-Handed AxeDaggerOne-Handed MaceOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed SwordBowQuiver
  • +320% to 400% Chance to Shred Armor on Hit
Chance to Slow AttackersNormalSuffixShieldOff-Hand Catalyst
  • +300% Chance to Slow Attackers
Chance to Slow on HitNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowQuiver
  • +104% to 130% Chance to Slow on Hit
Cold Penetration and Minion Cold PenetrationNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBow
  • +20% to 25% Cold Penetration
  • +20% to 25% Minion Cold Penetration
Cold ResistanceNormalSuffixAny armorAny accessoryShieldOff-Hand CatalystQuiver
  • +120% to 150% Cold Resistance
Critical Strike Avoidance and Added Dodge RatingNormalSuffixBootsGlovesBeltRingHelmet
  • +100% Critical Strike Avoidance
  • +300 to 360 Dodge Rating
Damage Over Time for MinionsNormalSuffixOne-Handed SwordTwo-Handed SwordOne-Handed AxeTwo-Handed AxeTwo-Handed Spear
  • 224% to 280% increased Minion Damage Over Time
Damage Taken on BlockNormalSuffixShield
  • -25% to -30% increased Damage Taken on Block
Dodge RatingNormalSuffixBody ArmorBeltOne-Handed SwordAmulet
  • 130% to 160% increased Dodge Rating
Dodge RatingNormalSuffixAny armorAmuletRingOff-Hand Catalyst
  • +320 to 400 Dodge Rating
Dodge while Evading and Increased Dodge RatingNormalSuffixBoots
  • +1440 to 1800 Dodge Rating while using Evade
  • 115% to 144% increased Dodge Rating
Elemental ResistanceNormalSuffixAny armorAny accessoryOff-Hand CatalystShieldQuiver
  • +64% to 75% Elemental Resistance
EnduranceNormalSuffixGlovesHelmetShieldBeltRingRelic
  • +56% to 70% Endurance
Endurance ThresholdNormalSuffixBelt
  • +320 to 400 Endurance Threshold
Fire Penetration and Minion Fire PenetrationNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBow
  • +20% to 25% Fire Penetration
  • +20% to 25% Minion Fire Penetration
Fire ResistanceNormalSuffixAny armorAny accessoryShieldOff-Hand CatalystQuiver
  • +120% to 150% Fire Resistance
Freeze Rate MultiplierNormalSuffixWandSceptreTwo-Handed StaffOff-Hand Catalyst
  • +640% to 800% Freeze Rate Multiplier
HealthNormalSuffixAny armorAny accessoryShield
  • +275 to 325 Health
HealthNormalSuffixBody ArmorHelmetBelt
  • 40% to 47% increased Health
Health and Stun AvoidanceNormalSuffixBeltAmulet
  • +198 to 234 Health
  • +1200 to 1500 Stun Avoidance
Health On KillNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowQuiver
  • +60 to 75 Health Gain on Kill
Health On Melee HitNormalSuffixOne-Handed AxeDaggerOne-Handed MaceOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Sword
  • +37 to 46 Health Gain on Melee Hit
Health per Equipped Heretical IdolNormalSuffixIdol Altar
  • +15 to 16 Health per Equipped Heretical Idol
Health per Idol in a Refracted SlotNormalSuffixIdol Altar
  • +15 to 16 Health per Idol in a Refracted Slot
Health Regen per SecondNormalSuffixHelmetAmuletGloves
  • +56 to 70 Health Regen
Health RegenerationNormalSuffixHelmetBody ArmorBeltRingRelic
  • 260% to 325% increased Health Regen
Hybrid HealthNormalSuffixGlovesBootsBelt
  • +205 to 243 Health
  • 15% to 18% increased Health
Increased Area for Melee Area SkillsNormalSuffixTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Sword
  • +88% to 110% Increased area for Melee Area Skills
Increased Cooldown Recovery SpeedNormalSuffixBootsBelt
  • +45% to 50% Increased Cooldown Recovery Speed
Increased Health per Equipped Huge IdolNormalSuffixIdol Altar
  • +12% Increased Health per Equipped Huge Idol
Increased Leech RateNormalSuffixGloves
  • +160% to 200% Increased Leech Rate
Increased Mana Regen per Equipped Ornate IdolNormalSuffixIdol Altar
  • +15% to 17% Increased Mana Regen per Equipped Ornate Idol
Increased Stun ChanceNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowQuiverGloves
  • +272% to 340% Increased Stun Chance
Increased Stun Chance with Melee AttacksNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Sword
  • +256% to 320% Increased Melee Stun Chance
Lightning Penetration and Minion Lightning PenetrationNormalSuffixOne-Handed AxeOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBowDagger
  • +20% to 25% Lightning Penetration
  • +20% to 25% Minion Lightning Penetration
Lightning ResistanceNormalSuffixAny armorAny accessoryShieldOff-Hand CatalystQuiver
  • +120% to 150% Lightning Resistance
Mana per Idol in a Refracted SlotNormalSuffixIdol Altar
  • +15 to 16 Mana per Idol in a Refracted Slot
Minion Melee and Bow DamageNormalSuffixOne-Handed SwordTwo-Handed SwordOne-Handed AxeTwo-Handed AxeTwo-Handed SpearDaggerTwo-Handed StaffBow
  • +26 to 32 Minion Melee Damage
  • +26 to 32 Minion Bow Damage
Minion Melee and Spell DamageNormalSuffixOne-Handed SwordTwo-Handed SwordOne-Handed AxeTwo-Handed AxeSceptreTwo-Handed SpearTwo-Handed Staff
  • +26 to 32 Minion Melee Damage
  • +26 to 32 Minion Spell Damage
Minion Spell and Bow DamageNormalSuffixOne-Handed AxeTwo-Handed AxeSceptreTwo-Handed StaffWand
  • +26 to 32 Minion Spell Damage
  • +26 to 32 Minion Bow Damage
Necrotic Penetration and Minion Necrotic PenetrationNormalSuffixOne-Handed AxeDaggerSceptreWandTwo-Handed AxeTwo-Handed Staff
  • +20% to 25% Necrotic Penetration
  • +20% to 25% Minion Necrotic Penetration
Necrotic ResistanceNormalSuffixAny armorAny accessoryShieldOff-Hand CatalystQuiver
  • +120% to 150% Necrotic Resistance
Physical Penetration and Minion Physical PenetrationNormalSuffixOne-Handed AxeDaggerOne-Handed MaceSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBow
  • +20% to 25% Physical Penetration
  • +20% to 25% Minion Physical Penetration
Physical ResistanceNormalSuffixAny armorAny accessoryShieldQuiver
  • +120% to 150% Physical Resistance
Poison Penetration and Minion Poison PenetrationNormalSuffixOne-Handed AxeDaggerSceptreOne-Handed SwordWandTwo-Handed AxeTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordBow
  • +20% to 25% Poison Penetration
  • +20% to 25% Minion Poison Penetration
Poison ResistanceNormalSuffixAny armorAny accessoryShieldOff-Hand CatalystQuiver
  • +120% to 150% Poison Resistance
Reduced Bonus Damage Taken from Critical StrikesNormalSuffixTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed Sword
  • +100% Reduced Bonus Damage Taken from Critical Strikes
Reduced Bonus Damage Taken from Critical Strikes per Equipped Heretical IdolNormalSuffixIdol Altar
  • +15% to 17% Reduced Bonus Damage Taken from Critical Strikes per Equipped Heretical Idol
Stun AvoidanceNormalSuffixRing
  • +1440 to 1800 Stun Avoidance
Void Penetration and Minion Void PenetrationNormalSuffixOne-Handed AxeOne-Handed MaceSceptreOne-Handed SwordTwo-Handed AxeTwo-Handed MaceTwo-Handed SpearTwo-Handed StaffTwo-Handed SwordWandDaggerBow
  • +20% to 25% Void Penetration
  • +20% to 25% Minion Void Penetration
Void ResistanceNormalSuffixAny armorAny accessoryShieldOff-Hand CatalystQuiver
  • +120% to 150% Void Resistance
Ward Decay Threshold per Idol in a Refracted SlotNormalSuffixIdol Altar
  • +45 to 50 Ward Decay Threshold per Idol in a Refracted Slot
Ward per SecondNormalSuffixHelmetBody ArmorOff-Hand Catalyst
  • +90 to 112 Ward per Second
Ward Per Second and Ward Decay ThresholdNormalSuffixRingAmulet
  • +64 to 80 Ward per Second
  • +368 to 460 Ward Decay Threshold
Ward per Second per Equipped Heretical IdolNormalSuffixIdol Altar
  • +12 Ward per Second per Equipped Heretical Idol
Andinai'sPersonalPrefixDagger
  • +400 to 500 Dodge Rating
  • +80% to 100% Chance to gain Dusk Shroud when you use a Melee Attack that hits
Bloom Tender'sPersonalPrefixTwo-Handed Spear
  • 21% to 24% increased Movement Speed
  • +120% to 150% Poison Resistance
Cave Druid'sPersonalPrefixTwo-Handed Staff
  • +2 Level of Physical Skills
  • +51 to 64 Physical Spell Damage
CursedPersonalPrefixBoots
  • +96% to 120% To 75% less Damage depending on Area Level for You and your Minions
  • +256% to 320% To 200% more Damage Taken depending on Area Level for You and your Minions
Hirish'sPersonalPrefixBody Armor
  • 51% to 64% increased Mana Regen
  • +51% to 64% Damage Dealt to Mana Before Health
Julra'sPersonalPrefixAmulet
  • +16 to 20 Void Spell Damage
  • +40% to 50% Chance to cast Void Rift on Kill
Orian'sPersonalPrefixTwo-Handed Spear
  • +72 to 90 Fire Spell Damage
  • +96% to 120% Chance to cast Fire Aura on Kill with Fire Skills (up to 3 times per second)
Solar Deserter'sPersonalPrefixShield
  • 17% to 19% increased Movement Speed
  • -56% to -70% more Fire Damage Taken on Block
Ucenui'sPersonalPrefixOff-Hand Catalyst
  • +32% to 40% Cold Penetration
  • +32% to 40% Lightning Penetration
Of the Last HermitPersonalSuffixQuiver
  • +560 to 700 Health Gained on Potion Use
  • +160% to 200% Potion Health Converted to Ward
Of the Timelost OutcastPersonalSuffixQuiver
  • -29% to -36% more Necrotic Damage Taken
  • 32% to 40% more Cold Damage Taken
Ward gained when damage leaves you at low healthPersonalSuffixOff-Hand Catalyst
  • +144 to 180 Ward gained when damage leaves you at low health
Abandoned Chitin of the Weaver ReforgedSetPrefixRing
  • +1% to 2% Armor Mitigation also applies to damage over time per 10 Total Attributes
  • +250 to 320 Armor
Abandoned Eyes of the Weaver ReforgedSetPrefixAmulet
  • +1% to 2% Critical Strike Chance per 40 Total Attributes
  • +400 to 450 Ward Decay Threshold
Apiarist's Comb ReforgedSetPrefixOne-Handed Mace
  • +13 to 16 Bees Per 10 Seconds
  • +30 to 36 Melee Damage for Summon Bee
Apiarist's Smoker ReforgedSetPrefixOff-Hand Catalyst
  • -100% more Damage Over Time Taken for Summon Bee
  • 50% to 60% increased Movement Speed for Summon Bee
Apiarist's Suit ReforgedSetPrefixBody Armor
  • +9 Health Regeneration per Summoned Bee
  • +20 to 25 Attunement
Blade of the Forgotten Knight ReforgedSetPrefixOne-Handed Sword
  • 240% to 300% increased Void Damage
  • +40% to 50% Chance to gain Haste for 1 second on Hit
Boardman's Fallacy ReforgedSetPrefixBody Armor
  • +34% to 42% Minion Lightning Penetration
  • +8 to 10 Seconds of Frenzy gained when hit by your Storm Totem
Boardman's Legacy ReforgedSetPrefixHelmet
  • -34% to -42% more Damage Taken for Totems
  • +8 to 10 Seconds of Haste gained when hit by your Storm Totem
Boardman's Plank ReforgedSetPrefixSceptre
  • +30 to 36 Seconds of Enrage granted to companions hit by your Storm Totem
  • +80% to 100% Chance to summon a Storm Totem on hit with Tempest Strike
Corsair's Blood Cowl ReforgedSetPrefixHelmet
  • +56% to 70% Increased Bleed Duration
  • 45% to 52% increased Block Effectiveness
Corsair's Boarding Shield ReforgedSetPrefixShield
  • +960 to 1200 Block Effectiveness
  • +13 to 15 Dexterity
Defiance of the Forgotten Knight ReforgedSetPrefixShield
  • 256% to 320% increased Void Damage
  • -60% to -75% more Void Damage Taken on Block
Doppelganger's Deception ReforgedSetPrefixBody Armor
  • +240% to 300% Increased Damage for skills used by Shadows
  • +2 Maximum Shadows
Doppelganger's Facade ReforgedSetPrefixHelmet
  • +125% to 150% Chance to gain a stack of Dusk Shroud when you consume a Shadow
  • +150 to 200 Health Gained on Shadow Creation
Doppelganger's Mimicry ReforgedSetPrefixRelic
  • +40% to 45% Chance for consumed Shadows to create a new Shadow
  • +13% to 15% Critical Strike Chance for skills used by Shadows
Ferebor's Chisel ReforgedSetPrefixDagger
  • +56% to 70% Critical Strike Multiplier for Totems
  • +1% to 2% Critical Strike Chance for Totems per Intelligence
Ferebor's Persistence ReforgedSetPrefixRing
  • +12 to 14 Intelligence
  • +290 to 362 Armor for Totems
Gaspar's Acuity ReforgedSetPrefixBody Armor
  • 24% to 28% increased Lightning Cast Speed
  • +100% Chance to cast Decimate when you directly use a Lightning Spell (3 second cooldown)
Gaspar's Insight ReforgedSetPrefixHelmet
  • 24% to 28% increased Cold Cast Speed
  • +100% Chance to cast Decimate when you directly use a Cold Spell (3 second cooldown)
Gaspar's Will ReforgedSetPrefixSceptre
  • 43% to 49% increased Fire Cast Speed
  • +100% Chance to cast Decimate when you directly use a Fire Spell (3 second cooldown)
Halvar's Pledge ReforgedSetPrefixTwo-Handed Staff
  • +66 to 83 Physical Spell Damage
  • +21 to 27 Attunement
Halvar's Stand ReforgedSetPrefixBoots
  • +160% to 200% Increased physical spell damage if you have directly cast a cold spell recently
  • +80% to 100% Chance to gain Haste when you kill an enemy with a spell
Jormun's Feast ReforgedSetPrefixOne-Handed Sword
  • +10% to 11% Critical Strike Multiplier per 10 Bleeds on the target, up to 200 Bleeds
  • +12% to 14% Melee Critical Strike Chance
Jormun's Hunger ReforgedSetPrefixOne-Handed Axe
  • +50% to 65% Chance to apply Critical Vulnerability on Melee Hit
  • 25% to 30% increased Melee Attack Speed
Jormun's Thirst ReforgedSetPrefixBelt
  • +50% to 60% Chance to not consume a Potion when you use a Potion and restore at least 20% of Maximum Health
  • +440 to 500 Health Gained on Potion Use
Keplahan's Cryolith ReforgedSetPrefixRing
  • +100% Chance to cast cold Volcanic Orb when you directly use a cold melee attack or cold traversal skill (3 second cooldown)
  • 160% to 200% increased Cold Damage
Keplahan's Pyrolith ReforgedSetPrefixRing
  • +100% Chance to cast fire Volcanic Orb when you directly use a fire melee attack or fire traversal skill (3 second cooldown)
  • 160% to 200% increased Fire Damage
Kuzon's Fury ReforgedSetPrefixOne-Handed Sword
  • +100% to 120% Chance to throw a Burning Dagger when you use a melee fire attack and hit at least one enemy, doubled for Dancing Strikes (up to 4 times per second)
  • 150% to 170% increased Fire Damage
Kuzon's Guise ReforgedSetPrefixHelmet
  • +100% Chance to apply Blind on Hit with Fire Skills
  • +25 to 30 Fire Throwing Damage
Last Gift of the Mountain ReforgedSetPrefixRelic
  • +160% to 200% Increased cold spell damage if you have directly cast a physical spell recently
  • +240% to 300% Chance to apply Shred Armor on Spell Hit
Lich's Envy ReforgedSetPrefixGloves
  • +38 to 48 Spell Fire Damage for Infernal Shade per Active Dread Shade
  • +77% to 96% Increased Area for Infernal Shade per Active Dread Shade
Lich's Scorn ReforgedSetPrefixOff-Hand Catalyst
  • +100% Dread Shade Damage and Effects Converted to Cold
  • +24 to 30 Cold Damage with Spells and Attacks per Attached Infernal Shade for Minions affected by Dread Shade
Locket of the Forgotten Knight ReforgedSetPrefixAmulet
  • +45% to 56% Chance to apply Time Rot on Hit
  • +48% to 60% Chance to create a Void Rift when you hit an enemy (2 second cooldown)
Pebbles' Bitemarked Sash ReforgedSetPrefixBelt
  • +16 to 20 Minion Cold Melee Damage
  • +67% to 84% Cold Resistance
Pebbles' Collar ReforgedSetPrefixRelic
  • +16 to 20 Minion Fire Melee Damage
  • +67% to 84% Fire Resistance
Pebbles' Femur ReforgedSetPrefixWand
  • +16 to 20 Minion Lightning Melee Damage
  • +67% to 84% Lightning Resistance
Ruby Fang Aegis ReforgedSetPrefixShield
  • +240% to 300% Chance to apply Poison on Hit with Fire Skills
  • +120% to 150% Fire Resistance
Shard of the Shattered Lance ReforgedSetPrefixOne-Handed Sword
  • +24 to 30 Health Regen
  • +63 to 75 Cold Melee Damage
Sinathia's Dying Breath ReforgedSetPrefixOne-Handed Mace
  • +171 to 240 Curse Damage
  • 490% to 600% increased Curse Damage
Sinathia's Resurrection ReforgedSetPrefixShield
  • 400% to 480% increased Minion Health
  • +75% to 94% Chance when one of your Skeletons dies to resummon a new one after 3 seconds
Sunforged Cuirass ReforgedSetPrefixBody Armor
  • +32% to 40% Chance to forge a weapon when hit
  • +51% to 64% Increased Fire Damage per Forged Weapon
Sunforged Greathelm ReforgedSetPrefixHelmet
  • +19% to 24% Increased Armor per Forged Weapon
  • +11 Health Regen per Forged Weapon
Sunforged Hammer ReforgedSetPrefixTwo-Handed Mace
  • +72% to 90% Ignite Chance per Forged Weapon
  • +24 to 30 Melee Fire Damage per Forged Weapon
The Invoker's Frozen Heart ReforgedSetPrefixAmulet
  • 34% to 42% increased Cold Cast Speed
  • +96% to 120% Critical Strike Multiplier against Frozen Enemies
The Invoker's Scorching Grasp ReforgedSetPrefixRing
  • 120% to 150% increased Fire Damage Over Time
  • +120% to 150% Chance to apply Ignite on Hit
The Invoker's Static Touch ReforgedSetPrefixRing
  • +20 to 25 Lightning Spell Damage
  • +120% to 150% Chance to apply Shock on Spell Hit
The Last Bear's Scorn ReforgedSetPrefixBody Armor
  • +80% to 100% Endurance
  • +0.5% to 0.6% Physical Damage Leeched as Health on Hit
Vilatria's Downfall ReforgedSetPrefixTwo-Handed Staff
  • +100% Meteor Base Damage Converted to Lightning
  • +2% to 2% Increased Shock Duration per Intelligence
Vilatria's Storm Crown ReforgedSetPrefixHelmet
  • +1% to 2% Shock Chance per Intelligence
  • +32% to 40% Lightning Penetration
Zerrick's Ambition ReforgedSetPrefixBoots
  • +56% to 70% Increased Leech Rate
  • 23% to 26% increased Movement Speed
Zerrick's Greed ReforgedSetPrefixGloves
  • 208% to 260% increased Damage Over Time
  • +0.6% to 0.8% Damage Leeched as Health on Crit
Zerrick's Guile ReforgedSetPrefixBelt
  • 46% to 53% increased Melee Attack Speed for 4 seconds when you use a Potion
  • 46% to 53% increased Throwing Attack Speed for 4 seconds when you use a Potion
Fragments of the Shattered Lance ReforgedSetSuffixRelic
  • 260% to 300% increased Health Regen
  • 112% to 220% increased Cold Melee Damage
Isadora's Gravechill ReforgedSetSuffixGloves
  • +125 to 148 Health
  • +12 to 15 Cold Spell Damage
Isadora's Revenge ReforgedSetSuffixHelmet
  • +19% to 24% Necrotic Penetration
  • +480 to 600 Stun Avoidance
Isadora's Tomb Binding ReforgedSetSuffixBelt
  • 56% to 70% increased Armor
  • +128% to 160% Increased Necrotic Damage if you have been Hit Recently
Ruby Fang Cleaver ReforgedSetSuffixOne-Handed Axe
  • 28% to 36% increased Melee Attack Speed
  • +240% to 300% Chance to apply Poison on Melee Hit
The Last Bear's Fury ReforgedSetSuffixGloves
  • +5% Increased Health Regen per point of Strength
  • 120% to 150% increased Physical Melee Damage
The Last Bear's Lament ReforgedSetSuffixHelmet
  • +48 to 60 Health Regen
  • +480 to 600 Endurance Threshold
Added Stun Avoidance and Increased Stun Immunity DurationWeaver IdolPrefixMinor Idol [1×1]
  • +78 to 100 Stun Avoidance
  • +5% to 10% Increased Stun Immunity Duration
Armor and Increased ArmorWeaver IdolPrefixMinor Idol [1×1]
  • +28 to 40 Armor
  • 2% to 5% increased Armor
Chance to Gain 30 Ward When Hit and Ward Decay ThresholdWeaver IdolPrefixStout Idol [1×2]
  • +16% to 30% Chance to Gain 30 Ward when Hit
  • +10 to 17 Ward Decay Threshold
Chance to Ignite on Hit and Fire Penetration with IgniteWeaver IdolPrefixStout Idol [1×2]
  • +15% to 20% Chance to apply Ignite on Hit
  • +1% to 2% Fire Penetration with Ignite
Chance to Inflict Bleed on Hit and Physical Penetration with BleedWeaver IdolPrefixHumble Idol [2×1]
  • +15% to 20% Chance to inflict Bleed on Hit
  • +1% to 2% Physical Penetration with Bleed
Chance to Poison on Hit and Poison Penetration with PoisonWeaver IdolPrefixHumble Idol [2×1]
  • +15% to 20% Chance to apply Poison on Hit
  • +1% to 2% Poison Penetration with Poison
Chance to Shock on Hit and Increased Shock DurationWeaver IdolPrefixStout Idol [1×2]
  • +20% to 30% Chance to apply Shock on Hit
  • +10% to 20% Increased Shock Duration
Cold Penetration and Minion Cold PenetrationWeaver IdolPrefixMinor Idol [1×1]
  • +1% to 2% Cold Penetration
  • +1% to 2% Minion Cold Penetration
Cold Penetration and Minion Cold PenetrationWeaver IdolPrefixStout Idol [1×2]
  • +1% to 2% Cold Penetration
  • +1% to 2% Minion Cold Penetration
Dodge Rating and Increased Dodge RatingWeaver IdolPrefixSmall Idol [1×1]
  • +13 to 25 Dodge Rating
  • 2% to 5% increased Dodge Rating
Fire Penetration and Minion Fire PenetrationWeaver IdolPrefixMinor Idol [1×1]
  • +1% to 2% Fire Penetration
  • +2% Minion Fire Penetration
Fire Penetration and Minion Fire PenetrationWeaver IdolPrefixStout Idol [1×2]
  • +1% to 2% Fire Penetration
  • +2% Minion Fire Penetration
Freeze Rate Multiplier and Ward when you Freeze an EnemyWeaver IdolPrefixStout Idol [1×2]
  • +16% to 25% Freeze Rate Multiplier
  • +2 to 4 Ward Gain on Freeze
Health on Kill and Added HealthWeaver IdolPrefixHumble Idol [2×1]
  • +9 to 20 Health Gain on Kill
  • +15 to 20 Health
Health on Kill and Increased HealthWeaver IdolPrefixStout Idol [1×2]
  • +9 to 20 Health Gain on Kill
  • 5% to 6% increased Health
Increased Critical Strike Chance and Critical Strike MultiplierWeaver IdolPrefixStout Idol [1×2]
  • 22% to 30% increased Critical Strike Chance
  • +3% to 6% Critical Strike Multiplier
Increased Damage Over Time and Less Damage Over Time TakenWeaver IdolPrefixSmall Idol [1×1]
  • 11% to 15% increased Damage Over Time
  • -1% more Damage Over Time Taken
Increased Healing Effectiveness and Added HealthWeaver IdolPrefixSmall Idol [1×1]
  • +5% to 10% Increased Healing Effectiveness
  • +14 to 18 Health
Increased Health Regeneration and Added HealthWeaver IdolPrefixSmall Idol [1×1]
  • 5% to 8% increased Health Regen
  • +14 to 18 Health
Increased Stun Chance and Added Stun AvoidanceWeaver IdolPrefixSmall Idol [1×1]
  • +21% to 30% Increased Stun Chance
  • +78 to 100 Stun Avoidance
Increased Stun Duration and Increased Stun ChanceWeaver IdolPrefixHumble Idol [2×1]
  • +16% to 20% Increased Stun Duration
  • +40% to 60% Increased Stun Chance
Lightning Penetration and Minion Lightning PenetrationWeaver IdolPrefixMinor Idol [1×1]
  • +1% to 2% Lightning Penetration
  • +1% to 2% Minion Lightning Penetration
Lightning Penetration and Minion Lightning PenetrationWeaver IdolPrefixStout Idol [1×2]
  • +1% to 2% Lightning Penetration
  • +1% to 2% Minion Lightning Penetration
Mana and Increased Mana RegenWeaver IdolPrefixMinor Idol [1×1]
  • +8 to 12 Mana
  • 2% to 5% increased Mana Regen
Necrotic Penetration and Minion Necrotic PenetrationWeaver IdolPrefixSmall Idol [1×1]
  • +1% to 2% Necrotic Penetration
  • +1% to 2% Minion Necrotic Penetration
Necrotic Penetration and Minion Necrotic PenetrationWeaver IdolPrefixHumble Idol [2×1]
  • +1% to 2% Necrotic Penetration
  • +1% to 2% Minion Necrotic Penetration
Physical Penetration and Minion Physical PenetrationWeaver IdolPrefixSmall Idol [1×1]
  • +1% to 2% Physical Penetration
  • +1% to 2% Minion Physical Penetration
Physical Penetration and Minion Physical PenetrationWeaver IdolPrefixHumble Idol [2×1]
  • +1% to 2% Physical Penetration
  • +1% to 2% Minion Physical Penetration
Poison Penetration and Minion Poison PenetrationWeaver IdolPrefixSmall Idol [1×1]
  • +1% to 2% Poison Penetration
  • +1% to 2% Minion Poison Penetration
Poison Penetration and Minion Poison PenetrationWeaver IdolPrefixHumble Idol [2×1]
  • +1% to 2% Poison Penetration
  • +1% to 2% Minion Poison Penetration
Potion Health Converted to Ward and Ward Gained on Potion useWeaver IdolPrefixStout Idol [1×2]
  • +22% to 25% Potion Health Converted to Ward
  • +30 to 40 Ward Gained on Potion Use
Vitality and Added Health RegenWeaver IdolPrefixHumble Idol [2×1]
  • +4 to 5 Vitality
  • +2 to 4 Health Regen
Void Penetration and Minion Void PenetrationWeaver IdolPrefixHumble Idol [2×1]
  • +1% to 2% Void Penetration
  • +1% to 2% Minion Void Penetration
Void Penetration and Minion Void PenetrationWeaver IdolPrefixSmall Idol [1×1]
  • +1% to 2% Void Penetration
  • +1% to 2% Minion Void Penetration
Ward and Ward Decay Threshold on Potion UseWeaver IdolPrefixMinor Idol [1×1]
  • +15 to 25 Ward Gained on Potion Use
  • +35 to 60 Ward Decay Threshold for 4 seconds when you use a Potion
Ward Retention and Ward Per SecondWeaver IdolPrefixMinor Idol [1×1]
  • +5% to 7% Ward Retention
  • +5 to 8 Ward per Second
Added Block Effectiveness and Health Gained on BlockWeaver IdolSuffixStout Idol [1×2]
  • +40 to 80 Block Effectiveness
  • +5 to 12 Health Gain on Block
Added Bow Damage and Increased Bow DamageWeaver IdolSuffixHumble Idol [2×1]
  • +2 to 5 Bow Damage
  • 10% to 20% increased Bow Damage
Added Melee Damage and Increased Melee DamageWeaver IdolSuffixHumble Idol [2×1]
  • +3 to 6 Melee Damage
  • 10% to 20% increased Melee Damage
Added Spell Damage and Increased Spell DamageWeaver IdolSuffixHumble Idol [2×1]
  • +2 to 4 Spell Damage
  • 10% to 20% increased Spell Damage
Added Throwing Damage and Increased Throwing DamageWeaver IdolSuffixHumble Idol [2×1]
  • +1 to 3 Throwing Damage
  • 10% to 20% increased Throwing Damage
Cold Resistance and Minion Cold ResistanceWeaver IdolSuffixMinor Idol [1×1]
  • +9% to 12% Cold Resistance
  • +9% to 12% Minion Cold Resistance
Cold Resistance and Minion Cold ResistanceWeaver IdolSuffixStout Idol [1×2]
  • +9% to 12% Cold Resistance
  • +9% to 12% Minion Cold Resistance
Critical Stike Avoidance and Increased Critical Strike ChanceWeaver IdolSuffixSmall Idol [1×1]
  • +2% to 4% Critical Strike Avoidance
  • 5% to 15% increased Critical Strike Chance
Damage Reflected and Damage Dealt to AttackersWeaver IdolSuffixSmall Idol [1×1]
  • +5% to 15% Damage Reflected
  • +50 to 100 Damage Reflected to Attackers
Elemental Resistance and Minion Elemental ResistanceWeaver IdolSuffixStout Idol [1×2]
  • +4% to 6% Elemental Resistance
  • +4% to 6% Minion Elemental Resistance
Elemental Resistance and Minion Elemental ResistanceWeaver IdolSuffixMinor Idol [1×1]
  • +4% to 6% Elemental Resistance
  • +4% to 6% Minion Elemental Resistance
Endurance and Endurance ThresholdWeaver IdolSuffixMinor Idol [1×1]
  • +1% to 2% Endurance
  • +10 to 25 Endurance Threshold
Fire Resistance and Minion Fire ResistanceWeaver IdolSuffixMinor Idol [1×1]
  • +9% to 12% Fire Resistance
  • +9% to 12% Minion Fire Resistance
Fire Resistance and Minion Fire ResistanceWeaver IdolSuffixStout Idol [1×2]
  • +9% to 12% Fire Resistance
  • +9% to 12% Minion Fire Resistance
Health and Added Health RegenerationWeaver IdolSuffixMinor Idol [1×1]
  • +14 to 18 Health
  • +1 to 2 Health Regen
Health and ManaWeaver IdolSuffixMinor Idol [1×1]
  • +14 to 18 Health
  • +5 to 8 Mana
Increased Chance to Find Potions and Health Gained on Potion UseWeaver IdolSuffixMinor Idol [1×1]
  • +5% to 10% Increased Chance To Find Potions
  • +20 to 40 Health Gained on Potion Use
Increased Damage Over Time and Chance to Apply Frailty on HitWeaver IdolSuffixStout Idol [1×2]
  • 14% to 25% increased Damage Over Time
  • +5% to 10% Chance to apply Frailty on Hit
Lightning Resistance and Minion Lightning ResistanceWeaver IdolSuffixMinor Idol [1×1]
  • +9% to 12% Lightning Resistance
  • +9% to 12% Minion Lightning Resistance
Lightning Resistance and Minion Lightning ResistanceWeaver IdolSuffixStout Idol [1×2]
  • +9% to 12% Lightning Resistance
  • +9% to 12% Minion Lightning Resistance
Necrotic Resistance and Minion Necrotic ResistanceWeaver IdolSuffixSmall Idol [1×1]
  • +9% to 12% Necrotic Resistance
  • +9% to 12% Minion Necrotic Resistance
Necrotic Resistance and Minion Necrotic ResistanceWeaver IdolSuffixHumble Idol [2×1]
  • +9% to 12% Necrotic Resistance
  • +9% to 12% Minion Necrotic Resistance
Physical Resistance and Minion Physical ResistanceWeaver IdolSuffixHumble Idol [2×1]
  • +9% to 12% Physical Resistance
  • +9% to 12% Minion Physical Resistance
Physical Resistance and Minion Physical ResistanceWeaver IdolSuffixSmall Idol [1×1]
  • +9% to 12% Physical Resistance
  • +9% to 12% Minion Physical Resistance
Poison Resistance and Minion Poison ResistanceWeaver IdolSuffixHumble Idol [2×1]
  • +9% to 12% Poison Resistance
  • +9% to 12% Minion Poison Resistance
Poison Resistance and Minion Poison ResistanceWeaver IdolSuffixSmall Idol [1×1]
  • +9% to 12% Poison Resistance
  • +9% to 12% Minion Poison Resistance
Reduced Bonus Damage Taken from Crits and Increased Critical Strike ChanceWeaver IdolSuffixSmall Idol [1×1]
  • +2% to 4% Reduced Bonus Damage Taken from Critical Strikes
  • 5% to 15% increased Critical Strike Chance
Void Resistance and Minion Void ResistanceWeaver IdolSuffixSmall Idol [1×1]
  • +9% to 12% Void Resistance
  • +9% to 12% Minion Void Resistance
Void Resistance and Minion Void ResistanceWeaver IdolSuffixHumble Idol [2×1]
  • +9% to 12% Void Resistance
  • +9% to 12% Minion Void Resistance
Ward Per Second and Ward RetentionWeaver IdolSuffixStout Idol [1×2]
  • +12 to 16 Ward per Second
  • +8% to 14% Ward Retention
Unique409 rows
NameCategoryTypeClassEffect
Ambitions of an Erased AcolyteWeaverRelicAcolyte
  • (9 to 29) Ward Gained on Potion Use
  • +(9% to 29%) Ward Retention

  • +1 to Level of Acolyte Skills
  • +(6% to 14%) Endurance
  • When a nearby enemy or ally dies you gain Ward equal to 2% to (4 to 6)% of its maximum health, up to 3,000 ward (2 second cooldown)
Anchor of OblivionUniqueRelic
  • (15% to 25%) increased Armor

  • (40% to 100%) increased Void Damage
  • +40% Endurance
  • +(40 to 100) Endurance Threshold
  • When a hit leaves you below your endurance threshold you are slowed and release a powerful Wave of Void (2 second cooldown)
  • +(10 to 14) Strength
Apostate's SanctuaryUniqueAmulet
  • +(13% to 40%) Physical Resistance
  • +(13% to 40%) Necrotic Resistance

  • +(6 to 10) Vitality
  • +2 Health per Vitality
  • (36% to 48%) of Current Health and Ward lost when you directly cast a Spell
  • Health Leech is disabled for 4 seconds when you directly cast a Spell
  • +8 Ward per Second per 1% uncapped Physical Resistance while channelling Rebuke
  • (6% to 14%) more Damage to Bosses and Rare Enemies
Arboreal CircuitUniqueRing
  • (3% to 8%) increased Movement Speed

  • +(300 to 900) Minion Armor
  • (5 to 10)% increased Movement Speed for you and your minions
  • 10% chance to summon an illusory tree when hit (15 second cooldown)
Artifice of DevastationUniqueRelicRogue
  • +(15 to 30) Mana
  • (15% to 30%) increased Mana Regen

  • +(1 to 2) to Level of Throwing Skills
  • (24% to 48%) Increased Bladestorm duration
  • (20% to 40%) Increased Area for Throwing Area Skills
  • (24% to 48%) increased Throwing Damage
  • Bladestorms throw an Explosive Trap at an enemy within 6 meters every second, consuming 120% of its mana cost
    Counts as being indirectly thrown by you. Modifiers to throwing area affect the targeting area.
Ashes of MortalityUniqueRing
  • +(28% to 45%) Fire Resistance
  • (28% to 45%) increased Fire Damage

  • (13 to 19)% chance on hit to gain 2 Ward per Ignite and Damned on the Target and 30 Ward per Ignite and Damned on You (up to 2000 ward, 2 second cooldown)Additional sources of this stat add to the the chance to trigger, but not the ward gained.
  • (6% to 13%) increased Cast Speed
  • +(13% to 30%) Ward Retention
  • (30% to 76%) increased Fire Damage
  • (30% to 76%) increased Necrotic Damage
Ashes of OrchirianUniqueRelic
  • +3 Attunement
  • +5% to All Resistances

  • 8% increased Mana Regen
  • 13% Increased Cast Speed with Physical and Fire Spells
  • 21% Increased Critical Strike Chance with Physical and Fire Spells
  • 34% Increased Stun Chance with Physical and Fire Spells
  • 55% increased Health Regen
  • 89% increased Physical and Fire Damage
Aurora's Time GlassUniqueAmulet
  • +(5 to 25) Health

  • +(11% to 15%) Endurance
  • (6 to 18)% increased Attack and Cast Speed
  • +(20% to 60%) Ward Retention
  • If damage leaves you below 30% health and doesn't kill you, you are restored to full health, you gain ward equal to the health restored, all nearby enemies are slowed, and you gain haste for (3 to 6) seconds(20 second cooldown).
Bleeding HeartUniqueAmulet
  • (5% to 15%) increased Melee Attack Speed
  • (5% to 15%) increased Throwing Attack Speed

  • (35% to 25%) less Health Regen
  • (5% to 9%) of Damage Leeched as Health
  • You are inflicted with bleed when you cast a spell
Bloodkeeper's NestUniqueRelic
  • +(6 to 10) Bees per 10 seconds while in Spriggan Form

  • Bees gain an additional (12 to 16) health and (7 to 12)% increased damage per point of your AttunementThis is an addition to its normal Attunement scaling
  • Bleed inflicted by Bees has (6 to 8)% Physical Penetration per point of your Strength
  • When you directly cast Thorn Shield, the nearest Bee also gains Thorn Shield
  • +(32% to 56%) Chance to apply Frailty on hit for Bees
  • Minions leech 4% of Physical Damage as Health
    The health is restored to the minion that dealt the damage, not to you
  • Minions cannot deal Critical Strikes
Blossom of Immortal StonePrimordialAmulet
  • +(11% to 15%) Endurance
  • +(50 to 110) Endurance Threshold

  • 100% of Void Damage Taken as Physical
  • 100% of Necrotic Damage Taken as Physical
  • 100% of Poison Damage Taken as Physical
  • (21% to 60%) increased Armor
  • (12% to 21%) of Armor Mitigation also applies to Damage over Time
  • +(3 to 12) Attunement
Bluefeather BandPrimordialRing
  • +(42 to 110) Ward Decay Threshold

  • (54% to 48%) less Mana Cost for Spell Skills
  • (54% to 48%) less Mana
  • (54% to 48%) less Mana Regen
  • (6% to 9%) of Damage Dealt to Mana Before Health
  • When you use 3 zero mana cost skills in a row you gain (15 to 21) Mana and (180 to 330) Ward (3 second cooldown)
  • +(180 to 330) Ward Decay Threshold
Box of HydraeUniqueRelicMage
  • +(9% to 18%) Ward Retention

  • +(1 to 2) to Level of Runic Invocation
  • +(9% to 18%) Fire Penetration with Fire Invocations
    Fire Invocations are invocations from Runic Invocation that have a fire tag
  • (9% to 18%) chance to Invoke Hydrahedron on kill with fire skills (9 second cooldown)
    Hydrahedron is an invocation normally cast by using Runic Invocation with the rune sequence Gon Rah Rah
  • (9% to 63%) increased Hydrahedron Area
  • (9% to 36%) increased Hydrahedron Cast Rate
    This increases the rate at which Hydrahedron casts its fire mortarts.
  • +(9 to 18) Ward Gained on Hit with Hydrahedron
  • +(18 to 108) Ward Decay Threshold
Carcinization of MomentumUniqueRing
  • +(3 to 6) Vitality
  • +(3 to 6) Health Regen

  • Evade is replaced by Summon Crab
  • You have Swiftness
    Swiftness grants increased movement speed based on character level
  • (20% to 30%) increased Armor
  • (20% to 30%) increased Minion Armor
  • +(3 to 6) to All Attributes
Chimaera's EssenceUniqueAmulet
  • (5% to 15%) increased Melee Attack Speed
  • (5% to 15%) increased Throwing Attack Speed

  • (100% to 160%) increased Damage while Transformed
  • (6% to 12%) increased Movement Speed while Transformed
  • (-25% to -15%) to All Resistances while Transformed
Cocooned AmuletUniqueAmulet
  • Contains a random unique amulet
Cocooned RelicUniqueRelic
  • Contains a random unique relic
Cocooned RingUniqueRing
  • Contains a random unique ring
Code of an Erased SentinelWeaverRelicSentinel
  • +(10 to 30) Mana
  • -3 Mana Cost for Melee Skills

  • +1 to Level of Sentinel Skills
  • (20% to 30%) increased Armor
  • (20% to 30%) of Armor Mitigation also applies to Damage over Time
CrueltyUniqueRelicAcolyte
  • (13% to 19%) increased Spell Damage

  • +(1 to 2) to Level of Sacrifice
  • Minions are automatically Sacrificed after 2 seconds. If you have any mana then (53 to 89)% of Sacrifice's mana cost is consumed. Otherwise this cast of Sacrifice deals 80% less damage (multiplicative with other modifiers)
  • (3% to 11%) increased Movement Speed
  • (11% to 23%) increased Minion Movement Speed
  • Your minions cannot be Stunned
  • +(31 to 83) Mana
Cycle of PutrescenceUniqueRing
  • +(33% to 46%) Necrotic Resistance
  • +(46 to 130) Ward Decay Threshold

  • Your Volatile Zombies have a chance to resurrect equal to 100% divided by your Number of Zombies
    For example if you have four zombies and one dies it has a 25% chance to resurrect. Resurrection occurs after 1 second.
  • (36% to 81%) increased Minion Spell Damage
  • +(18 to 27) Poison Damage for your Minions' Damage Over Time Spells
  • +1 to Level of Minion Damage Over Time Skills
  • +(27% to 36%) Minion Fire Resistance
Death RattleUniqueAmulet
  • (5% to 35%) increased Minion Damage
  • (5% to 35%) increased Minion Critical Strike Chance

  • +(35% to 65%) Minion Critical Strike Multiplier
  • +(5 to 10) Intelligence
  • Your minions take (10 to 30)% increased damage
  • Regain 30 health on minion death
  • +(1 to 3) to Level of Sacrifice
Dedication of an Erased PrimalistWeaverRelicPrimalist
  • +(7 to 14) Health
  • (7% to 14%) increased Minion Health

  • +1 to Level of Primalist Skills
  • (12% to 8%) less Damage over Time Taken from Slowed Enemies
    Multiplicative with other modifiers
  • (28% to 48%) chance on Hit to grant one of your minions Aspect of the Spider (2 second cooldown)
    Aspect of the Spider lasts 8 seconds and grants 15% more damage to slowed enemies (multiplicative with other modifiers) and +100% chance to slow on hit. It cannot stack.
DevotionUniqueAmulet
  • +(18% to 42%) Fire Resistance
  • +(18% to 42%) Lightning Resistance

  • 1% Increased Cast Speed with Smite per 2% Missing Mana
    If you have negative mana equal to 20% of your max mana then you have 120% missing mana
  • +1 Spell Damage with Smite per 5 Missing Mana
    If you have -40 current mana and 200 max mana then you have 240 missing mana
  • +(3% to 15%) Endurance
  • (30% to 90%) Increased Healing Effectiveness
  • (30% to 90%) increased Lightning Damage
  • +(3% to 15%) Lightning Penetration
Diothaen's Bloody NibUniqueRelicMage
  • +(11 to 33) Ward per Second

  • You are inflicted with bleed when you hit an enemy with Shatter Strike
    Hitting one enemy with both swings of Shatter Strike will result in two bleed stacks
  • +2% Cold Penetration with Shatter Strike per stack of bleed on you
    Affected by conversions to Shatter Strike's base damage
  • +1 to Level of Shatter Strike
  • +(4 to 8) Dexterity
  • (30% to 50%) increased Mana Regen
  • +(15% to 25%) Critical Strike Multiplier
Downfall of the RighteousUniqueRelicAcolyte
  • +(13% to 45%) Fire Resistance
  • (13% to 63%) increased Curse Damage

  • (5% to 15%) increased Health
  • (0.1% to 0.3%) of Fire Damage Over Time Leeched as Health
  • (0.1% to 0.3%) of Necrotic Damage Over Time Leeched as Health
  • (25% to 100%) increased Curse Damage
  • Witchfire deals More Damage equal to 66% of your increased Curse Damage
  • While you have both Ignite Overload and Damned Overload, enemies within 10 meters are inflicted with Witchfire every second
    Witchfire is an ailment that deals 600 fire and 600 necrotic damage over 12 seconds. It cannot stack.
Egg of the ForgottenUniqueRelic
  • Can be replaced with a Unique Item that lacks both Legendary Potential and Weaver's Will
  • Changes into a random Unique Item if challenged or empowered
Evolution's EndUniqueAmulet
  • +(2 to 6) to All Attributes
  • (3% to 10%) increased Movement Speed
  • +(4% to 15%) to All Resistances

  • 40% increased Minion Damage
  • When a hit leaves a Boss or Champion below 40% health you summon a Rift Beast for 15 seconds (40 second cooldown)
  • The Rift Beast summoned has the same Evolutions as the Rift Beast that dropped this item
  • +(15 to 15)% to All Resistances for Minions
  • View all available evolutions
ExulisUniqueAmulet
  • (6% to 20%) less Damage Over Time Taken

  • +(1 to 2) to Level of All Skills
  • +(10 to 20) to All Attributes
  • 4% Increased Area for Area Spells per 10 Madness
  • 1% Chance to take 0 damage when hit per 10 Guile
  • 2% Increased Health per 10 Brutality
  • 5% Increased effect of Haste per 10 Rampancy
  • 1% less Necrotic, Void, and Poison damage taken per 10 Apathy
Eye of OrexiaUniqueRelicMage
  • +(3% to 9%) Physical Resistance
  • +(3% to 9%) Fire Resistance
  • +(3% to 9%) Poison Resistance

  • (70% to 120%) Increased Volcanic Orb Damage
  • (44% to 70%) Increased Cooldown Recovery Speed for Volcanic Orb
  • (30% to 44%) Increased Volcanic Orb Speed
  • (22% to 30%) Increased Volcanic Orb Shrapnel Speed
  • (10% to 22%) increased Cast Speed
Eye of StormsUniqueAmulet
  • (5% to 15%) increased Cast Speed

  • Cast Maelstrom every 3 seconds
    This consumes Maelstrom's mana cost
  • +(33% to 45%) Cold Resistance
  • +(33% to 45%) Lightning Resistance
  • (6% to 15%) Increased Lightning Damage per Active Maelstrom
  • +(10 to 18) Lightning Melee Damage
Flames of MidnightUniqueRing
  • +(42 to 110) Ward Decay Threshold

  • Evade is replaced by Spirit Step
  • You have Swiftness
  • When you directly use a Fire, Necrotic, or Void skill you create a Wandering Spirit near the target location (4 second cooldown for each skill type).
    Each skill type has a separate cooldown. The spirit is created at an accessible location, where it can be swapped with.
  • +(4 to 7) Ward gained each second per Active Wandering Spirit
    Does not count as a Ward Per Second stat for the purpose of stat conversions or scaling
  • 100% of Wandering Spirits Base Damage Converted to Fire
  • +(7 to 11)% Fire, Necrotic, and Void Penetration
Font of the ErasedWeaverRing
  • +(5% to 18%) Elemental Resistance

  • (4 to 10)% increased Health and Mana
  • (14% to 30%) of Mana Spent Gained as Ward
  • 1 Ward gained on hit per 10 missing mana if your current ward is lower than your missing health
Frozen Eyes of FormosusUniqueAmulet
  • (5% to 15%) increased Cast Speed

  • +(4 to 8) Necrotic Spell Damage
  • +(50% to 80%) Freeze Rate per stack of Chill
  • +(150% to 300%) Minion Freeze Rate per stack of Chill
  • +(25% to 40%) Chance to apply Chill on Hit
  • (80 to 140)% increased Minion Cold DamageIncreases cold damage dealt by all minions
  • (20% to 40%) Minion Increased Cooldown Recovery Speed
Gambit of an Erased RogueWeaverRelicRogue
  • (16% to 28%) increased Critical Strike Chance

  • +1 to Level of Rogue Skills
  • +(24 to 54) Dodge Rating
  • 1 in 6 chance to take (25 to 15)% less Damage per Active ShadowMultiplicative with other modifiers. The number of shadows multiplies the damage reduction, not the chance.
Gambler's FallacyUniqueAmulet
  • +(5 to 25) Health

  • Your Skills gain +100% Critical Strike Chance if you have not dealt a Critical Strike Recently. Excludes Channeled Skills.
    Recently refers to the last 4 seconds.
  • 50% less Critical Strike Chance if you have dealt a Critical Strike Recently
    Multiplicative with other modifiers
  • (10 to 15) Health Gain on Crit
Grimoire of Necrotic ElixirsUniqueRelic
  • +(30 to 40) Health
  • (12% to 2%) reduced Health Regen

  • +(2 to 4) Vitality
  • 5% of Current Health Drained per Second for 4 seconds when you use a Potion
  • (30 to 40)% less void, necrotic, and poison damage taken for 4 seconds on potion useMultiplicative with other modifiers
  • +(30 to 40) necrotic damage to melee attacks and spells for 4 seconds on potion use
Heirloom of the Last NomadUniqueRing
  • +(28% to 45%) Fire Resistance
  • (28% to 45%) increased Fire Damage

  • +(100 to 140) Health
  • +(14% to 40%) Cold Resistance
  • +(14% to 40%) Void Resistance
  • (20% to 40%) Increased Stun Duration
  • (80% to 90%) increased Duration of Stuns Received
  • Using a Potion Cleanses Stun and Freeze
Herkir's VesselUniqueRelic
  • +(2 to 3) Health Regen

  • (60% to 100%) increased Fire Damage
  • (60 to 100) Health Gained on Potion Use
  • +(6 to 10) Fire Spell Damage for 4 seconds when you use a Potion
  • 100% Chance to cast Fire Aura on Potion Use
  • (30% to 60%) Increased Fire Aura Area
Hollow FingerUniqueRing
  • (5% to 35%) increased Minion Damage
  • (5% to 35%) increased Minion Health
  • +(5% to 35%) Minion Critical Strike Multiplier

  • +(40% to 70%) Chance to apply Chill on Hit
  • +13 Necrotic Melee Damage
  • +1 Maximum Skeleton
    Affects the Acolyte's Summon Skeleton skill
  • +(7 to 13)% Cold Resistance for you and your Minions
  • +(7 to 13)% Physical Resistance for you and your Minions
Inheritance of the ErasedWeaverAmulet
  • (6% to 20%) less Damage Over Time Taken

  • Every 10 seconds a random minion is Chosen, receiving Frenzy and 200% of the stats on this item
    Chosen is a buff which lasts for 10 seconds. Frenzy grants 20% increased attack and cast speed.
  • (8% to 14%) increased Health
  • (52% to 98%) increased Health Regen
  • +(28% to 46%) Void Resistance
Julra's StardialUniqueRing
  • +(10 to 20) Mana
  • (6% to 12%) increased Mana Regen

  • (12% to 36%) of Mana Spent Gained as Ward
  • (36% to 72%) increased Spell Damage
  • When you use a movement or time travel skill all stats on this item are tripled for 4 seconds (12 second cooldown)
Kelthan Blasting AgentUniqueRelicRogue
  • (26% to 44%) increased Fire Damage
  • +(14% to 26%) Chance to apply Ignite on Hit

  • 88% Reduced Decoy Duration
  • (100% to 160%) Increased Cooldown Recovery Speed for Decoy
  • +(40% to 48%) Chance to apply Ignite on Throwing Hit
  • (80% to 120%) Increased Ignite Duration
  • +(12% to 18%) Fire Penetration
Knowledge of an Erased MageWeaverRelicMage
  • +(14 to 40) Mana
  • (14% to 40%) of Mana Spent Gained as Ward

  • +1 to Level of Mage Skills
  • (5% to 9%) of Damage Dealt to Mana Before Health
  • Endurance applies to (5 to 9) additional Health per 10 Missing ManaThis effectively raises your endurance threshold for calculating damage taken, but it does not count as endurance threshold for any other effects that depend on your endurance threshold.
Laup's PathUniqueRelicPrimalist
  • (20 to 40) Damage Reflected to Attackers
  • +(5 to 10) Minion Spell Damage

  • When you directly use Warcry or Fury Leap, you summon up to your maximum number of Thorn Totems and they gain 100% more cast speed for 1 second
    This effect does not consume mana.
  • You are inflicted with bleed for each Thorn Totem you summon
  • +1 Charges for Fury Leap
  • +(1 to 2) to Level of Summon Thorn Totem
  • (5% to 9%) increased Movement Speed
  • +(10% to 25%) Physical Resistance
Legends EntwinedPrimordialRing
  • (6% to 10%) Increased Cooldown Recovery Speed
  • +(1 to 2) to All Attributes

  • Counts as a part of every equipped item set
  • +(2 to 5) to All Attributes per Complete Set
  • +(2% to 5%) to All Resistances per Complete Set
  • +1 to All Skills per Complete Set
  • (5 to 12)% increased Attack and Cast Speed
Liath's SignetUniqueRing
  • +(5% to 18%) Elemental Resistance

  • +75% Elemental Resistance while Channelling
  • (15% to 30%) Chance to Gain 30 Ward when Hit while Channelling
  • (45% to 75%) increased Lightning Damage
Logi's HungerUniqueAmulet
  • +(13% to 40%) Physical Resistance
  • +(13% to 40%) Necrotic Resistance

  • +(2% to 3%) Fire Critical Strike Chance
  • (5% to 8%) of Fire Damage Leeched as Health on Crit
  • (50% to 80%) Increased Leech Rate
  • +(2% to 3%) Minion Critical Strike Chance
  • +2 to Level of Minion Fire Skills
  • (12 to 24)% increased Attack and Cast Speed for Minions
Mana GuideUniqueAmulet
  • +(16 to 48) Mana

  • While channelling Focus you move towards your current target location at 80% of your normal movement speed
    You can change direction during Focus and the speed of movement scales with your movement speed
  • While channelling Focus you cast Lightning Blast once per second
    Each cast consumes 100% of Lightning Blast's mana cost and only occurs if you have more than 0 mana
  • Mana regeneration from Focus is half as effective
    This affects all mana regeneration granted by Focus, but not other sources of mana regeneration
  • You have 50% less armor while channeling Focus
  • (34% to 70%) increased Mana Regen
  • +(25 to 50) Ward per Second while Channelling
  • +(50 to 115) Ward Decay Threshold
  • +(24% to 38%) Lightning Resistance
Melvern's WritUniqueRelic
  • +(4% to 6%) Cold Resistance
  • +(4% to 6%) Fire Resistance

  • +1 Crossbow Mercenaries
    Mercenaries are minions and are resummoned after a while if they die.
  • (70% to 90%) increased Minion Bow Damage
  • +(2% to 3%) Minion Bow Critical Strike Chance
  • (20% to 40%) Increased Chance To Find Potions
  • +(6 to 8) Dexterity
Murama's HiltUniqueRelic
  • (5% to 7%) increased Melee Attack Speed

  • (85% to 130%) increased Curse Damage
  • (30% to 50%) increased Curse Cast Speed
  • (4 to 6) Mana Gained when you use Harvest
NihilisUniqueAmulet
  • (1% to 12%) increased Health
  • (1% to 12%) increased Mana
  • (-4% to 8%) increased Movement Speed

  • +(1 to 2) to Level of All Skills
  • (-20% to 50%) increased Mana Regen
  • (-10% to 20%) more Armor
  • (-5% to 15%) to All Resistances
  • (10% to 20%) of Current Health and Ward lost when you use Evade
  • (1.2 to 4) Seconds of Frenzy after you use Evade
    Frenzy is a buff that grants 20% increased attack and cast speed by default. It cannot stack.
OceareonUniqueRing
  • +(10 to 20) Mana
  • (6% to 12%) increased Mana Regen

  • +(24% to 40%) Chance to apply Chill on Hit
  • (10% to 20%) Increased Chill Duration
  • (4% to 2%) less Damage Taken from Chilled Enemies
    Multiplicative with other modifiers
  • +(24% to 40%) Chance to apply Shock on Hit
  • (10% to 20%) Increased Shock Duration
  • 1% more Damage per stack of Shock
Oculus of RuinUniqueRing
  • +(42 to 110) Ward Decay Threshold

  • +(3 to 6) to All Attributes
  • Can be corrupted multiple times
OmnisUniqueAmulet
  • (5% to 35%) increased Critical Strike Chance

  • +(1 to 2) to Level of All Skills
  • +(1% to 45%) Physical Resistance
  • +(1% to 45%) Fire Resistance
  • +(1% to 45%) Cold Resistance
  • +(1% to 45%) Lightning Resistance
  • +(1% to 45%) Void Resistance
  • +(1% to 45%) Necrotic Resistance
  • +(1% to 45%) Poison Resistance
Orchirian's PetalsUniqueRelic
  • +3 Attunement
  • +5% to All Resistances

  • 8% increased Mana Regen
  • 13% Increased Cast Speed with Physical Spells
  • 21% Increased Critical Strike Chance with Physical Spells
  • 34% Increased Stun Chance with Physical Spells
  • 55% increased Health Regen
  • 89% increased Physical Spell Damage
Orian's EyeUniqueAmulet
  • (6% to 20%) less Damage Over Time Taken

  • 100% of Void Damage Taken as Fire
  • (15% to 10%) less Fire Damage Taken
  • +(75 to 150) Mana
  • (75 to 150)% increased duration of stun immunity after being stunned
Orian's Sun SealUniqueRing
  • +(5% to 18%) Elemental Resistance

  • +(1 to 2) to Level of Symbols of Hope
  • (20% to 40%) Increased Symbol Gain Rate
    Affects the rate at which you automatically gain Symbols while Symbols of Hope is equipped. Base Symbol gain rate is 1 every 3 seconds.
  • (15% to 25%) Increased Healing Effectiveness
  • (10% to 15%) increased Armor
  • Symbols of Hope is automatically activated when damage taken leaves you below your endurance threshold, consuming (70 to 80)% of its cooldown and mana cost.This effect can only occur if Symbols of Hope is on your ability bar and not on cooldown, and you have positive mana.
Pearls of the SwineUniqueAmulet
  • +(13% to 40%) Physical Resistance
  • +(13% to 40%) Necrotic Resistance

  • Bone Curse also inflicts Decrepify
    Decrepify is a Curse which deals 200 physical damage over 10 seconds with added damage applying at 100% effectiveness per second, and gains 1% more damage per 5 of your missing health. It also causes the target to take 15% more damage from damage over time.
  • (113 to 166) Ward per Second for each Curse affecting you
  • (31% to 55%) increased Physical Damage
  • +(5 to 9) Vitality
  • +(7% to 11%) to All Resistances
  • +(1 to 4) to All Attributes
Pearls of the SwineUniqueAmulet
  • +(13% to 40%) Physical Resistance
  • +(13% to 40%) Necrotic Resistance

  • Bone Curse also inflicts Penance
    Penance is a Curse that lasts 15 seconds which causes affected targets to take 20 spell fire damage when they hit another target, but it does not stack.
  • (113 to 166) Ward per Second for each Curse affecting you
  • (31% to 55%) increased Fire Damage
  • +(5 to 9) Vitality
  • +(7% to 11%) to All Resistances
  • +(1 to 4) to All Attributes
Pearls of the SwineUniqueAmulet
  • +(13% to 40%) Physical Resistance
  • +(13% to 40%) Necrotic Resistance

  • Bone Curse also inflicts Acid Skin
    Acid Skin is a Curse which deals 80 poison damage over 5 seconds with added damage applying at 80% effectiveness per second, and adds a 20% chance to be critically hit.
  • (113 to 166) Ward per Second for each Curse affecting you
  • (31% to 55%) increased Poison Damage
  • +(5 to 9) Vitality
  • +(7% to 11%) to All Resistances
  • +(1 to 4) to All Attributes
PenumbraUniqueRing
  • (3% to 8%) increased Movement Speed

  • (65% to 115%) Increased Damage for skills used by Shadows
  • (10% to 15%) Physical Penetration with Shadow Daggers
  • 50% Chance to apply a Shadow Dagger on Hit with Lethal Mirage
    Upon reaching 4 stacks of {Shadow Daggers}, the Daggers plunge into the target, dealing physical damage. This damage always critically strikes.
  • +(15% to 25%) Critical Strike Multiplier
  • (5 to 10) Health Gain on Crit
Phantom GripUniqueRing
  • (25% to 50%) increased Critical Strike Chance

  • +(1 to 2) to Level of Minion Skills
  • +(1% to 2%) Critical Strike Chance
  • +(2% to 4%) Minion Critical Strike Chance
  • (4% to 8%) increased Mana
  • +(4 to 8) Melee Necrotic Damage for Forged Weapons
  • (8% to 25%) increased Forged Weapon Duration
  • The Stats on your Gloves apply to your Forged Weapons at (64 to 100)% effectiveness
Pillager's GoldUniqueRelicRogue
  • (1% to 2%) of Damage Leeched as Health on Hit
  • (10% to 20%) increased Damage Leeched as Health

  • (50% to 85%) Increased Leech Rate
  • (5% to 8%) more Damage to Ignited Enemies
  • +1 Throwing Fire Damage with Burning Daggers per 2% increased chance to find potions
  • (35% to 50%) chance to throw a Burning Dagger on hit (up to 2 times per second)
  • 100% Chance to throw a Burning Dagger when you drink a Potion
Quicksilver CoilUniqueRing
  • (3% to 8%) increased Movement Speed

  • (10% to 30%) Chance to gain Haste for 1 second on Hit
  • (5% to 10%) increased Melee Attack Speed
  • (5% to 10%) increased Bow Attack Speed
  • (40% to 60%) increased Health Regen
  • +100% Critical Strike Chance with the Third Strike of Flurry
Red Ring of AtlariaUniqueRing
  • (3% to 8%) increased Movement Speed

  • +(4 to 5) to All Attributes
  • +(15% to 20%) to All Resistances
  • (15% to 20%) increased Health Regen
  • (15% to 20%) increased Mana Regen
  • (15% to 20%) increased Dodge Rating
  • 10% less Damage Taken if you have at least 180 Total Attributes
    Multiplicative with other modifiers. Your Total Attributes is the sum of your Strength, Dexterity, Intelligence, Attunement, and Vitality.
Reliquary NestPrimordialRelic
  • +(2 to 4) to All Attributes
  • +(11% to 15%) Endurance

  • Stats on your Non-Unique Idols have (40 to 60)% increased Effect
  • +(5% to 10%) to All Resistances
  • (10% to 20%) increased Endurance Threshold
  • +(20 to 40) Health
  • +(60 to 100) Stun Avoidance
Ribbons of BloodUniqueRing
  • +(28% to 45%) Fire Resistance
  • (28% to 45%) increased Fire Damage

  • (7% to 10%) increased Health
  • (2% to 4%) of Minion Melee Damage Leeched as Health on Hit
  • (20% to 40%) Minion Increased Leech Rate
  • +(4 to 7) Melee Physical Damage for Minions
  • Your Minions cannot be Crit
Ring of the Third EyeUniqueRing
  • (25% to 50%) increased Critical Strike Chance

  • 30% increased Critical Strike Chance
  • -30% Critical Strike Multiplier
  • 30% Chance to gain (15 to 18) Ward on Crit (up to 4 times per second)
Serpent's MilkUniqueAmulet
  • (5% to 15%) increased Melee Attack Speed
  • (5% to 15%) increased Throwing Attack Speed

  • +200% Chance to apply Poison on Hit with Minion Skills
  • Minions deal 90% less Poison Damage
    multiplicative with other modifiers
  • (50% to 75%) increased Poison Damage
  • +(5 to 7) Health Regen
  • +(50% to 75%) Poison Resistance
Shattered WorldsUniqueRelic
  • (5% to 10%) less Damage Taken

  • You are immune to Slow
  • You have Haste
    Effects which trigger when gaining or refreshing Haste will occur every second
  • +(1% to 5%) Critical Strike Chance
  • +(1 to 10) to All Attributes
  • (10% to 100%) increased Effect of Frenzy on You
  • +1 to Level of All Skills
SilvafrondUniqueRing
  • (5% to 35%) increased Minion Damage
  • (5% to 35%) increased Minion Health
  • +(5% to 35%) Minion Critical Strike Multiplier

  • When you directly cast Summon Vines you are teleported to the target location
    This causes Summon Vines to count as a Traversal Skill. Using a Traversal skill puts all other traversal skills on cooldown and traversal skills' cooldowns do not recover while you are using a traversal skill.
  • +6 Seconds Cooldown Duration for Summon Vines
  • 100% Increased Vines Summoned when you directly cast Summon Vines
  • Summoned Vines are immune to Poison
  • (20% to 30%) Increased Attack and Cast Speed for Summoned Vines
Siphon of AnguishUniqueRing
  • +(5% to 18%) Elemental Resistance

  • (1% to 3%) of Melee Damage Leeched as Health
  • (1% to 3%) of Void Damage Leeched as Health
  • (10% to 30%) Increased Leech Rate
  • (3% to 8%) increased Movement Speed
  • +(10% to 30%) Chance to apply Doom on Hit
  • (10% to 30%) Void Penetration with Doom
Soul Gambler's FallacyUniqueAmulet
  • +(5 to 25) Health

  • Your Skills gain +100% Critical Strike Chance if you have not dealt a Critical Strike Recently. Excludes Channeled Skills.
    Recently refers to the last 4 seconds
  • 50% less Critical Strike Chance if you have dealt a Critical Strike Recently
    Multiplicative with other modifiers
  • (10 to 15) Ward Gain on Crit
  • +(10% to 15%) Critical Strike Multiplier
  • +1 to Level of Necrotic Skills
Soul of the MountainUniqueRelicPrimalist
  • (1% to 2.4%) of Damage Leeched as Health on Hit
  • (1% to 2.4%) of Minion Damage Leeched as Health on Hit

  • +1 Max Vale Spirits per 12 Attunement
  • Spirit Thorns has 3% less cast speed per Vale Spirit
    Multiplicative with other modifiers and with each other stack of this effect
  • Gain a Vale Spirit every second while in Spriggan Form
    When you cast Spirit Thorns, an additional thorn will be released from each Vale Spirit orbiting you. All Spirit Thorns are cast by you, not by the Vale Spirits.
  • (38% to 66%) increased Health Regen
  • +(4% to 6%) Spell Critical Strike Chance
  • +(18% to 36%) Physical Resistance
  • +(18% to 36%) Poison Resistance
SoulfireUniqueRelic
  • +(10% to 30%) Chance to apply Ignite on Hit

  • (6% to 10%) more Spell Damage to Ignited Enemies
  • +(100 to 160)% Chance to Ignite on Hit with Fire Skills and Necrotic Skills
  • 60% increased fire damage if you have killed an enemy recently
    Recently refers to the last 4 seconds
  • 100% increased armor while ignited
  • 100% of Hungering Souls Base Damage Converted to Fire
  • Hungering Souls Ignite on Hit instead of Possessing
Stormcarved TestamentUniqueRelic
  • +(36% to 44%) Physical Resistance

  • +6 Spell Lightning Damage for you and your Totems
  • +12% Lightning Penetration for you and your Totems
  • +(60 to 94)% Shock Chance for you and your TotemsGrants a chance to Shock on Hit
  • +(36 to 44)% Lightning Resistance for You and Your Totems
  • +(60 to 94) Mana
  • 12% Chance to summon a Storm Totem on hit (8 second cooldown)
  • +6 Attunement
Strong MindUniqueAmulet
  • +(6% to 20%) Lightning Resistance
  • +(2 to 3) Lightning Spell Damage

  • +(30 to 60) Mana
  • 200% of maximum mana added as stun avoidance
  • Cast a small lightning explosion when you are stunned
SunwreathUniqueRing
  • +(28% to 45%) Fire Resistance
  • (28% to 45%) increased Fire Damage

  • +(40% to 80%) Chance to apply Ignite on Melee Hit
  • (40% to 80%) increased Fire Damage Over Time
  • +14 Fire Melee Damage
  • Flame Reave hits enemies in an expanding circle around you
    The circle has 35% less range than Flame Reave's normal shape
  • +(4 to 10) Flame Reave Mana Cost
Tears of the ForestUniqueAmulet
  • (5% to 35%) increased Minion Damage
  • (5% to 35%) increased Minion Critical Strike Chance

  • +1 to Level of Summon Spriggan
  • +1 to Level of Spriggan Form
  • 2 Rage Gained per Second per Summoned Vine
  • (4% to 8%) increased Movement Speed while Transformed
  • (16% to 32%) increased Armor while Transformed
  • +(32 to 64) Mana
The ClawUniqueAmulet
  • (5% to 15%) increased Cast Speed

  • +(30 to 50) Health
  • +(5 to 9) Melee Physical Damage for Minions
  • You can Summon Wolves up to your Maximum Number of Companions
    Affects the Summon Wolf skill. Does not increase your maximum number of companions.
The Confluence of FateUniqueAmulet
  • (6% to 20%) less Damage Over Time Taken

  • +(13 to 18) Fire Spell Damage
  • (3% to 9%) increased Fire Damage Taken on Hit
  • +(13 to 18) Necrotic Spell Damage
  • (3% to 9%) increased Necrotic Damage Taken on Hit
  • +(13 to 18) Void Spell Damage
  • (3% to 9%) increased Void Damage Taken on Hit
The FangUniqueAmulet
  • +(13% to 40%) Physical Resistance
  • +(13% to 40%) Necrotic Resistance

  • +(50 to 75) Health
  • +(10 to 16) Melee Physical Damage for Minions
  • Your minions cannot be stunned
  • You can Summon Wolves up to your Maximum Number of Companions
    Affects the Summon Wolf skill. Does not increase your maximum number of companions.
Tome of ElementsUniqueRelic
  • +(6 to 10) Mana

  • 2% of Elemental Damage Leeched as Health
  • +(15 to 45)% chance to chill, shock, and ignite on hit with elemental skillsElemental refers to fire, cold, and lightning
  • (10 to 15)% increased chill, shock, and ignite duration
Tongue of the Aberrant SeerUniqueRing
  • +(10 to 25) Dodge Rating

  • +(30% to 40%) Chance to apply Poison on Spell Hit
  • +1 to Level of Poison Spell Skills
  • +3 to All Attributes
  • 13% of Damage Reflected
  • (30% to 40%) increased Poison Damage
Truesight GlassPrimordialAmulet
  • (6% to 20%) less Damage Over Time Taken

  • Critical Strike Chance above 100% gives you a chance to deal Deadly Strikes (up to 40% chance)
  • Deadly Strikes count as Critical Strikes but have an additional 300% Critical Strike Multiplier
  • +(20% to 50%) Critical Strike Multiplier
  • (6% to 10%) Increased Cooldown Recovery Speed
  • +(60% to 100%) Critical Strike Avoidance
Twisted Heart of UhkeirosUniqueRelic
  • (12% to 20%) increased Health

  • (5% to 8%) of Current Health converted to Ward when you directly cast a Necrotic Spell
  • (5% to 8%) of Current Health converted to Ward when you directly cast an Elemental Spell
  • +1 to Level of Necrotic Spell Skills
  • +1 to Level of Elemental Spell Skills
  • +(10 to 16) Strength
  • (10% to 16%) increased Cast Speed
Tyrant's SkullPrimordialRelic
  • +(2 to 4) to All Attributes
  • +(11% to 15%) Endurance

  • +(1 to 2) to Level of Minion Skills
  • Summons a Tyrannosaur minion
  • +2 Tyrannosaur Melee Damage per Strength
  • 1% increased Tyrannosaur Attack and Cast Speed per Dexterity
  • +1% Tyrannosaur Physical Penetration per Intelligence
  • +1% Tyrannosaur Critical Strike Multiplier per Attunement
  • 1% more Tyrannosaur Health and Damage per 1% Uncapped Endurance
    multiplicative with other modifiers
  • When your Tyrannosaur roars it grants your other minions +25 Physical Damage with Spells and Attacks and the bonuses it gains from this item are applied to them at 20% effectiveness
    This buff lasts 12 seconds
Ucenui's SphereUniqueRelic
  • (20% to 40%) increased Cold Damage
  • (20% to 40%) increased Lightning Damage

  • +(20 to 40) Mana
  • +(20 to 40)% Cold and Lightning Resistance
  • 100% Chance to Cast Water Orb when you hit a Boss or Rare Enemy (3 second cooldown)
  • 3 Water Orbs per cast if your Attunement is Equal to your Intelligence
  • 20% increased Cold and Lightning Damage for each Water Orb you have cast in the past 12 seconds
    Bonus Water Orbs also apply this buff
Unearthed MemoriesUniqueRelicAcolyte
  • (13% to 19%) increased Spell Damage

  • Wandering Spirits is centered on a Gravestone at the targeted location instead of you
  • The Gravestone grants allies within 12 meters (10 to 15)% more necrotic damage over time against cursed enemiesIf Wandering Spirits is converted to another element, this buff is also converted. Multiple sources of this buff do not stack.
  • (13% to 19%) Increased Reveal Rate for Wandering Spirits
  • +(8 to 12) Intelligence
Valdyr's ChaliceUniqueRelic
  • +(10 to 25) Mana

  • 100% of Damage Reflected
  • +(40% to 50%) Chance to apply Bleed on Hit
  • (40% to 50%) Increased Bleed Duration
  • 2% of Physical Damage Over Time Leeched as Health
  • 20 Health gained on Kill per stack of Bleed on the Target
Vessel of StrifeUniqueRelic
  • +(10 to 25) Mana

  • (20% to 30%) of Health Regen also applies to Ward
  • +(40% to 66%) Ward Retention
  • +(40 to 66) Mana
  • +(4 to 6) Void Spell Damage
  • (40% to 66%) increased Void Damage
Vortex PennantUniqueRelicSentinel
  • +(15 to 25) Health
  • (3 to 5) Health Gain on Melee Hit

  • You throw an axe at a nearby enemy every second while channelling Warpath
  • 2% increased Axe Throw Frequency per 10% increased physical damage
    Generic increased damage is counted. Increased melee physical damage and increased throwing physical damage are not counted. More physical damage affects this multiplicatively. Attributes have no effect on it.
  • +1 to Level of Warpath
  • +1 to Level of Throwing Skills
  • (24% to 124%) Increased Physical Damage while Dual Wielding
Wildfire EmbersPrimordialAmulet
  • +(16 to 48) Mana

  • Twice per second while in combat, your Ignites on each enemy within 15 meters are spread to one other nearby enemy, and you have a (25 to 30)% chance to create a Wildfire Wisp next to an ignited enemy
  • When you directly use a non-channeled Fire Skill each Wildfire Wisp within 12 metres has a (10 to 12)% chance to repeat the skill with an additional (240 to 300)% ignite chanceSkills cast from Wildfire Wisps still count as you casting the skill and scale with your stats
  • Skills cast from Wildfire Wisps have +(60 to 100)% Fire Penetration with Ignite
  • +(4% to 7%) Chance to Ignite on Hit per 10% uncapped Fire Resistance
  • +(50% to 75%) Fire Resistance
  • (17% to 25%) increased Health
Xithara's ConundrumUniqueAmulet
  • +(5 to 25) Health

  • 100% of Potion Health Converted to Ward
  • You have no health leech
    You can still regain health through methods other than health leech
  • You have no health regen
    You can still regain health through methods other than health regen
  • (25% to 30%) more Physical Damage while at Full Health
Aaron's WillUniqueBody ArmorAcolyte
  • +279 Armor
  • (3% to 6%) of Maximum Health gained as Endurance Threshold

  • +1 Maximum Bone Golems per 4 maximum Skeletons
    This effect rounds down, for example if you have 7 max skeletons you will gain +1 maximum Bone Golem
  • You cannot summon skeleton warriors, archers or rogues
    Other skeletal minions can still be summoned
  • Bone Golems have a 6% chance on hit to grant you (2 to 4)% of their missing health as ward (1 second global cooldown)
  • Bone Shatter now has a 1 Second Cooldown
  • (10% to 24%) increased Health
  • (100% to 240%) increased Minion Health
  • +(100 to 240) Minion Health
  • +2 to Level of Minion Skills
Advent of the ErasedWeaverBoots
  • +35 Armor
  • (8% to 10%) increased Movement Speed

  • (5% to 11%) increased Movement Speed
  • (5% to 11%) chance to gain Haste for 3 seconds when a nearby enemy dies
    Haste is a buff that grants 30% increased movement speed. Haste does not stack.
  • (35% to 15%) less Damage over Time taken while you have Haste
    Multiplicative with other modifiers
  • When you gain Haste or refresh its duration you gain (30 to 60) Ward (1 second cooldown) and your Minions gain Haste and Frenzy for 3 SecondsFrenzy is a buff that grants 20% Increased attack and cast speed. It cannot stack.
Apex of ThoughtUniqueHelmetMage
  • +77 Armor
  • (30% to 77%) of Mana Spent Gained as Ward
  • (14% to 30%) increased Mana Regen

  • +(39 to 91) Ward per Second for you or your allies while standing on your Glyph of Dominion
  • +(78 to 182) Ward Decay Threshold
  • While standing on your Glyph of Dominion, 100% of your Ignite Chance is converted to Fire Resistance Shred Chance, 100% of your Chill Chance is converted to Cold Resistance Shred Chance, and 100% of your Shock Chance is converted to Lightning Resistance Shred Chance.
  • (39 to 52)% increased Duration of Ignite, Chill, Shock, Fire Resistance Shred, Cold Resistance Shred, and Lightning Resistance Shred.
  • +(1 to 2) to Level of Buff Skills
Architects of Astral BloodPrimordialBody Armor
  • +85 Armor

  • 20% of Current Health Lost per second
    This is not affected by increases and reductions to health drain effects
  • (36% to 42%) of Missing Health gained as Ward per second
  • (36% to 42%) of Maximum Health gained as Ward Decay Threshold
  • (200% to 240%) of Maximum Health applied as a Ward Limit
  • +(72 to 168) Health
  • +(72 to 168) Stun Avoidance
  • +(4 to 6) to All Attributes
Army of SkinUniqueBoots
  • +8 Armor
  • (11% to 14%) increased Movement Speed
  • (16% to 32%) increased Cooldown Recovery Speed for Evade

  • When Flay kills an enemy or hits a boss or rare enemy you gain a stack of Excoriation and have a 6% chance to cast Summon Skeleton if not at maximum skeletons
  • Excoriation has a maximum of 13 stacks and all stacks expire if you have not gained a new one for 13 seconds
  • Each stack of Excoriation grants Flay and Harvest 13% increased Area of Effect and +5 Melee Damage
  • Each stack of Excoriation grants an 8% chance on Flay hit to cast Rip Blood (up to 3 times per 2 seconds)
    Consumes mana equal to Rip Blood's mana cost or 2 mana, whichever is higher. Flay's Deadly Plot can apply to Rip Blood cast this way.
  • (13% to 26%) increased Movement Speed
  • (6% to 13%) increased Melee Attack Speed
  • (26% to 52%) more Melee Damage to High Health Enemies
Artor's LegacyUniqueHelmetPrimalist
  • +84 Armor
  • +(32% to 44%) Cold Resistance
  • +(104% to 208%) Freeze Rate Multiplier

  • +1 Maximum Companions
  • +(1 to 2) to Level of Minion Skills
  • (20% to 50%) Increased Chill Duration
  • +(20% to 40%) Chance to apply Chill on Melee Hit
  • (20% to 30%) increased Melee Attack Speed
Ash WakeUniqueBoots
  • +20 Armor
  • (8% to 10%) increased Movement Speed
  • +1 Evade Charge

  • Aura of Decay is converted to fire, inflicting ignite instead of poison
    Your chance to ignite applies to Aura of Decay at 100% effectiveness. All effects related to poison and poison resistance are converted to ignite and fire resistance. Effects from Aura of Decay which granted less damage taken from poison instead grant less fire damage over time taken.
  • Your Volatile Zombies which explode inside your Aura of Decay have a (20 to 25)% chance to resurrectThis is additive with other sources of resurrection chance for Volatile Zombies
  • (14% to 20%) increased Movement Speed
  • (30% to 50%) Increased effect of Haste on you while Aura of Decay is active
  • +(50 to 90)% Chance to Ignite on Hit for You and your Minions
  • (1% to 3%) of Fire Damage Over Time Leeched as Health
AtrophyUniqueGloves
  • +28 Armor
  • (7% to 14%) increased Mana Regen

  • (20% to 40%) Increased Time Rot Duration
  • +(20% to 40%) Chance to apply Slow on Hit
  • (100% to 200%) Increased Slow Duration
  • (20% to 40%) Chance to Slow Attackers
  • +(20 to 25)% Penetration against All Resistances for Damage Over Time
AvariceUniqueGloves
  • +10 Armor
  • +(5 to 10) Mana

  • 3% of Elemental Damage Leeched as Health
  • (30% to 39%) Increased Leech Rate
  • +13% Elemental Resistance
Azurral's FuryUniqueBelt
  • +(16 to 32) Mana
  • +3 Potion Slots

  • +(20 to 26) Health Regen
  • (20% to 60%) increased Fire Damage
  • Using a potion grants you Falsewater Fury until you run out of mana
    Does not grant Falsewater Fury if you are already out of mana
  • During Falsewater Fury your mana does not regenerate and is drained at an accelerating rate
    Mana drain starts at 0 and accelerates by 10 each second
  • During Falsewater Fury non-channelled melee attacks consume 20 mana to deal +100 melee fire damage
Blood of the ExileUniqueBoots
  • +35 Armor
  • (8% to 10%) increased Movement Speed

  • 30% increased Movement Speed
  • (30% to 67%) Increased Bleed Duration
  • (30% to 40%) more Physical Ailment Damage to Moving Enemies
  • +(5 to 8) Strength
  • +(5 to 8) Dexterity
  • +(5 to 8) Intelligence
Blood RoostUniqueGloves
  • +45 Armor
  • (5% to 15%) Increased Bleed Duration
  • (5% to 15%) Increased Poison Duration

  • (30% to 50%) increased Minion Movement Speed
  • (10% to 30%) Physical Penetration with Bleed inflicted by Minions
  • +(1 to 3) to Level of Falconry
  • (50% to 100%) of your Bleed Chance granted to your Falcon
  • +(2 to 10) Dexterity
  • 1 Health gained per Dexterity when your Falcon hits an enemy
Boneclamor BarbuteUniqueHelmet
  • +130 Armor

  • +150 Armor
  • +(6 to 13) Dexterity
  • +(6 to 13) Intelligence
  • +(35% to 65%) Necrotic Resistance
  • 1 Ward per Second per 3% uncapped Necrotic Resistance
BoulderfistsUniqueGloves
  • +32 Armor

  • (140% to 240%) Increased Melee Stun Chance
  • (14% to 24%) Increased Melee Stun Duration
  • +160 Armor
  • +(50 to 100) Health
  • You cannot leech health
Brewmaster's BuckleUniqueBelt
  • +(120 to 180) Armor
  • +4 Potion Slots

  • 10% of Max Health gained as Endurance Threshold for 4 seconds when you use a potion
    Can stack multiple times
  • (300 to 400) Health Gained on Potion Use
  • +(6 to 10) Vitality
  • +(12% to 20%) Endurance
  • +(3 to 4) Potion Slots
Burning AvariceUniqueGloves
  • +28 Armor
  • (7% to 14%) increased Mana Regen

  • 3% of Elemental Damage Leeched as Health
  • 3% of Necrotic Damage Leeched as Health
  • (30% to 39%) Increased Leech Rate
  • +13% Elemental Resistance
  • (13% to 19%) Fire Penetration with Ignite
CalamityUniqueHelmet
  • +5 Armor
  • +(10 to 35) Mana
  • (5% to 25%) increased Spell Damage

  • (20% to 80%) increased Fire Damage
  • (100 to 150)% Chance to Ignite on Hit with Fire Skills
  • When you kill an enemy with a fire skill you take 4 fire damage over the next 2 seconds
  • (5% to 10%) increased Fire Cast Speed
Call of the TundraUniqueHelmet
  • +130 Armor

  • +(1 to 4) to Level of Warcry
  • Warcry is Converted to Cold
    Converts stun to freeze, physical damage to cold damage, and bleed to frostbite.
  • Warcry no longer knocks enemies back
  • +(80 to 100) Health
  • +(10 to 18) Health Regen
  • (10 to 18) Health Gain on Freeze
  • +(10 to 18) Cold Melee Damage
Carrion of CreationPrimordialGloves
  • +211 Armor
  • (11% to 24%) of Armor Mitigation also applies to Damage over Time

  • +(100% to 157%) Chance to apply Bleed on Hit
  • 100% of Ignite, Frostbite, Shock, Time Rot, Damned, and Poison Chance Converted to Bleed Chance.
  • When you kill an enemy it has a (25 to 47)% chance to explode with Primordial Blood dealing physical damage to others around it
  • Primordial Blood gains (37 to 100)% Chance to inflict Bleed on Hit per stack of Bleed on the enemy killed (up to 20)
Chains of UlerosUniqueBelt
  • +(16 to 32) Mana
  • +3 Potion Slots

  • 12% increased Damage
  • 25% increased Ward Gained on Potion Use
  • +(24% to 60%) Necrotic Resistance
  • 24% reduced duration of stuns on you
  • Your potions grant ward instead of health
    100% of the health you would gain on potion use is gained as ward instead
Chorus of the AnurokPrimordialHelmetPrimalist
  • +116 Armor
  • +(11% to 16%) Endurance
  • (6% to 10%) of Maximum Health gained as Endurance Threshold

  • +2 Maximum Companions
  • If you have less than your maximum number of active companions you summon Primal Anuroks up to your maximum number of companions
    Primal Anuroks are melee minions with no maximum duration. They do not count as companions, but disappear as you summon more companions, so that your combined number of anuroks and companions does not exceed your companion limit.
  • +(50 to 75)% Cold Resistance for you and your Minions
  • (25% to 45%) Increased Area for Minion Area Skills
  • (15 to 25)% increased Attack and Cast Speed for Minions
  • +(90 to 175) Health
Cocooned BeltUniqueBelt
  • Contains a random unique belt
Cocooned BootsUniqueBoots
  • Contains a pair of random unique boots
Cocooned CuirassUniqueBody Armor
  • Contains a random unique body armor
Cocooned GlovesUniqueGloves
  • Contains a pair of random unique gloves
Cocooned HelmetUniqueHelmet
  • Contains a random unique helmet
Communion of the ErasedWeaverBelt
  • +(35 to 65) Armor
  • +3 Potion Slots

  • Stats on this item are doubled for 1 second after using a Potion
    This buff does not stack and a potion use that applies the buff does not benefit from it unless you already had the buff
  • +1 Potion Slot per equipped Weaver's Will Item
    Weaver items are all uniques and legendaries that either have or had Weaver's Will
  • (24% to 54%) increased Armor
  • (24% to 54%) of Mana Spent Gained as Ward
  • (6% to 14%) more Damage to Stunned Enemies
Core of the MountainUniqueBody Armor
  • +85 Armor

  • Gain Damage Immunity for 3 seconds after being Hit (15 second cooldown)
    This effect does not prevent damage from the hit that procs it
  • (30% to 45%) increased Armor
  • +(4 to 10) to All Attributes
  • +(11% to 14%) Endurance
  • +(45 to 90) Endurance Threshold
Crest of UnityUniqueHelmetMage
  • +77 Armor
  • (30% to 77%) of Mana Spent Gained as Ward
  • (14% to 30%) increased Mana Regen

  • +(3 to 6) to Level of Elemental Nova
  • (30% to 60%) Increased Area with Elemental Nova
  • Elemental Nova is always Tri-Elemental
    Disables the possibility of it being Lightning Nova, Ice Nova, or Fire Nova, regardless of its tree.
  • +1% Elemental Penetration with Elemental Nova per 10% uncapped Total Elemental Resistance
    Total Elemental Resistance is your fire resistance plus your cold resistance plus your lightning resistance
  • (18% to 9%) less Damage Taken from Ignited Shocked or Chilled Enemies
    Multiplicative with other modifiers. Only applies once even if more than one of these ailments are applied.
Dark Shroud of CindersUniqueBody Armor
  • +114 Armor
  • +(5% to 14%) Lightning Resistance

  • +(17% to 25%) Chance to apply Blind on Hit
  • +(7 to 12) Void Spell Damage
  • (12% to 17%) increased Fire Cast Speed
  • +(17% to 25%) Chance to cast Fire Aura when Hit (up to 3 times per second)
  • (30% to 50%) Increased Void Damage per Fire Aura
DarkstrideUniqueBoots
  • +35 Armor
  • (8% to 10%) increased Movement Speed

  • (8% to 10%) increased Movement Speed
  • +1 Charge for Void Cleave
  • +10 Void Melee Damage
  • 0.2% Increased Movement Speed per Added Melee Void Damage
    Not affected by increased damage, just stats like +5 Melee Void Damage.
  • (18% to 42%) increased Void Damage
Decayed SkullUniqueHelmet
  • +130 Armor

  • 80% increased void and necrotic damage
  • 20% of void and necrotic damage taken as physical damage
  • +(30 to 100) Armor
  • (3 to 10)% More Armor (multiplicative with other modifiers)
  • (15% to 30%) of Armor Mitigation also applies to Damage over Time
Dominance of the TundraUniqueHelmet
  • +40 Armor

  • Evade casts Glacier along its path
    This consumes mana equivalent to Glacier's mana cost
  • +(6 to 12) Strength
  • +(6 to 12) Intelligence
  • +400 Armor
  • (30% to 60%) reduced Bonus Damage Taken from Critical Strikes
  • 25% increased Evade distance
Doublet of Onos TullUniqueBody Armor
  • +25 Armor

  • +(60 to 100) Health
  • Minions have +(60 to 100)% Chance to Inflict Bleed on Hit
  • Minions have (60 to 100)% Increased Bleed Duration
Elecoe's AbandonUniqueBody ArmorRogue
  • +168 Armor
  • (25% to 50%) increased Dodge Rating
  • (25% to 50%) increased Damage Over Time

  • Throwing an Acid Flask consumes a Potion in order to throw an additional flask that deals (125 to 180)% more damageCan only trigger on direct throws and has no effect if you do not have a potion. Consuming a potion this way does not trigger the potion's health recovery, but does trigger other on potion use effects. The damage bonus is multiplicative with other modifiers.
  • +(1 to 2) to Level of Throwing Skills
  • (25% to 32%) Increased Area for Throwing Area Skills
  • +(5% to 16%) to All Resistances
  • (5% to 8%) increased Movement Speed
  • +(1 to 2) Potion Slots
Elecoe's InnovationUniqueBelt
  • +(33% to 47%) Poison Resistance
  • +(33% to 47%) Cold Resistance
  • +4 Potion Slots

  • Your critical strike chance also applies to your potion uses. When a potion use crits, the health and ward you immediately gain from it is multiplied by a percentage of your critical strike multiplier.
    This does not increase the effect of temporary stats granted on potion use
  • 25% of Critical Strike Multiplier applies to Potions
    If a potion crits, this percentage of your Critical Multiplier will affect the potion
  • (144 to 216) Health Gained on Potion Use
  • (144 to 216) Ward Gained on Potion Use
  • (12% to 24%) increased Critical Strike Chance
  • +(12% to 24%) Critical Strike Multiplier
Eterra's PathUniqueBoots
  • +56 Armor
  • (11% to 14%) increased Movement Speed

  • +(80 to 120) Health
  • You and your minions have 20% increased movement speed
  • You and your minions have (20 to 28)% increased healing effectiveness
  • Every second if you are moving you have a (20 to 28)% chance to cast Summon VinesSummon Vines is an active skill in Spriggan Form and scales with specific nodes on its tree. Limited to 12 Vines by default.
  • +1 to Level of Entangling Roots
ExsanguinousUniqueBody Armor
  • +32 Armor
  • +(2 to 7) Spell Damage

  • 20% of Current Health Lost per second
    This is not affected by increases and reductions to health drain effects
  • 20% of Missing Health gained as Ward per second
  • (15 to 30)% increased attack speed, cast speed, and movement speed if you have used a potion in the past 4 seconds
  • Immunity to Bleed at low health
    You are on low health while below 35% of your maximum health
Falcon FistsUniqueGloves
  • +75 Armor
  • +(5% to 15%) Endurance

  • +(12 to 16) Cinder Strike Melee Damage per Level of Falconry While Unarmed
  • (3% to 4%) increased Cinder Strike Area per Level of Falconry While Unarmed
  • While unarmed your Falcon's hits grant Cinder Strike +4 Melee Damage and 1% increasd Area for 6 seconds
  • +(1 to 4) to Level of Cinder Strike
  • +(1 to 4) to Level of Falconry
  • (12% to 27%) increased Melee Attack Speed
  • +(12 to 27) Melee Fire Damage for you and your Minions
Fangs of the BerserkerPrimordialBelt
  • +5 Potion Slots

  • You gain Frenzy for (6 to 10) Seconds when you use a PotionFrenzy is a buff that grants 20% Increased attack and cast speed. It cannot stack.
  • (9% to 15%) more Melee Damage while you have Frenzy
    Improved by Increased Effect of Frenzy
  • +(3% to 6%) increased Damage Taken while you have Frenzy
    Magnified by Increased Effect of Frenzy
  • (3% to 5%) of Melee Damage leeched as Health while you have Frenzy
    Improved by Increased Effect of Frenzy
  • (9% to 15%) of Health Leech also drains the health of the nearest enemy within 6 meters
  • (21% to 35%) of Health Leech also drains the health of the nearest enemy within 6 meters while you have Frenzy
    Improved by Increased Effect of Frenzy
  • (12% to 20%) increased Effect of Frenzy while Dual Wielding
  • 0.5% increased Effect of Frenzy per Strength
Fiery Dragon ShoesUniqueBoots
  • +90 Armor
  • (15% to 18%) increased Movement Speed
  • +(30% to 45%) Fire Resistance

  • (15% to 20%) increased Movement Speed
  • (25% to 35%) Fire Penetration with Ignite
  • (25% to 35%) increased Fire Damage
  • +(25% to 35%) Chance to cast Fire Trail when you are crit
    Fire Trail leaves patches of burning ground behind you as you run. Each patch applies 4 stacks of ignite per second to nearby enemies. 5 second cooldown.
  • +(5% to 15%) Chance to Receive a Critical Strike
  • (75% to 85%) reduced Bonus Damage Taken from Critical Strikes
Fighting ChanceUniqueGloves
  • +32 Armor

  • (65% to 85%) increased Melee Damage
  • (5% to 10%) increased Damage Taken
  • (15 to 25) Health Gain on Kill
  • (5% to 10%) increased Movement Speed
Fingers of the Phantom MireUniqueGloves
  • +28 Armor
  • (7% to 14%) increased Mana Regen

  • Evade is replaced by Terrify
  • (10% to 15%) more Damage to Feared Enemies
  • You have Swiftness
    Swiftness grants increased movement speed based on character level
  • (5% to 8%) increased Attack Speed
  • (5% to 8%) increased Cast Speed
  • (50% to 80%) Chance to Slow Attackers
  • You are Immune to Slow
    This grants you immunity to the Slow ailment, not to other sources of speed reduction such as chill.
Flight of QuetzeriUniqueBoots
  • +5 Armor
  • (5% to 7%) increased Movement Speed

  • +1 Evade Charge
  • (10% to 13%) increased Cooldown Recovery Speed for Evade
  • (30% to 45%) Increased Cooldown Recovery Speed for Fury Leap
  • (1.4 to 1.9) Seconds of Haste after you use Evade
    Haste is a buff that grants 30% increased movement speed by default. It cannot stack.
  • (1.4 to 1.9) Seconds of Haste after you use a Traversal Skill
    Haste is a buff that grants 30% increased movement speed by default. It cannot stack.
  • (14% to 19%) Increased Haste Effect
Foot of the MountainUniqueBoots
  • +35 Armor
  • (8% to 10%) increased Movement Speed

  • +(14% to 28%) Endurance
  • +(6 to 12) to All Attributes
  • Gain 1 stack of Mountain's Endurance each second while not moving (up to 3)
    All stacks are lost when you move
  • -2 Mana Cost per stack of Mountain's Endurance
  • 100% of Dodge Rating converted to Endurance Threshold while you have at least 1 stack of Mountain's Endurance
Fractured CrownUniqueHelmetMage
  • +96 Armor
  • (40% to 72%) increased Critical Strike Chance

  • +(70% to 130%) Spell Critical Strike Multiplier
  • (15% to 30%) increased Mana
  • (20% to 50%) of Damage Dealt to Mana Before Health
  • You have no ward
Frostbite ShacklesUniqueGloves
  • +32 Armor

  • +(103% to 143%) Chance to apply Frostbite on Hit
  • (23% to 33%) Increased Frostbite Duration
  • +(143% to 183%) Freeze Rate Multiplier
  • (13 to 23) Ward Gain on Freeze
  • +1% Ward Retention per 2% uncapped Cold Resistance
Fundamental CriterionUniqueBody ArmorMage
  • +170 Armor
  • (27% to 70%) of Mana Spent Gained as Ward
  • +(70 to 127) Ward Decay Threshold

  • +(1 to 3) to Level of Runic Invocation
  • (18% to 36%) more Damage while using a Wand for Invocations with Heo as their first Rune
    Multiplicative with other modifiers
  • (18% to 36%) more Damage while using a Staff for Invocations with Gon as their first Rune
  • (18% to 36%) more Damage while using a Sceptre for Invocations with Rah as their first Rune
  • 3% more Damage per Strength for Invocations with Heo as their second Rune
    Multiplicative with other modifiers
  • 3% more Damage per Dexterity for Invocations with Gon as their second Rune
    Multiplicative with other modifiers
  • 3% more Damage per Attunement for Invocations with Rah as their second Rune
    Multiplicative with other modifiers
Grasp of the Blood MageUniqueGloves
  • +58 Armor
  • (6% to 12%) Increased Cooldown Recovery Speed

  • (20% to 25%) of Hit Damage Taken from Bosses and Rare enemies is dealt over 4 seconds instead
    This amount cannot be altered after the hit and is unaffected by temporary immunity effects. It does not count as damage over time.
  • +(25% to 40%) Chance to apply Bleed on Spell Hit
  • 1% of Spell Damage Leeched as Health
  • +(2% to 4%) Spell Critical Strike Chance
  • 250% of Mana Spent Reflected to you as Damage
    This does not count as being hit and is not affected by any mitigation affects. If this effect would kill you it instead leaves you on 1 health.
Hand of JudgementUniqueGloves
  • +80 Armor
  • +(30% to 45%) Void Resistance

  • +3 Melee Damage per Attunement for Judgement while Unarmed
    Adds melee damage. Works if you have no weapon in your mainhand or offhand slot.
  • 2% increased Area per Attunement for Judgement while Unarmed
    Works if you have no weapon in your mainhand or offhand slot.
  • (-12 to -8) Judgement Mana Cost while Unarmed
  • +(4 to 16) Attunement
  • (16% to 64%) Increased Cooldown Recovery Speed for Judgement
  • +(8% to 24%) Fire Penetration
Harbinger of StarsUniqueBelt
  • +(16 to 32) Mana
  • +3 Potion Slots

  • (30% to 60%) increased Meteor Fall Speed
  • +1 to Level of Meteor
  • (6% to 9%) Chance to Cast Meteor on Crit if above 0 Mana
    This consumes Meteor's Mana Cost. Does not include crits from Meteor itself.
  • 1% less Damage Taken for each Meteor you have cast recently (up to 18)
    Multiplicative with other modifiers
  • (9 to 12) Mana gained on Potion Use for each Meteor you have cast recently
    Recently refers to the past 4 seconds. Meteor showers still only count as one.
  • +3 Potion Slots if you have at least 900 Mana
Herald of the ScurryUniqueHelmetPrimalist
  • +124 Armor
  • (6% to 12%) increased Health
  • (2% to 3%) of Damage Leeched as Health on Hit

  • (10% to 30%) increased Health
  • (5% to 75%) increased Minion Dodge Rating
  • +(1 to 3) to Level of Summon Wolf
  • Converts your Wolves into Squirrels
    Squirrels deal 35% less damage than wolves
  • You can Summon Squirrels up to twice your Companion Limit
  • +(5% to 75%) Chance to Inflict Bleed on Hit for Squirrels
  • +(5% to 75%) Chance to Shred Physical Resistance on Hit for Squirrels
  • Howl is replaced by Sciurine Rage, which grants Squirrels 40% increased movement speed and melee attack speed for 4 seconds.
Hive MindUniqueHelmetRogue
  • +9 Armor
  • +(15% to 26%) Poison Resistance

  • Decoy releases (3 to 4) Bees when it explodes
  • When you hit a Bee with Acid Flask, it gains Toxic Coating
    Toxic Coating grants 50% Chance to Poison on Hit and 10% less Damage Taken. Lasts 10 seconds and can stack. If Acid Flask is converted to fire, it grants Chance to Ignite on Hit instead
  • +(22% to 34%) Mana efficiency for Decoy
  • +(40 to 90) Health
  • +110 Armor
  • +60% Poison Resistance
  • +(4% to 6%) Poison and Elemental Penetration for Bees per Dexterity
Howl of the West WindUniqueHelmetPrimalist
  • +18 Armor
  • +(1 to 4) Strength

  • 30% chance for Wolves to Retaliate with Lightning Strike when hit
    Lightning Strike is a lightning spell that hits a small area around the target
  • Your Wolves cannot be Stunned
    Affects the Summon Wolf skill
  • (30% to 37%) increased Minion Movement Speed
  • +(31% to 47%) Chance to apply Shock on Melee Hit
  • +(7 to 13) Lightning Melee Damage
  • (31% to 47%) chance on hit with Lightning Skills to grant your Wolves additional Melee Lightning Damage equal to your Melee Lightning Damage
    This buff lasts 5 seconds and does not stack. This effect cannot trigger more than once per second. The duration of the buff is increased by your increased Shock Duration.
Immolator's OblationUniqueBelt
  • +4 Potion Slots

  • (46% to 100%) Chance to Ignite yourself when you use a Fire or Necrotic Skill
  • +2 Spell Damage for Fire and Necrotic skills per stack of Ignite on You (up to 20 stacks)
  • (4% to 6%) Chance to gain Frenzy for 2 seconds when you directly use a Fire or Necrotic skill per stack of Ignite on You
  • (10% to 16%) Increased Ignite Duration
  • 100% chance to Cleanse All Ailments on Potion Use
    Cleanses all negative ailments such as slow and ignite, but not stun and freeze, which are not ailments.
Immortal ViseUniqueGloves
  • +211 Armor
  • (11% to 24%) of Armor Mitigation also applies to Damage over Time

  • (25% to 30%) of Hit Damage Taken from Bosses and Rare enemies is dealt over 4 seconds instead
    This amount cannot be altered after the hit and is unaffected by temporary immunity effects. It does not count as damage over time.
  • While you have more than 10% of your maximum health as delayed damage, damage to health below your endurance threshold is reduced by 30%
    Delayed damage refers to hit damage which is being dealt over 4 seconds
  • (10% to 26%) increased Melee Attack Speed
  • (1% to 2%) of Melee Damage Leeched as Health
  • +(60 to 90) Health
  • +(6 to 9) Strength
Julra's ObsessionUniqueGloves
  • +80 Armor
  • +(30% to 45%) Void Resistance

  • +(5% to 40%) Cold Resistance
  • +(5% to 40%) Lightning Resistance
  • +(3 to 10) Spell Damage
  • Stats on this item also apply to your minions
    Attributes on minions have no effect.
Jungle Queen's Chaps of HoldingUniqueBelt
  • +4 Potion Slots

  • +12 Potion Slots
  • (25% to 50%) increased Physical Damage
  • (25% to 50%) increased Minion Physical Damage
  • +(5 to 10) Dexterity
  • (25% to 50%) increased Dodge Rating for 4 seconds when you use a Potion
  • 10% More Dodge Rating for 4 seconds when you use a Potion
    Can stack multiple times. Each stack is multiplicative with each other and with other modifiers.
Keeper's GlovesUniqueGloves
  • +8 Armor

  • +(17% to 37%) Poison Resistance
  • +(17% to 37%) Minion Poison Resistance
  • 10% chance to summon a swarm of bees on melee hit (8 second cooldown)
Kermode's CageUniqueBody ArmorPrimalist
  • +156 Armor
  • (5% to 10%) increased Movement Speed
  • +(5 to 16) Health Regen

  • +(12% to 20%) Elemental Resistance
  • +5 Strength
  • (65% to 105%) increased Elemental Damage
  • +(15 to 30) Melee cold damage in Werebear Form
  • 2 Rage Gained on Kill in Werebear Form
  • White Fur in Werebear Form
Last Steps of the LivingUniqueBoots
  • +8 Armor
  • (15% to 18%) increased Movement Speed
  • +(120 to 230) Ward Decay Threshold

  • (11% to 15%) of Current Health Lost per second
    This is not affected by increases and reductions to health drain effects
  • (11% to 15%) of Missing Health gained as Ward per second
  • +(300% to 400%) Freeze Rate Multiplier while at Low Health
  • You are Chilled every 3 seconds
  • (30% to 36%) increased Movement Speed
Legacy of the Quiet ForestUniqueBelt
  • +5 Potion Slots

  • +(90 to 245) Armor
  • +(30% to 45%) Void Resistance
  • +(30% to 45%) Poison Resistance
  • +(30% to 45%) Poison Resistance while Transformed
  • +(15 to 20) Rage gained every 3 seconds while in Spriggan Form
Lessons of the MetropolisUniqueBoots
  • +5 Armor
  • (5% to 7%) increased Movement Speed

  • +(100 to 300) Dodge Rating if you have been hit recently
    Recently refers to the past 4 seconds
  • (10% to 20%) increased Dodge Rating
  • +(3 to 5) Dexterity
  • (5% to 10%) increased Movement Speed
  • 5% less Damage Taken While Moving
Li'raka's ClawsUniqueGloves
  • +75 Armor
  • +(5% to 15%) Endurance

  • +(60% to 130%) Chance to apply Poison on Throwing Hit
  • +(60% to 130%) Throwing Critical Strike Multiplier
  • +2 Projectiles with Shurikens
    Only affects the Rogue skill Shurikens
Liath's MachinationsUniqueGloves
  • +28 Armor
  • (7% to 14%) increased Mana Regen

  • +2 to Level of Fireball
  • 50% of Fireball Base Damage Converted to Lightning
    Consequently this damage scales with increases to Lightning Damage, but not with increases to Fire Damage. Conversion above 100% has no effect.
  • +(20% to 28%) Chance to apply a Spark Charge on Hit with Fireball
    Spark Charges are spells that explode after 0.7 seconds dealing lightning damage in an area around the target. This damage does not scale with modifiers to the hit that applied the charge.
  • 100% of Ignite Chance Converted to Shock Chance for Fireball
  • (45% to 75%) increased Lightning Damage
  • +(20 to 28) Ward per Second
Lightning in a BottleUniqueBelt
  • +(16 to 32) Mana
  • +3 Potion Slots

  • Using a Potion grants an Evade Charge
  • +(140 to 215) Dodge Rating while using Evade
    Does not work if Evade is replaced by another ability
  • After you use Evade to move next to an enemy you attack it with Gathering Storm
    This Gathering Storm use is instant and does not prevent you from performing other actions.
  • +(5 to 14) Lightning Melee Damage
  • You are Immune to Shock
Maehlin's HubrisUniqueGloves
  • +75 Armor
  • +(5% to 15%) Endurance

  • (30% to 60%) increased Fire Damage Over Time
  • +(3 to 6) Vitality
  • +(3 to 6) Intelligence
  • 100% of Bleed Chance Converted to Ignite Chance
Mantle of the Pale OxUniqueBody Armor
  • +74 Armor
  • (5% to 60%) Increased Healing Effectiveness

  • (16% to 24%) of Damage Redirected to your Highest Health Minion
    No more than 75% of damage can be redirected in total. A minion can have any amount of damage redirected to it, even if it would leave it below 0 health. This stat has no effect while you have no minions. Downed and undamageable minions are ignored.
  • (8 to 12)% increased Health for you and your Minions
  • (6% to 10%) increased Movement Speed
  • +(12 to 16) Strength
  • +(1 to 2) to Level of Minion Strength Skills
Mask of IndifferencePrimordialHelmet
  • +50 Armor

  • You are immune to Blind, Bleed, Slow, Chill, Shock, and Stun.
  • (10% to 100%) reduced Bonus Damage Taken from Critical Strikes
  • (10% to 100%) of Damage Reflected
  • +(20 to 200) Armor
  • +(20 to 200) Endurance Threshold
Mortality's GraspUniqueGloves
  • +28 Armor
  • (7% to 14%) increased Mana Regen

  • (30 to 45)% chance to Mark for Death on Hit with Necrotic SpellsMark for Death is a curse that lasts 8 seconds and reduces all resistances by 25%. It cannot stack
  • (313 to 373) Ward gained when damage leaves you at low health
    Low health is 35% and this effect has a 5 second cooldown.
  • +(73 to 113) Health
MourningfrostUniqueBoots
  • +15 Armor
  • (8% to 10%) increased Movement Speed

  • (30% to 100%) increased Freeze Rate Multiplier
  • (10% to 20%) increased Movement Speed
  • +1 cold damage to attacks and spells per point of dexterity
  • -1% physical and cold resistance per point of dexterity
Null PortentUniqueBody Armor
  • +220 Armor

  • (3% to 6%) of Melee Damage Leeched as Health
  • (6% to 16%) of Overkill Damage Leeched as Health
  • (16% to 30%) Increased Leech Rate
  • (16% to 20%) increased Health
  • +(30% to 36%) Physical Resistance
  • 1% less Damage Taken per 2% Resistance above the normal resistance cap (up to 20% less Damage Taken)
    Multiplicative with other modifiers. For example having 85% fire resistance will cause you to take 5% less fire damage, because it's 10% above the normal 75% cap.
Omen of ThunderUniqueBelt
  • +5 Potion Slots

  • (10% to 17%) Increased Cooldown Recovery Speed for Summon Storm Totem
  • When you directly summon a Storm Totem all existing Totems gain (24 to 34) Spell Lightning DamageThis buff stacks and does not expire. It does not apply to the totem whose summoning applied it.
  • +(10% to 17%) Lightning Penetration for Totems
  • When you use a Potion all your Totems are restored to full health and gain Damage Immunity for 2 seconds.
  • +1 to Level of Totem Skills
Orian's DescentUniqueBelt
  • +(35 to 65) Armor
  • +3 Potion Slots

  • (30% to 45%) Chance to cast Smite on hit (max 6 per 10 seconds, this cooldown resets when you use a potion)
  • Using a potion restores Volatile Reversal's cooldown
  • With at least 50 Intelligence Volatile Reversal deals 20% more void damage
  • With less than 50 Intelligence Volatile Reversal is converted to fire
  • +(4 to 20) Intelligence
  • (32% to 55%) Increased Chance To Find Potions
  • (8 to 16) Mana Gained on Potion Use
ParanoiaUniqueHelmetSentinel
  • +95 Armor

  • Lunge Does Not Require a Target
  • (30 to 40)% Reduced Cooldown Recovery Speed for Lunge
  • +(1 to 3) to Level of Lunge
  • (13% to 7%) less Damage Taken While Moving
  • +(16% to 37%) Critical Strike Avoidance
  • (33% to 71%) increased Void Damage
Peak of the MountainUniqueHelmet
  • +40 Armor

  • (240% to 290%) increased Critical Strike Chance
  • You cannot Leech Health from Critical Strikes
  • +(2 to 5) to All Attributes
Permanence of Primal KnowledgePrimordialGloves
  • +58 Armor
  • (6% to 12%) Increased Cooldown Recovery Speed

  • Skill Level stats from Legendary Affixes have 50% increased effect
    This effect rounds up, so +1 becomes +2. Legendary affixes are the additional affixes on legendary items that are not present on the base unique item. Skill level modifiers are any stats that add levels to your specialised skills.
  • (6 to 12)% increased Attack and Cast Speed
  • +(48 to 96) Mana
  • (12% to 24%) Increased Area for Area Skills
  • (12% to 36%) increased Mana Regen
Prism WrapsUniqueBody Armor
  • +25 Armor

  • 30% less Elemental Damage Taken
  • 30% increased Elemental Damage
  • 30% increased Critical Strike Chance
  • (3% to 8%) of Elemental Damage Leeched as Health on Crit
Prismatic GazeUniqueHelmet
  • +75 Armor

  • Create a Prism Shard when you directly use an elemental skill that costs less than 40 mana
  • 5 Max Prism Shards
  • Prism Shards orbit you for up to 10 seconds and then expire. If released, they target the nearest enemy and explode, dealing elemental damage and shredding elemental resistances.
  • Release all Prism Shards when you directly use a skill that costs at least 40 mana
    Mana cost does not include mana consumption effects
  • +(2% to 4%) Critical Strike Chance
  • 40% increased Critical Strike Chance
  • (10% to 5%) less Elemental Damage Taken
Rahyeh's EmbraceUniqueBody ArmorPrimalist
  • +136 Armor
  • +(2 to 6) Attunement
  • (36% to 60%) increased Minion Damage

  • (100% to 170%) increased Minion Fire Damage
  • +(100% to 240%) Chance to apply Ignite on Hit with Minion Skills
  • +(12 to 24) Health Gained on Companion Hit
    Companions are a specific type of minion summoned by Primalists. This grants you health whenever one of your companions hits an enemy.
  • (30 to 44)% increased Health for you and your Minions
  • Summon Spriggan and Summon Storm Crows are converted to fire
  • Your summoned Spriggan's Thorn Volley gains +1 projectile and 10% more damage per summoned Storm Crow
  • 5% of current Health drained per second while above 80% Health
RaindanceUniqueBoots
  • +8 Armor
  • (11% to 14%) increased Movement Speed
  • (16% to 32%) increased Cooldown Recovery Speed for Evade

  • +(205 to 305) Dodge Rating if you have been hit recently
    Recently refers to the past 4 seconds
  • +(13 to 20) Health gained when you Dodge
  • (70% to 95%) increased Cold Damage
  • +4 to All Attributes
  • (10% to 13%) increased Movement Speed
  • (50% to 25%) reduced Duration of Stuns Received
Ravager's DartUniqueHelmet
  • +75 Armor

  • +(35% to 75%) Recurve Chance for Heartseeker
  • +(2 to 4) Throwing Damage with Heartseeker Per 5 Dexterity
  • Heartseeker now counts as a Throwing Skill and scales with Throwing Damage instead of Bow Damage
  • You are limited to one active Heartseeker
  • If you have no active Heartseeker and are in combat you throw one at a nearby enemy (3 second cooldown)
  • +(5 to 11) Dexterity
Ravenous VoidUniqueGloves
  • +80 Armor
  • +(5 to 10) Vitality
  • (5% to 10%) increased Health

  • Gain a stack of Void Barrier every 5 seconds while above your endurance threshold

    Void Barrier stacks up to 3 times. You take 5% less damage per stack (multiplicative with other modifiers).
  • Dropping below your endurance threshold doubles all stacks of Void Barrier for 3 seconds, allowing you to exceed the normal maximum. After that all stacks of Void Barrier are converted to Mimic Feast.
    Time Rot deals void damage over time for 3 seconds and increases the duration of stuns you receive.
  • Each stack of Mimic Feast deals Void Damage over Time to you and disables Void Barrier generation and Health Leech
    Mimic Hunger is an Ailment that lasts 15 seconds and can be cleansed by effects that cleanse negative ailments.
  • (15% to 10%) less Void Damage Taken
  • (10% to 15%) of Physical Damage Taken as Void
  • +(60 to 100) Endurance Threshold
Ravens' RiseUniqueGloves
  • +21 Armor
  • +(13% to 28%) Necrotic Resistance

  • (20% to 28%) increased Minion Movement Speed
  • (20% to 28%) increased Minion Cast Speed
  • Minions take (20 to 28)% less Damage While Moving
  • +2 to Level of Minion Spell Skills
  • +(20% to 28%) Lightning Resistance
  • +(20% to 28%) Necrotic Resistance
RazorfallUniqueBoots
  • +72 Armor
  • (15% to 18%) increased Movement Speed
  • (24% to 50%) increased Effect of Haste on You

  • (13% to 20%) increased Movement Speed
  • +(1 to 2) to Level of Throwing Skills
  • +(3 to 12) Dexterity
  • Aerial Assault's Burst of Feathers includes 1 Umbral Blade per 20 Dexterity
    These Umbral Blades behave the same way as those thrown by the Twighlight Strike node on the Aerial Assault tree and cannot target the same enemies as those Umbral Blades or each other
  • You gain Haste and (12 to 30)% increased Throwing Attack Speed for 2 seconds after using Aerial Assault
  • (13% to 20%) chance to recover 8% of Aerial Assault's remaining cooldown on Throwing Hit (up to 3 times)
    Remaining number of cooldown recoveries resets when you use Aerial Assault
Riverbend GraspUniqueGloves
  • +32 Armor

  • (50% to 100%) increased Throwing Damage
  • +(30 to 60) Health
  • (30% to 60%) increased Dodge Rating
  • +(5 to 10) Cold Throwing Damage
  • (18% to 30%) Chance to Throw an Axe at a nearby enemy on hit (1 second cooldown)
    Axe Throw is a physical throwing attack
Roots of VithrasilUniqueBoots
  • +30 Armor
  • (15% to 18%) increased Movement Speed
  • +(10% to 40%) Cold Resistance

  • (15% to 21%) increased Movement Speed
  • (100% to 160%) Increased damage while in Spriggan Form
  • While in Spriggan Form and stationary, gain a stack of Germination every 0.5 seconds, up to a maximum of 4. All stacks are lost when you move or exit Spriggan Form.
    Germination grants no effects other than those stated on this item
  • +1 Projectiles with Spirit Thorns per stack of Germination
  • +(20 to 26) Health Regen per stack of Germination
Rule of the SimoonUniqueGloves
  • +80 Armor
  • +(30% to 45%) Void Resistance

  • +30% Chance to cast stationary fire Tornado at a nearby enemy on hit (up to 2 times per 3 seconds)
    This only modifies Tornadoes cast by this effect. Consumes mana equal to 50% of Tornado's mana cost on cast.
  • +(50% to 150%) Chance to shred fire resistance each second with Tornado
  • (40% to 60%) increased Fire Damage
  • +(30% to 50%) Fire Resistance
  • (20% to 30%) increased Armor
Sacrificial EmbraceUniqueGloves
  • +80 Armor
  • +(30% to 45%) Void Resistance

  • Your critical strikes do not deal additional damage
    They deal the same damage as a regular hit
  • (30% to 66%) Chance to gain a stack of Abyssal Rite on Crit
  • +10 maximum Abyssal Rite stacks
  • When you directly cast an elemental spell each stack of Abyssal Rite is consumed to grant the spell +20 spell void damage and +20% void penetration per stack
  • (100% to 128%) increased Void Damage
  • (12% to 20%) increased Melee Attack Speed
Salt the WoundUniqueGloves
  • +45 Armor
  • (5% to 15%) Increased Bleed Duration
  • (5% to 15%) Increased Poison Duration

  • +(25% to 40%) Critical Strike Multiplier
  • (25% to 40%) increased Damage Over Time
  • +(15% to 45%) Physical Resistance
  • +(15% to 45%) Poison Resistance
  • (40% to 50%) of added Critical Strike Multiplier Converted to Physical Penetration with Bleed
    Does not convert Critical Strike Multiplier specific to certain types of skill, such as spells, or Critical Strike Multiplier from skill trees. The base 200% Critical Strike Multiplier is not converted.
  • (40% to 50%) of added Critical Strike Multiplier Converted to Poison Penetration with Poison
    Does not convert Critical Strike Multiplier specific to certain types of skill, such as spells, or Critical Strike Multiplier from skill trees. The base 200% Critical Strike Multiplier is not converted.
Seed of EkkidrasilUniqueHelmet
  • +130 Armor

  • +(40 to 64) Mana
  • (8% to 20%) increased Mana Regen
  • (20% to 28%) of Damage Dealt to Mana Before Health
  • (40% to 56%) of Endurance applies to all damage dealt to mana
  • (4% to 8%) of Maximum Health gained as Endurance Threshold
  • +(40 to 64) Health
  • (4% to 8%) chance to take 0 Damage when Hit
Shattered ChainsUniqueBelt
  • +(35 to 65) Armor
  • +3 Potion Slots

  • (50% to 70%) increased Armor
  • +(5 to 10) Void Melee Damage
  • (50% to 70%) increased Melee Damage
  • 5% more Void Melee Damage per stack of Doom
  • Using a Potion Cleanses Stun and Freeze
  • Stun Immunity for 4 seconds when you use a Potion
Shroud of ObscurityUniqueBody ArmorAcolyte
  • +53 Armor
  • (7% to 13%) increased Cast Speed

  • 20% of Current Health Lost per second
    This is not affected by increases and reductions to health drain effects
  • 13% of Missing Health gained as Ward per second
  • +(13 to 19) Ward per Second
  • +(93 to 130) Dodge Rating
  • +(3 to 13) Ward gained when you Dodge
SnowblindUniqueHelmet
  • +130 Armor

  • +(20% to 40%) Cold Resistance
  • +(40% to 200%) Freeze Rate Multiplier
  • 40% chance to blind on hit with cold skills
  • 40% chance to chill on hit with cold skills
  • (16% to 24%) more Armor against Blinded Enemies
    multiplicative with other modifiers
  • (16% to 24%) more Armor against Chilled Enemies
    multiplicative with other modifiers
  • You are immune to Blind and Chill
SnowdriftUniqueBoots
  • +20 Armor
  • (8% to 10%) increased Movement Speed
  • +1 Evade Charge

  • +(16% to 32%) Chance to apply Frostbite on Hit
  • 1% Cold Penetration with Frostbite per 10% Freeze Rate Multiplier
    Does not include Freeze Rate Multiplier granted by individual skills' trees or Freeze Rate Multiplier for specific ability types
  • +(160 to 320) Dodge Rating while using Evade
    Does not work if Evade is replaced by another ability
  • +(5 to 10) Cold Damage with Spells and Attacks
  • 1% Increased Movement Speed per 2 Dexterity (up to 20%)
SomniaUniqueHelmet
  • +130 Armor

  • When you kill a stunned enemy a different nearby enemy is stunned for 2 seconds (excludes bosses)
    The enemy must have been stunned before the killing blow. Unaffected by increased stun duration.
  • (18% to 36%) Increased Stun Duration
  • (45% to 105%) Increased Stun Chance
  • +(30% to 60%) Ward Retention
  • +(6 to 9) Vitality
Static ShellUniqueBody Armor
  • +85 Armor

  • (21% to 45%) Chance to Shock Attackers
  • (105% to 175%) more Armor against Shocked Enemies
    multiplicative with other modifiers
  • (7% to 15%) more Lightning Damage to Shocked Enemies
  • (21% to 45%) Chance to gain 15 Static Charges when Hit
    Affects the Mage's Static skill. Only works if Static is equipped.
  • (7% to 15%) Chance to cast Static when Hit
    This cast is affected by Static's skill tree. Only works if Static is equipped.
StealthUniqueBoots
  • +56 Armor
  • (11% to 14%) increased Movement Speed

  • +1 Evade Charge
  • Enemies put a lower priority on targeting you compared to your minions and other allies
  • +(128 to 256) Dodge Rating
  • +(512 to 1024) Dodge Rating while using Evade
    Does not work if Evade is replaced by another ability
  • (16% to 32%) increased Dodge Rating
  • +(2 to 4) to Level of Smoke Bomb
Stormhide PawsUniqueGloves
  • +10 Armor
  • +(5 to 10) Mana

  • +1 to Level of Swipe
  • Every 3 seconds your next Swipe has 100% of its base damage converted to Lightning and deals +(30 to 45) Melee Lightning Damage
  • (30% to 45%) increased Lightning Damage
  • (30% to 45%) increased Cold Damage
  • +(30 to 45) Health
  • +(30% to 45%) Cold Resistance
  • +1 to All Attributes
StormtideUniqueBoots
  • +35 Armor
  • (8% to 10%) increased Movement Speed

  • 25% increased Movement Speed
  • +(115% to 185%) Chance to apply Shock on Hit with Lightning Skills
  • (10% to 15%) Increased Shock Duration
  • You are shocked for 4 seconds when you stop moving
    Does not shock you if you are already shocked Your shock effectiveness does not apply to this shock
Strands of SoulsUniqueBelt
  • +4 Potion Slots

  • (180 to 320) Ward Gained on Potion Use
  • (70% to 180%) of Mana Spent Gained as Ward
  • +(30% to 70%) Ward Retention
  • (18 to 30) Ward Gain on Kill
  • +(7 to 18) Ward per Second
Stymied FateUniqueBoots
  • +8 Armor
  • (15% to 18%) increased Movement Speed
  • +(120 to 230) Ward Decay Threshold

  • (14% to 22%) Increased Cooldown Recovery Speed for Teleport
  • (14% to 22%) Increased Cooldown Recovery Speed for Fury Leap
  • (14% to 22%) Increased Cooldown Recovery Speed for Lunge
  • (14% to 22%) Increased Cooldown Recovery Speed for Transplant
  • (14% to 22%) Increased Cooldown Recovery Speed for Shift
  • (64% to 128%) increased Damage Over Time
  • +(14% to 22%) Chance to apply Doom on Hit
  • (14% to 22%) Chance to gain Haste for 1 second on Hit
Suloron's StepUniqueBoots
  • +56 Armor
  • (11% to 14%) increased Movement Speed

  • +(70% to 105%) Melee Critical Strike Multiplier
  • (17% to 22%) increased Movement Speed
  • -75% Physical Resistance
Swaddling of the ErasedWeaverGloves
  • +10 Armor
  • +(5 to 10) Mana

  • (12% to 17%) more Melee Damage to High Health Enemies
  • (12% to 17%) more Spell Damage to Low Health Enemies
  • (6 to 12)% increased Attack and Cast Speed
  • +(2 to 6) to All Attributes
Tabi of Dusk and DawnUniqueBoots
  • +20 Armor
  • (8% to 10%) increased Movement Speed
  • +1 Evade Charge

  • Shadow Rend no longer moves you
  • Shadow Rend always manifests a melee shadow in front of you and a bow shadow behind you
    The shadow of the unequipped weapon type is consumed immediately after it attacks. If using a bow, the melee shadow gains 100% of your added bow damage. If using a melee weapon, the bow shadow gains 100% of your added melee damage.
  • (14% to 18%) increased Movement Speed
  • (30% to 60%) Increased Damage for skills used by Shadows
  • (14% to 8%) less Damage Over Time Taken
  • +(30 to 50) Health
Telf'un's MirageUniqueBoots
  • +8 Armor
  • (15% to 18%) increased Movement Speed
  • +(120 to 230) Ward Decay Threshold

  • +(112 to 172) Dodge Rating while Channelling
  • (112% to 172%) increased Dodge Rating while Channelling
  • (18 to 36) Ward gained when you Dodge While Channelling
  • 2 Mana gained when you Dodge While Channelling
  • +(6 to 12) Intelligence
  • 18% increased Movement Speed while not Channelling
The Ashen CrownUniqueHelmetMage
  • +63 Armor
  • (9% to 18%) increased Mana Regen

  • +2 to All Attributes
  • (40% to 80%) of Physical Damage Taken as Fire
  • (40% to 80%) Increased Spell Stun Chance
  • (10% to 20%) Increased Stun Duration
  • Elemental Nova is now cast at the target location
The Butcher's CrownPrimordialHelmet
  • +130 Armor

  • You have Frenzy
    Frenzy is a buff that grants 20% Increased attack and cast speed. It cannot stack.
  • You do not Regenerate Mana
  • (6% to 12%) of Current Health Lost per second
    This is not affected by increases and reductions to health drain effects
  • 12 Health and 1 Mana gained on Hit per 12% increased mana regen (up to 4 times per 2 seconds)
  • (60% to 112%) increased Effect of Frenzy on You
  • (112% to 144%) increased Damage
The InevitableUniqueBoots
  • 5% increased Movement Speed

  • (25% to 36%) increased Movement Speed
  • 100% Slow and Chill Immunity
  • +(4 to 9) Vitality
  • You cannot be Stunned while using Erasing Strike
  • (25% to 16%) less Damage Taken while using Erasing Strike
  • (36 to 49) Health Gain on Kill
The KestrelUniqueBody Armor
  • +20 Armor

  • +(30 to 70) Dodge Rating
  • (5% to 7%) increased Movement Speed
  • (30% to 45%) Chance to gain Haste for 1 second on Hit
  • (15% to 30%) increased Effect of Haste on You
  • +1 to Level of Dexterity Skills
The ScavengerUniqueBelt
  • +4 Potion Slots

  • (40% to 120%) Increased Chance To Find Potions
  • Gain Haste for 3 Seconds on Potion Use
  • (30% to 45%) increased Dodge Rating
Thicket of Blinding LightPrimordialBody Armor
  • +74 Armor
  • (5% to 60%) Increased Healing Effectiveness

  • (121 to 209) Damage Reflected to Attackers
  • Every 0.5 seconds you Blind all enemies facing you and deal Damage to them based on distance, up to 100% of your Damage Reflected to Attackers stat
    Scales with your Damage Reflected to Attackers stat, not with the actual damage that has been reflected to attackers. Does not scale with percent damage reflected. Damage scales linearly from 10% at 10 meters to up to 100% at 4 meters away.
  • (329% to 401%) more Damage Reflected to Bosses and Rare Enemies
    Multiplicative with other modifiers. Affects both flat Damage Reflected to Attackers and percent Damage Reflected. Taken into account when dealing damage to enemies facing you based on your Damage Reflected to Attackers stat.
  • (37% to 83%) increased Armor
  • (13% to 29%) more Armor against Blinded Enemies
    multiplicative with other modifiers
  • +(17% to 41%) Physical Resistance
  • (11 to 17) Damage Reflected to Attackers per 10% uncapped Physical Resistance
Thorn SlingerUniqueBelt
  • +4 Potion Slots

  • +1 to Level of Physical Skills
  • 6% increased Movement Speed
  • 6% increased Throwing Attack Speed
  • +(24% to 48%) Chance to apply Bleed on Hit
  • (24 to 48) Damage Reflected to Attackers
Titan HeartUniqueBody Armor
  • +114 Armor
  • +(5% to 14%) Lightning Resistance

  • +(50 to 100) Armor
  • 15% Less Damage Taken while wielding a Two Handed Melee Weapon
    Multiplicative with other modifiers
  • (30% to 40%) increased Melee Damage
  • (30% to 40%) increased Health
  • You do not regenerate health
    You can still regain health through methods other than health regen
Transient RestUniqueBoots
  • +56 Armor
  • (11% to 14%) increased Movement Speed

  • (40% to 60%) of Current Mana gained as Ward when you stop moving (2 second cooldown)
  • +35% Physical Resistance
  • +35% Poison Resistance
  • +35% Necrotic Resistance
  • (10% to 18%) increased Movement Speed
Unstable CoreUniqueBody ArmorMage
  • +196 Armor
  • (7% to 14%) increased Mana
  • (21% to 42%) increased Mana Regen

  • When you directly cast Elemental Nova 6 times without a 2 second gap, the 6th cast gains (200 to 350)% increased area and +(40 to 100) Spell Damage
  • (30% to 150%) increased Elemental Damage
  • +(10 to 120) Mana
  • +1 to Level of Lightning Skills
  • +1 to Level of Fire Skills
  • +1 to Level of Cold Skills
Urzil's PrideUniqueBody Armor
  • +50 Armor

  • +125 Armor
  • +(6 to 10) Attunement
  • +(9 to 15) Strength
  • +(10% to 20%) Lightning Resistance
  • 1% increased mana regeneration per 2% uncapped Lightning Resistance
Vaion's ChariotUniqueBoots
  • +90 Armor
  • (15% to 18%) increased Movement Speed
  • +(30% to 45%) Fire Resistance

  • (10% to 18%) increased Movement Speed
  • 1% Increased Damage per 1% Increased Movement Speed
  • Every 3 Seconds your next Movement Skill deals (24 to 40)% more damageMultiplicative with other modifiers
  • +(4% to 10%) to All Resistances
  • +(40 to 120) Armor
ValerootUniqueBody Armor
  • +74 Armor
  • (5% to 60%) Increased Healing Effectiveness

  • +(1 to 2) to Level of Spriggan Form
  • +(8 to 12) Physical Spell Damage
  • (12% to 20%) Increased Area with Thorn Shield
    Thorn Shield is an active skill in Spriggan Form
  • +(60 to 80) Health
  • +(60 to 80) Mana
  • (60 to 80) Damage Reflected to Attackers
VipertailUniqueBelt
  • +3 Potion Slots

  • +(50% to 80%) Chance to apply Poison on Hit
  • +(10% to 30%) Chance to apply Slow on Hit
  • (5% to 10%) increased Melee Attack Speed
  • (45% to 60%) increased Dodge Rating
  • 7% Chance to Summon a Primal Serpent on kill with Serpent Strike
    Primal Serpents are melee minions that poison on hit. They have an unlimited duration, but do not regenerate health. You are limited to one Primal Serpent at a time.
Wall of NothingUniqueBody Armor
  • +220 Armor

  • (10% to 16%) chance to take 0 Damage when Hit
  • +(60 to 185) Ward Decay Threshold
  • +(60 to 185) Endurance Threshold
  • (60% to 85%) of Endurance Threshold added as Ward Decay Threshold
  • +(60 to 70) Ward per Second
Ward TrailUniqueBelt
  • +5 Potion Slots

  • +(100 to 175) Dodge Rating
  • (5% to 10%) increased Movement Speed
  • +(30 to 50) Ward gained when you Dodge
Wing GuardsUniqueGloves
  • +75 Armor
  • +(5% to 15%) Endurance

  • +(135 to 200) Dodge Rating
  • (30% to 40%) increased Melee Attack Speed
  • (18% to 28%) Chance to gain Haste for 1 second on Hit
  • You cannot deal critical strikes
Wings of ArgentusUniqueBody Armor
  • +220 Armor

  • (40% to 160%) increased Fire Melee Damage
  • (40% to 160%) increased Cold Melee Damage
  • 20% Chance to gain Haste for 1 second on Hit
  • 20% less Damage Taken While Moving
  • +2 to Level of Fire Melee Skills
  • +2 to Level of Cold Melee Skills
Wings of DiscordPrimordialBody Armor
  • +85 Armor

  • (32% to 16%) less Damage Taken from the First Hit Received from each enemy
    Multiplicative with other modifiers
  • 100% increased effect of stats on your Non-Unique Idols that are a different shape to all other equipped Non-Unique Idols
    For example if you have a 4x1 idol, a 3x1 idol, and two 1x3 idols equipped, the stats on the 4x1 idol and the 3x1 idol would have 100% increased effect, but the stats on the 1x3 idols would not be changed. Ignores idols of the Unique rarity.
  • +(2% to 4%) Critical Strike Chance
  • +(126 to 256) Dodge Rating
  • +(256 to 512) Dodge Rating if you have been hit recently
    Recently refers to the past 4 seconds
  • (24% to 52%) increased Dodge Rating
  • +(32 to 64) Ward gained when you Dodge
Woven FleshUniqueBody Armor
  • +220 Armor

  • (2% to 4%) increased Health
  • (2% to 4%) of Overkill Damage Leeched as Health
  • (20% to 40%) increased Damage Leeched as Health
  • (20% to 40%) Increased Leech Rate
  • +100% Critical Strike Avoidance
Wraithlord's HarbourUniqueHelmetAcolyte
  • +137 Armor
  • (7% to 13%) Increased Cooldown Recovery Speed
  • (13% to 23%) Minion Increased Cooldown Recovery Speed

  • +1 to Level of Summon Wraith
  • (28% to 48%) increased Minion Movement Speed
  • +(6 to 13) Minion Melee Damage
  • +(6 to 13) Minion Spell Damage
  • Casting Summon Wraith instead summons a Wraithlord
  • The Wraithlord scales with your Summon Wraith Tree and summons other Wraiths for you while in combat
    These Wraiths still count as yours, not the Wraithlord's, and scale with your Summon Wraith tree, not the Wraithlord's Summon Wraith tree.
  • While at max wraiths, the Wraithlord casts Necrotic Beams and regularly consumes your non-wraith minions to empower itself, gaining Temporary Maximum Health equal to 10% of their maximum health and +3 spell damage for 10 seconds
    The Wraithlord can consume up to 5 minions per cast. The buff from consuming minions can stack endlessly.
Yrun's WisdomUniqueBody Armor
  • +85 Armor

  • +(65 to 145) Health
  • +30 melee cold damage when above 65% health
  • 3% of melee damage leeched as health when below 65% health
Yulia's PathUniqueBoots
  • +30 Armor
  • (15% to 18%) increased Movement Speed
  • +(10% to 40%) Cold Resistance

  • (41% to 114%) Increased Healing Effectiveness
  • +(10% to 40%) Fire Resistance
  • +(10% to 40%) Necrotic Resistance
  • +(11% to 14%) Endurance
  • (14% to 18%) increased Movement Speed
  • 100% of Maelstrom base damage converted to Necrotic
  • when Maelstrom is cast from any source your minions gain +(2 to 4) melee necrotic damage for the maximum duration of the Maelstrom
Harbinger's NeedleUniqueSmall Idol
  • Breaks if equipped when you kill a timeline boss above 90 corruption, causing that timeline boss kill to grant 3 additional Gaze of Orobyss.
    Only one Harbinger's Needle can be consumed at once.
Natural WrathUniqueLarge IdolPrimalist
  • Upheaval and Earthquake are converted to lightning
    This does not convert Earthquake into a spell. Sources of physical penetration in Upheaval's tree are converted to lightning.
  • With at least 30 Storm Stacks, Upheaval hits can expend 20 Storm Stacks to cast Earthquake, consuming 50% of its mana cost (0.5 second cooldown)
    Upheaval hits from minions cannot trigger this effect
SingularityUniqueSmall Idol
  • (8% to 20%) More Hit Damage if you have only one Singularity equipped
  • You cannot deal Critical Strikes
    100% less Critical Strike Chance (multiplicative with other modifiers)
The Land BeforeUniqueAdorned IdolPrimalist
  • +4 Maximum Companions if this is your only equipped Unique Idol
    Equipping multiple copies of this idol counts as having multiple unique idols equipped and results in no bonus to maximum companions. Harbinger's Needle is ignored.
  • You cannot summon more than 1 of any type of companion
  • +(36% to 56%) Physical Resistance
  • +(36% to 56%) Minion Physical Resistance
Throne of AmbitionUniqueAdorned Idol
  • You gain a stack of Ambition when you hit a boss or rare enemy (1 second cooldown)
    If you have multiple Thrones of Ambition equipped you still only gain 1 stack
  • 2% more Fire Damage per stack of Ambition
  • 2% more Cold Damage per stack of Ambition
  • 2% more Armor per stack of Ambition
    The effects of Ambition are multiplicative with other modifiers, but individual stacks are not multiplicative with each other.
  • 20 Maximum Stacks of Ambition
    If you have multiple Thrones of Ambition equipped your maximum stacks is still 20
  • You lose all stacks of Ambition if you go 4 seconds without gaining a stack
Trinity of FlamesUniqueAdorned Idol
  • Every 3rd fire spell you cast is guaranteed to crit, but has 36% less critical strike multiplier (multiplicative with other modifiers)
    Not limited to direct casts but does not include sub skills
  • (12% to 16%) increased Fire Spell Damage
  • +(12% to 16%) Chance to apply Ignite on Hit
Unvar's ExileUniqueHuge IdolMage
  • Once you have three Runes for Runic Invocation your runes cannot change until they are consumed
  • 3% Chance per Intelligence for 33% increased Elemental Damage with Three Rune Invocations
Unvar's HegemonyUniqueAdorned IdolMage
  • Once you have two Runes for Runic Invocation your runes cannot change until they are consumed
  • 2% Chance per Intelligence for +22% Elemental Penetration with Two Rune Invocations
Unvar's RiseUniqueLarge IdolMage
  • Once you have one Rune for Runic Invocation your runes cannot change until they are consumed
  • 1% Chance per Intelligence for 11% more Elemental Damage with One Rune Invocations
    multiplicative with other modifiers
ArrowguardUniqueQuiver
  • (15% to 30%) increased Bow Damage
  • (15% to 30%) Increased Bow Stun Chance

  • (15% to 30%) Chance to receive a Glancing Blow when hit
  • (3 to 5) Health Gained when you receive a Glancing Blow
  • +(50 to 100) Armor
Bastion of HonourUniqueShield
  • +14% Block Chance
  • +(320 to 400) Block Effectiveness
  • +(4 to 10) Strength

  • +1% Block Chance per Strength against enemies within 4 metres
  • (8 to 14) Health Gain on Block
  • +(8 to 14) Physical Melee Damage
  • +(40 to 60) Health
  • +(40 to 60) Mana
Bones of the Ancestral PackPrimordialOff-Hand Catalyst
  • +(8 to 14) Intelligence
  • +(2% to 6%) Spell Critical Strike Chance

  • +(1 to 2) to Level of Minion Skills
  • When a minion hits an enemy you have a (7 to 12)% chance to gain a stack of Ancestral Pack (1 second cooldown)Ancestal Pack stacks lasts 7 seconds and there is no maximum number of stacks
  • Each stack of Ancestral Pack grants 4% more damage, 3% increased attack and cast speed, and 2% increased cooldown recovery speed.
    The damage modifier is multiplicative with other modifiers, including with other stacks of Ancestral Pack.
  • When you gain a stack of Ancestral Pack so does your highest level minion
    Your highest level minion is the minion from the specialised skill with the highest skill level. If multiple minions have the same level then the closest to you is chosen.
  • When you gain a stack of Ancestral Pack you gain Ward equal to (77 to 123)% of your Endurance Threshold
  • +(123 to 200) Ward Decay Threshold
  • +(77 to 123) Endurance Threshold
Bulwark of the Last AbyssUniqueShield
  • +35% Block Chance
  • +(400 to 620) Block Effectiveness

  • +(10% to 20%) Block Chance
  • (40% to 90%) increased Armor
  • Every 3 seconds if you are on high health you lose 25% of your current health and gain the Apocalypse buff for 3 seconds
    The only effects of the Apocalypse buff are the ones lists on this item.
  • 70% increased Void Damage during Apocalypse
  • +70% Melee Critical Strike Multiplier during Apocalypse
Chronicle of the DamnedUniqueOff-Hand Catalyst
  • +(2 to 5) Intelligence
  • (5% to 8%) increased Cast Speed

  • +1 to Level of Wandering Spirits
  • +1 to Level of Hungering Souls
  • +(6 to 11) Ward gained each second per Active Wandering Spirit
    Does not count as a Ward Per Second stat for the purpose of stat conversions or scaling
  • (11% to 16%) Chance to inflict Damned on Hit with Hungering Souls per Active Wandering Spirit
  • (16% to 26%) Chance to Reveal a Wandering Spirit on Kill (1 Second Cooldown)
    Scales with the Wandering Spirits tree
Close CallUniqueShield
  • +18% Block Chance
  • +(80 to 120) Block Effectiveness

  • 50% less Block Effectiveness
  • +(80 to 180) Dodge Rating
  • 40% increased dodge rating for each hit you have blocked recently
    Recently refers to the last 4 seconds
  • +4 Health gained when you Dodge
Cocooned CatalystUniqueOff-Hand Catalyst
  • Contains a random unique catalyst
Cocooned QuiverUniqueQuiver
  • Contains a random unique quiver
Cocooned ShieldUniqueShield
  • Contains a random unique shield
Coral AegisUniqueShield
  • +23% Block Chance
  • +(325 to 425) Block Effectiveness
  • (45% to 75%) increased Physical Melee Damage

  • +(30% to 43%) Lightning Resistance
  • (300% to 430%) Chance to Shock Attackers
  • +1% Block Chance per Shock on the Attacker
  • (35% to 30%) less Lightning Damage Taken on Block
  • (50% to 80%) Increased Stun Duration
  • (8 to 12) Health Gain on Stun
Countenance of MajasaUniqueShield
  • +35% Block Chance
  • +(400 to 620) Block Effectiveness

  • Each second every enemy looking at you has up to a 20% chance to be Petrified for 2 seconds
    This chance is 80% lower for rare enemies, and 96% lower for bosses. Petrify is a stun, preventing all movement and action.
  • When you block an enemy's hit it has up to a 20% chance to be Petrified for 2 seconds
    This chance is 80% lower for rare enemies, and 96% lower for bosses
  • (25% to 30%) of Block Effectiveness applies to Damage over Time as if it had been Blocked
  • +(150 to 300) Block Effectiveness
Cradle of the ErasedWeaverShield
  • +16% Block Chance
  • +(80 to 140) Block Effectiveness
  • +(6% to 12%) Elemental Resistance

  • Gain a stack of Golden Aegis each second
    Up to 4 stacks
  • +(8% to 11%) Block Chance per stack of Golden Aegis
  • Lose a stack of Golden Aegis on Block
  • +1 Block Effectiveness per 1% Total Uncapped Resistance
    Your total uncapped resistance is the sum of your uncapped physical, fire, lightning, cold, necrotic, void, and poison resistances.
  • (22 to 32) Ward Gain on Block
CrystalwindUniqueQuiver
  • +(77 to 140) Armor
  • +(42% to 77%) Chance to apply Shred Armor on Hit
  • (21% to 42%) Increased Shred Armor Effect

  • Gain 4 stacks of Crystalwind per second while moving and 4 stacks when you Evade (max 8)
  • Directly using a bow attack consumes up to 4 stacks of Crystalwind to deal (8 to 15)% more damage per stack
  • +75% Chance to Slow Bosses and Rare Enemies on hit per stack of Crystalwind consumed
  • 5% Chance to Petrify other enemies on hit per stack of Crystalwind consumed
    Petrifies enemies for 2 seconds. Petrify is a stun, preventing all movement and action.
  • (4% to 10%) increased Movement Speed
  • (4% to 10%) increased Cooldown Recovery Speed for Evade
Face of the MountainUniqueShield
  • +15% Block Chance
  • +(275 to 650) Block Effectiveness
  • +(20% to 40%) Physical Resistance

  • +1% Block Chance per 2% Endurance above the Cap
    Endurance has a cap of 60%, so if you have 70% Endurance this adds 5% Block Chance.
  • +(12% to 24%) Endurance
  • +(225 to 550) Block Effectiveness
  • (12% to 6%) less Physical Damage Taken on Block
Faith of the FrozenUniqueShield
  • +17% Block Chance
  • +(400 to 460) Block Effectiveness
  • +(75% to 150%) Freeze Rate Multiplier

  • (15 to 20) Health Gain on Freeze
  • (15 to 20) Health Gain on Block
  • +75% Cold Resistance
  • (20% to 15%) less Cold Damage Taken on Block
  • +(75% to 150%) Freeze Rate Multiplier
Flayer's PrideUniqueShield
  • +20% Block Chance
  • +(200 to 600) Block Effectiveness

  • 13% less Physical Damage Taken on Block
  • 13% less Physical Damage Over Time Taken
  • +(65% to 91%) Chance to apply Bleed on Hit
  • (26% to 39%) Physical Penetration with Bleed
  • (26 to 39) Health Gain on Kill
  • +13 Intelligence
  • (65% to 91%) Reduced Health Cost of Spells
Fragment of the EnigmaUniqueOff-Hand Catalyst
  • +(8 to 14) Intelligence
  • +(20 to 30) Ward per Second

  • +(10% to 12%) Chance to apply Spark Charge on Hit
  • +1 Lightning Damage for Spark Charge per Intelligence
  • (100% to 200%) increased Spark Charge Explosion Area
  • (150 to 175)% more Damage for Spark Charges applied by Melee Attacksmultiplicative with other modifiers
  • +1 to Level of Lightning Skills
  • When you cast Teleport you apply a Spark Charge to all enemies around the destination
Frey's RetreatUniqueOff-Hand Catalyst
  • +(8 to 14) Intelligence
  • +(2% to 6%) Spell Critical Strike Chance

  • +(1 to 4) to Level of Frost Wall
  • (16% to 40%) increased Frost Wall Duration
  • When you directly cast Frost Wall it is cast directly in front of you and you leap backwards a short distance and invoke Revik's Blizzard at the wall.
    Frost Wall now counts as a movement skill. Revik's Blizzard is an Invocation normally cast via the Runic Invocation skill and it scales with Runic Invocation's tree. This consumes Revik's Blizzard's mana cost.
  • (48% to 108%) increased Cold Damage Over Time
  • (16% to 24%) more Cold Damage Over Time to Frozen Enemies
Gordian PrismUniqueOff-Hand Catalyst
  • +(3 to 6) Intelligence

  • Directly cast Three Rune Invocations always cast Grand Prism Nova instead
  • Grand Prism Nova's base damage is converted based on the Runes used to invoke it
    For example if it is invoked with two Rah runes and one Heo rune, two thirds of the base damage will be fire, and one third will be cold
  • Grand Prism Nova gains (50 to 65)% chance to ignite, shock, or chill per RuneEach Rah rune grants ignite chance, each Gon rune grants shock chance, and each Heo rune grants chill chance
  • 10% Chance to not consume Runes when Invoking per Unique Rune
    The unique runes are Rah, Heo, and Gon. Effects based on runes used will still apply.
  • (35% to 60%) increased Elemental Damage
  • +(60 to 120) Ward Decay Threshold
Grim ConstitutionUniqueShield
  • +25% Block Chance
  • +(600 to 800) Block Effectiveness

  • You cannot Gain Ward while in Combat
  • (105% to 155%) of Max Health gained as Ward Decay Threshold
  • (35% to 55%) of Max Health gained as Ward per Second
  • +(55 to 85) Health
  • +(155 to 385) Block Effectiveness
Horns of UhkeirosUniqueShield
  • +26% Block Chance
  • +(440 to 520) Block Effectiveness
  • +(11% to 15%) Endurance

  • (60% to 120%) increased Melee Damage
  • 2 Mana Gain on Block
  • 50% increased Mana Cost
  • +(600 to 1000) Block Effectiveness
  • +(10 to 16) Strength
Ignivar's HeadUniqueOff-Hand Catalyst
  • +(5 to 9) Intelligence
  • +(2% to 3%) Spell Critical Strike Chance

  • (60% to 95%) increased Fire Damage
  • (60% to 95%) Increased Fire Aura Area
  • Cast Fire Aura every second while Channelling
  • +(50% to 150%) Chance to apply Ignite on Hit while Channelling
  • Disintegrate deals more damage equal to your spell crit chance
    If you have 40% spell crit chance Disintegrate deals 40% more damage (multiplicative with other modifiers)
Life's JourneyUniqueShield
  • +19% Block Chance
  • +(215 to 275) Block Effectiveness
  • (25% to 60%) increased Physical Damage

  • 5% of Current Health Lost per second
    This is not affected by increases and reductions to health drain effects
  • (30 to 50) Health Gain on Block
  • +(25% to 45%) Chance to apply Spirit Plague on Melee Hit
  • (3% to 5%) increased Melee Attack Speed
  • (3% to 5%) increased Movement Speed
Moenia MentisUniqueShield
  • +20% Block Chance
  • +(150 to 180) Block Effectiveness
  • +80 Armor

  • +(3 to 4) Intelligence
  • +(30 to 45) Mana
  • +(300 to 450) Block Effectiveness
  • +(30% to 45%) Void Resistance
  • (10% to 15%) of Current Mana gained as Ward on Block
    Ward is gained after damage is taken from the hit
NightbringerUniqueQuiver
  • +(25% to 60%) Chance to apply Slow on Bow Hit
  • (6% to 10%) more Damage to Slowed Enemies

  • +(30% to 60%) Chance to apply Blind on Bow Hit
  • +(54 to 84) Void Bow Damage while at Low Health
  • (10% to 18%) more hit damage to Blinded Enemies with Multishot
  • (10% to 14%) increased Bow Attack Speed while at Low Health
  • (100% to 154%) Increased Blind Duration
Onslaught of CerataPrimordialShield
  • +26% Block Chance
  • +(440 to 520) Block Effectiveness
  • +(11% to 15%) Endurance

  • +(3 to 4) to Level of Strength Skills
  • +(10 to 16) Strength
  • After you use a movement skill you attack up to 3 nearby enemies with Vengeance (max 2 times every 12 seconds)
  • +(30% to 60%) Block Chance while preparing to Riposte
  • (30 to 60) Health Gain on Block
  • You and your minions have (20 to 42)% increased area for Melee Area Skills
Phase PointUniqueQuiver
  • (15% to 30%) increased Bow Damage
  • (15% to 30%) Increased Bow Stun Chance

  • +(80 to 143) Dodge Rating
  • (8% to 13%) increased Dodge Rating
  • (18% to 43%) chance to gain Dusk Shroud on Dodge
    Dusk Shroud is a stacking buff. Each stack grants 50 dodge rating and 5% chance to receive a Glancing Blow when hit. Glancing Blows deal 35% less damage.
  • (33% to 48%) Chance to gain a Black Arrow on Dodge
    Black Arrows are affected by the Dark Quiver tree
  • +1 Bow Void Damage per Dusk Shroud when using a Black Arrow
  • +(1 to 3) to Level of Dark Quiver
Rahyeh's LightUniqueShield
  • +30% Block Chance
  • +(750 to 1000) Block Effectiveness

  • 75% increased Fire Damage
  • (25% to 5%) less Fire Damage Taken on Block
  • +75% Fire Resistance
  • +1 to Level of Judgement
  • 75% Increased Healing Effectiveness
RotmindUniqueOff-Hand Catalyst
  • +(5 to 9) Intelligence
  • +(2% to 3%) Spell Critical Strike Chance

  • +(17 to 29) Poison Damage for Damage Over Time Spells
  • +1 to Level of Damage Over Time Spell Skills
  • 17% less Damage Over Time Taken
  • 1% of Poison Damage Leeched as Health
  • (10% to 17%) Increased Area for Damage Over Time Spell Area Skills
Sanguine HoardUniqueQuiver
  • +(40% to 75%) Chance to apply Bleed on Bow Hit

  • (100% to 125%) of Chance to Inflict Bleed on Hit gained as Bleed Chance per second with Hail of Arrows
    If bleed chance for Hail of Arrows is converted to ignite or poison chance then this added bleed chance is also converted, but still depends on your chance to inflict bleed on hit, not your chance to inflict ignite or poison on hit.
  • 25% increased Bow Attack Speed
  • 2% of Damage Over Time Leeched as Health
  • +(25 to 45) Health
  • +(25 to 45) Mana
  • (-15 to -10) Hail of Arrows Mana Cost
    If Hail of Arrows is channeled this does not affect the channel cost
Scales of EterraUniqueOff-Hand Catalyst
  • +(8 to 14) Intelligence
  • +(2% to 6%) Spell Critical Strike Chance

  • +(12% to 24%) Elemental Resistance
  • +8 Attunement
  • +8 Intelligence
  • (8% to 20%) increased Cast Speed
  • Casting a cold spell grants Cold Infusion, with a 20 second cooldown
    Cold Infusion gains a stack every second. Each stack grants 10% more cold damage and 6% less fire and lightning damage for 10 seconds. Reaching 10 stacks of Cold Infusion applies Cold Overload for 10 seconds, granting 80% less cold damage and removing all Cold Infusion and Fire or Lightning Overloads
  • Casting a lightning spell grants Lightning Infusion, with a 20 second cooldown

    Lightning Infusion gains a stack every second. Each stack grants 10% more lightning damage and 6% less cold and fire damage for 10 seconds. Reaching 10 stacks of Lightning Infusion applies Lightning Overload for 10 seconds, granting 80% less lightning damage and removing all Lightning Infusion and Cold or Fire Overloads
Scales of EterraUniqueOff-Hand Catalyst
  • +(8 to 14) Intelligence
  • +(2% to 6%) Spell Critical Strike Chance

  • +(12% to 24%) Elemental Resistance
  • +8 Attunement
  • +8 Intelligence
  • (8% to 20%) increased Cast Speed
  • Casting a cold spell grants Cold Infusion, with a 20 second cooldown
    Cold Infusion gains a stack every second. Each stack grants 10% more cold damage and 6% less fire and lightning damage for 10 seconds. Reaching 10 stacks of Cold Infusion applies Cold Overload for 10 seconds, granting 80% less cold damage and removing all Cold Infusion and Fire or Lightning Overloads
  • Casting a fire spell grants Fire Infusion, with a 20 second cooldown

    Fire Infusion gains a stack every second. Each stack grants 10% more fire damage and 6% less cold and lightning damage for 10 seconds. Reaching 10 stacks of Fire Infusion applies Fire Overload for 10 seconds, granting 80% less fire damage and removing all Fire Infusion and Cold or Lightning Overloads
Scales of EterraUniqueOff-Hand Catalyst
  • +(8 to 14) Intelligence
  • +(2% to 6%) Spell Critical Strike Chance

  • +(12% to 24%) Elemental Resistance
  • +8 Attunement
  • +8 Intelligence
  • (8% to 20%) increased Cast Speed
  • Casting a fire spell grants Fire Infusion, with a 20 second cooldown

    Fire Infusion gains a stack every second. Each stack grants 10% more fire damage and 6% less cold and lightning damage for 10 seconds. Reaching 10 stacks of Fire Infusion applies Fire Overload for 10 seconds, granting 80% less fire damage and removing all Fire Infusion and Cold or Lightning Overloads
  • Casting a lightning spell grants Lightning Infusion, with a 20 second cooldown

    Lightning Infusion gains a stack every second. Each stack grants 10% more lightning damage and 6% less cold and fire damage for 10 seconds. Reaching 10 stacks of Lightning Infusion applies Lightning Overload for 10 seconds, granting 80% less lightning damage and removing all Lightning Infusion and Cold or Fire Overloads
Sigeon's ReprisalUniqueShield
  • +19% Block Chance
  • +(215 to 275) Block Effectiveness
  • (25% to 60%) increased Physical Damage

  • +(1 to 3) to Level of Shield Throw
  • (25% to 35%) Chance to retaliate with Shield Throw on Block (up to 2 times per second)
  • +(5% to 15%) Block Chance
  • (35 to 115) Damage Reflected to Attackers
  • +1 Throwing Damage for Shield Throw per 10 Damage Reflected to Attackers
    Scales with your Damage Reflected to Attackers stat not with the actual damage that has been reflected to attackers. Does not scale with percent damage reflected.
Soul BastionUniqueShield
  • +20% Block Chance
  • +(150 to 180) Block Effectiveness
  • +80 Armor

  • +10% Block Chance
  • +(500 to 1000) Block Effectiveness
  • Gains a Soul Charge on kill
    Soul charges last for 10 seconds
  • At 5 soul charges, casts Soul Eruption
  • +2 to Level of Soul Feast
Stygian CoalUniqueOff-Hand Catalyst
  • +(12 to 18) Intelligence
  • (36% to 84%) increased Necrotic Damage

  • +(6 to 84) Ward per Second while Channelling
  • +(6% to 84%) Chance to apply Ignite on Hit while Channelling
  • +(6% to 84%) Chance to apply Damned on Hit while Channelling
  • Drain Life repeatedly casts Stygian Beams instead of its normal draining effect
  • 1% increased Stygian Beam frequency per Intelligence
  • 3% more Stygian Beam Damage per 10 Current Mana
    Multiplicative with other modifiers
Symbol of DemiseUniqueOff-Hand Catalyst
  • +(8 to 14) Intelligence
  • +(20 to 30) Ward per Second

  • +(90% to 150%) Ward Retention
  • (9 to 13) Ward Gain on Kill
  • Every 3 seconds your ward is consumed, granting a stack of Demise per 13 ward consumed
    Stacks of Demise last 3 seconds
  • Each stack of Demise grants 10% Bleed Chance (up to 200%)
  • Each stack of Demise grants 1% increased Bleed Duration
The CuckooUniqueOff-Hand Catalyst
  • +(9 to 17) Intelligence
  • (9% to 34%) increased Effect of Haste on You
  • (1.7 to 2.9) Seconds of Haste after you use a Traversal Skill
    Haste is a buff that grants 30% increased movement speed by default. It cannot stack.

  • The Cuckoo may permanently change into a random exalted item when a nearby enemy dies
    It will still be an Avian Puppet. The exalted item always rolls as if it dropped in a level 100 area, but will have higher forging potential.
  • (9 to 17) Ward Gain on Kill
  • +(66 to 290) Ward Decay Threshold
  • +(17% to 29%) Critical Strike Avoidance
  • (17% to 29%) increased Dodge Rating
The SlabUniqueShield
  • +35% Block Chance
  • +(400 to 620) Block Effectiveness

  • 100% less damage taken on block
  • (60% to 56%) reduced Block Chance
  • Your Block Chance cannot exceed 75%
  • +(35 to 65) Health
ThornshellUniqueShield
  • +23% Block Chance
  • +(325 to 425) Block Effectiveness
  • (45% to 75%) increased Physical Melee Damage

  • (50 to 90) Damage Reflected to Attackers
  • (3% to 6%) Increased Flat Damage Reflected to Attackers per Attunement
    Only affects the flat "Damage Reflected to Attackers" stats not "% Damage Reflected"
  • (15% to 18%) increased Armor
  • +(32% to 45%) Poison Resistance
  • +(32% to 45%) Lightning Resistance
Tolmat's Incorrect History of EterraUniqueOff-Hand Catalyst
  • +(2 to 5) Intelligence
  • (5% to 8%) increased Cast Speed

  • You summon a Historic Minion from a random era of Eterra
  • +(1 to 2) to Level of Minion Skills
  • +(4 to 10) Minion Melee Damage
  • +(4 to 10) Minion Spell Damage
  • (6% to 12%) increased Minion Movement Speed
  • +(12% to 16%) Elemental Resistance
Troaka's TeethUniqueQuiver
  • +(40% to 75%) Chance to apply Bleed on Bow Hit

  • +(60% to 90%) Chance to apply Frostbite on Bow Hit
  • +(12 to 16) Cold Bow Damage
  • +(120% to 180%) Freeze Rate Multiplier
  • (60% to 90%) increased Cold Damage
  • 100% of Bleed and Poison Chance converted to Frostbite Chance with Puncture
  • +90 Freeze Rate with Puncture
Unbroken ChargeUniqueShield
  • +22% Block Chance
  • +(350 to 500) Block Effectiveness

  • You cannot be Stunned by Hits you Block
  • (11% to 30%) chance to gain Haste for 5 seconds after you Block
  • +(9% to 15%) chance to Block hits taken while Moving
    Not taken into account for effects that scale with block chance
  • +(13 to 25) Block Effectiveness per 1% Increased Movement Speed
  • You are Immune to Slow
    Grants immunity to the Slow ailment, not to all slowing effects.
Vial of Volatile IceUniqueOff-Hand Catalyst
  • +(3 to 6) Intelligence

  • 100% of Acid Flask Base Damage converted to Cold
  • Poison Chance from all sources is converted to Frostbite Chance for Acid Flask
  • +(45% to 85%) Chance to apply Frostbite on Hit with Cold Skills
  • (17% to 45%) Increased Area for Cold Area Skills
  • (17% to 45%) increased Cold Damage
  • +(45% to 85%) Freeze Rate Multiplier
Zeurial's HuntUniqueQuiver
  • +(15% to 35%) Bow Critical Strike Multiplier

  • When you use a Lightning Bow Attack your next Throwing Attack within 2 seconds has +(62 to 92)% Lightning Penetration
  • When you use a Lightning Throwing Attack your next Bow Attack within 2 seconds has +(62 to 92)% Lightning Penetration
  • Triggering both effects within 2 seconds grants Haste for 2 seconds
  • +(12 to 32) Lightning Bow Damage
  • +(12 to 32) Lightning Throwing Damage
Abacus RodUniqueWand
  • +(4 to 6) Spell Damage
  • -3 Mana Cost for Spell Skills

  • +(50 to 55) Spell Damage
  • +(1 to 5) to Level of Runebolt
  • Runebolt's element always matches the last skill you used directly that had a single elemental tag
    Elemental tags are Fire, Cold, and Lightning.
  • Runebolts that have a different element to the last Runebolt you cast grant you a stack of Numeromancy (up to 5) and refresh the duration of existing stacks
    Numeromancy stacks last 5 seconds
  • +5 Spell Damage per stack of Numeromancy
  • 5% increased Cast Speed per stack of Numeromancy
Aberroth's CommandUniqueSceptre
  • +55 Melee Damage
  • +(55 to 65) Spell Damage

  • Void Cleave is now instant and is no longer a movement skill
  • Void Cleave no longer has a weapon requirement
  • Ravaging Auras created by Void Cleave lasts an additional (6 to 12) seconds and have +40% Void Penetration
  • (200% to 285%) increased Damage Over Time
  • (20% to 25%) Increased Area for Area Skills
  • +(8% to 20%) Void Penetration
Alchemist's LadleUniqueWand
  • +3 Spell Damage
  • -3 Mana Cost for Spell Skills

  • (20 to 45)% chance to ignite, chill, shock, bleed, slow, poison, and blind on melee hit
  • 13% increased Melee Attack Speed
Apogee of Frozen LightUniqueOne-Handed Sword
  • +50 Melee Damage

  • +(38 to 76) Cold Melee Damage
  • +3 to Cold and Necrotic Minion Skills
  • (24 to 38)% chance for Minions to Chill Attackers when Hit
  • Minions deal (14 to 24)% more Cold and Necrotic Damage to Chilled EnemiesMultiplicative with other modifiers
  • When a Minion dies you gain a stack of Frozen Vengeance
    Up to 8 stacks. Stacks last 8 seconds and gaining a new one refreshes their duration.
  • When you Hit an enemy with a melee attack you expend a stack of Frozen Vengeance to grant all your minions Frenzy and 24% more Damage to Chilled Enemies for 8 seconds and Freeze up to 8 nearby normal and magic enemies for 3 seconds
    This effect cannot trigger more than once per second and the buff does not stack. The freeze has a range limit of 8 metres.
Arek's BonesUniqueOne-Handed Mace
  • +53 Melee Damage
  • (53% to 75%) Increased Stun Chance

  • +(25 to 55) Physical Melee Damage
  • +(60 to 90)% Chance to apply Armor Shred on Hit for You and Your Minions
  • (100 to 200)% Increased Armor Shred Effect for You and Your Minions
  • 100% Chance to summon Arek's Flesh when a hit leaves you below half health
    Arek's Flesh is a melee minion that lasts for 20 seconds. Its damage scales with intelligence. Its health scales with intelligence and character level.
AurelisUniqueOne-Handed Sword
  • +50 Melee Damage

  • +(20 to 28) Lightning Damage with Spells and Melee Attacks
  • +(1 to 2) to Level of Multistrike
  • +(1 to 2) to Level of Smite
  • 100% Chance to cast Smite after you use Multistrike and hit a Boss or Rare enemy
    Casts smite at the enemy hit. Extra chance above 100% has no effect.
  • +(40% to 48%) Chance to apply Electrify on Melee Hit
  • (34% to 64%) Lightning Penetration with Electrify
Beast KingUniqueOne-Handed Axe
  • +36 Melee Damage
  • +(36% to 66%) Chance to apply Bleed on Melee Hit
  • (10% to 16%) Increased Bleed Duration

  • +(25 to 35) Physical Melee Damage
  • (10% to 20%) increased Melee Attack Speed
  • (50% to 75%) increased Minion Health
  • 8% less damage taken if your minions have killed recently
    Recently refers to the past 4 seconds. Multiplicative with other modifiers.
  • minions take 25% less damage if you have killed recently
    Recently refers to the past 4 seconds. Multiplicative with other modifiers.
BloodgeonUniqueOne-Handed Mace
  • +30 Melee Damage
  • (30% to 48%) Increased Stun Chance

  • +(50 to 70) Physical Melee Damage
  • 7% of Physical Melee Damage Leeched as Health
  • (30% to 50%) Increased Leech Rate
  • (30% to 50%) Increased Stun Duration
  • (4 to 8) Health Gain on Stun
ChronostasisUniqueOne-Handed Sword
  • +54 Melee Damage

  • Your melee skills consume up to (500 to 2000) ward, gaining +1 melee damage per 10 ward consumedDual wielding this weapon will not provide this benefit twice, but it will raise the maximum ward you can consume for additional damage
  • +(50 to 80) Ward per Second
  • +(6 to 10) Intelligence
  • (10% to 15%) increased Attack Speed
Cinder SongUniqueWand
  • +(4 to 6) Spell Damage
  • -3 Mana Cost for Spell Skills

  • +1 to Level of Fire Spell Skills
  • +(17 to 22) Fire Spell Damage
  • (120% to 170%) increased Fire Damage
  • (15 to 25)% chance to inflict Spreading Flames on HitSpreading flames deals fire damage over time and spreads between enemies. It does not stack.
  • -3 Mana Cost for Fire Spells
  • +2 Projectiles for Fireball
    If you have the Embers node on the Fireball tree, this bonus is affected by the additional projectiles penalty on that node.
Cleaver SolutionUniqueOne-Handed Axe
  • +19 Melee Damage
  • +(13% to 19%) Chance to apply Bleed on Hit

  • Your Intelligence is equal to your Strength
  • +1 to Level of All Skills
  • +(36 to 54) Physical Melee Damage
  • +(3 to 9) Strength
Cocooned CleaverUniqueOne-Handed Axe
  • Contains a random unique one-handed axe
Cocooned ClubUniqueOne-Handed Mace
  • Contains a random unique one-handed mace
Cocooned DaggerUniqueDagger
  • Contains a random unique dagger
Cocooned SceptreUniqueSceptre
  • Contains a random unique sceptre
Cocooned Short SwordUniqueOne-Handed Sword
  • Contains a random unique one-handed sword
Cocooned WandUniqueWand
  • Contains a random unique wand
Culnivar's ClaimUniqueSceptre
  • +38 Melee Damage
  • +(38 to 48) Spell Damage

  • 90% increased Lightning Spell Damage
  • 90% increased Lightning Spell Critical Strike Chance
  • +(16 to 24) Lightning Spell Damage
  • (16% to 24%) increased Mana Regen
  • 100% of mana converted to ward when you reach full mana
    Does not trigger while your mana is replaced with Rage
Dragorath's ClawUniqueDagger
  • +36 Melee Damage
  • +(3% to 4%) Critical Strike Chance
  • +(30 to 40) Spell Damage

  • (37% to 47%) Chance to Cast Lightning Blast on Crit with Frost Claw (up to 3 casts per second)
    Consumes Lightning Blast's mana cost
  • Lightning Blast cast this way has +1% Critical Strike Chance per 5% uncapped Lightning Resistance and +1% Critical Strike Multiplier per 5% uncapped Cold Resistance
  • (7 to 17) Ward Gained on Crit with Frost Claw
  • +(7% to 17%) to All Resistances
  • +(37% to 47%) Spell Critical Strike Multiplier
Drought's ReleaseUniqueDagger
  • +25 Melee Damage
  • +(35% to 65%) Critical Strike Multiplier

  • (23% to 30%) of Missing Health regained on Potion Use
    Missing health is calculated before any other health gain from potion use
  • +1 to Level of Acid Flask
  • (23% to 30%) Increased area of effect with Acid Flask
  • (30% to 53%) increased Poison Damage
  • +3 to All Attributes
Eulogy of BloodUniqueOne-Handed Axe
  • +46 Necrotic Melee Damage
  • (100% to 166%) increased Necrotic Melee Damage
  • (100% to 166%) increased Minion Necrotic Damage

  • +(30 to 40) Cold Melee Damage
  • +(10 to 16) Minion Cold Melee Damage
  • +100% Chance to apply Bleed on Melee Hit
  • (30% to 40%) Increased Bleed Duration
  • (30% to 40%) Chance to Cast Rip Blood at 5 nearby targets on Melee Hit (2 second cooldown)
  • +(13 to 20) Health Gained from Rip Blood
    Increases the health gained from Blood Orbs created by Rip Blood. Affected by Increased Healing Effectiveness.
Executioner's TitheUniqueOne-Handed Axe
  • +46 Necrotic Melee Damage
  • (100% to 166%) increased Necrotic Melee Damage
  • (100% to 166%) increased Minion Necrotic Damage

  • +(3% to 4%) Critical Strike Chance
  • 50% of added melee damage on equipped weapons applied as added spell damage for Chaos Bolts
    This effect does not stack when dual wielded
  • Converts direct casts of Harvest to Great Harvest which has a 5 second cooldown, deals 150% more damage, and has 50% more area of effect
  • Gain 1 Stack of Spirit Battery when you kill an enemy or when you hit a rare or boss enemy (maximum 3 per 2 seconds)
    Dual wielding affects the amount of stacks gained, but not the limit per 2 seconds
  • Spirit Battery grants (2 to 4)% increased mana per stack and lasts for 8 secondsThis effect does not stack when dual wielded
  • (2 to 4)% of your maximum mana restored when Great Harvest kills an enemyThis effect does not stack when dual wielded
  • (20 to 30)% of your maximum mana restored when Great Harvest hits a boss or rare enemyThis effect does not stack when dual wielded
Eye of ReenUniqueOne-Handed Sword
  • +38 Melee Damage
  • +(30% to 50%) Critical Strike Multiplier

  • +(25 to 45) Fire Melee Damage
  • +(100% to 200%) Chance to apply Ignite on Melee Hit
  • (75% to 100%) Chance to gain a stack of Reen's Ire for 5 seconds when you crit with a melee attack, up to 30 times per 5 seconds
    Chance above 100% has no effect
  • Each stack of Reen's Ire grants 5% melee critical strike multiplier and 10% increased fire damage over time
Firestarter's TorchUniqueSceptre
  • +10 Melee Damage
  • +3 Spell Damage

  • +(14% to 26%) Chance to apply Spreading Flames on Hit
  • (26 to 42)% More Fire Damage to enemies afflicted by Spreading FlamesMultiplicative with other modifiers
  • (42% to 72%) increased Fire Damage Over Time
  • -4 Mana Cost for Fire Spell Skills
  • 4% increased Movement Speed
Frozen IreUniqueSceptre
  • +43 Cold Melee Damage
  • +43 Cold Spell Damage
  • +(43% to 143%) Freeze Rate Multiplier

  • (80% to 120%) increased Cold Damage
  • +1 spell cold damage per 5 character levels
  • +2% freeze rate multiplier per character level
  • +1% necrotic resistance per character level
  • 15% chance to cast tundra nova on hit with cold skills (chance doubled against undead)
Fulgurite ShardUniqueDagger
  • +43 Melee Damage
  • +4% Critical Strike Chance
  • (20% to 80%) increased Physical Damage

  • 60% of Shuriken and Lethal Mirage Base Damage converted to Lightning
    Adds a Lightning Tag. Conversion above 100% has no effect. At 100% conversion the Physical Tag is lost.
  • +(16 to 26) Lightning Damage with Shurikens
  • +(61 to 81) Lightning Damage with Lethal Mirage
  • (11% to 21%) Increased Cooldown Recovery Speed with Lethal Mirage
  • (41% to 61%) increased Lightning Damage
  • +(6% to 16%) Lightning Penetration
Gladiator's OathUniqueOne-Handed Sword
  • +22 Melee Damage

  • (10% to 15%) increased Melee Attack Speed
  • +(20% to 45%) Critical Strike Multiplier while Dual Wielding
  • (20% to 40%) Increased Area with Dancing Strikes
  • Dancing Strikes' 3rd Strike Creates a Fighting Arena
  • +100% Melee Critical Strike Chance while in Dancing Strikes' Fighting Arena
Hakar's PhoenixUniqueOne-Handed Axe
  • +48 Melee Damage
  • +(3% to 4%) Critical Strike Chance
  • (3% to 4%) increased Movement Speed

  • +(1 to 2) to Level of Primalist Melee Skills
  • +(12 to 20) Melee Fire Damage for you and your minions
  • (120% to 200%) increased Melee Damage
  • +(12% to 20%) Fire Penetration
  • When a Companion is Downed it is automatically revived after 2 seconds (10 second cooldown)
  • When a companion is revived by Hakar's Phoenix it releases a burst of fire and gains 100 melee fire damage and 100% ignite chance for 20 seconds
    The burst of fire deals fire spell damage and scales with the minion's stats
HazelrootUniqueSceptre
  • +21 Melee Damage
  • +(10 to 17) Spell Damage
  • (15% to 35%) increased Minion Damage

  • (22% to 36%) Chance to Cast Thorn Shield on yourself when you directly use a Physical Skill
    Thorn Shield is an active skill while in Spriggan Form and is affected by its tree
  • +1 Spell Physical Damage per 3 Attunement
    Each point of attunement counts, so if you have 2 Attunement you gain 0.67 Spell Physical Damage.
  • (44% to 72%) increased Physical Damage
  • +(22 to 36) Health
  • +(22 to 36) Mana
Horn of the Bone WispPrimordialWand
  • +(20 to 26) Spell Damage
  • +(20% to 30%) Ward Retention
  • -3 Mana Cost for Spell Skills

  • +(3 to 4) to Level of Intelligence Skills
  • +(10 to 16) Intelligence
  • (25% to 49%) chance to cast Flame Ward after using a movement skill within 16 metres of a boss or rare enemy (max 2 per 16 seconds)
  • +(20 to 25) Spell Damage for you and your Minions
  • (100% to 160%) increased Spell Damage
  • (100% to 160%) increased Minion Damage
Humming BeeUniqueOne-Handed Sword
  • +10 Melee Damage

  • (20% to 25%) increased Melee Attack Speed
  • (3% to 7%) increased Movement Speed
  • (3 to 7) Ward Gain on Melee Hit
  • 1% Chance per 20 Ward to gain Haste for 2 seconds when you directly use a Melee Attack
  • Elemental Attacks deal 1% Increased Damage per 200 Ward
    This effects all damage from the attack, including damage from ailments and non-elemental damage.
Jelkhor's Blast KnifeUniqueDagger
  • +44 Melee Damage
  • +4% Critical Strike Chance

  • +3 to Level of Detonating Arrow
  • (-6 to -3) Mana Cost for Detonating Arrow
  • Detonating Arrow no longer requires a bow
  • Detonating Arrow's initial projectile is changed to a melee attack that applies an explosive charge to each enemy it hits. Each charge explodes after the same duration that an arrow from Detonating Arrow would, and the explosion deals the same damage.
  • Detonating Arrow scales with melee damage instead of bow damage
  • +(48 to 65) Melee Damage for directly used Detonating Arrow
Mad Alchemist's LadleUniqueWand
  • +(12 to 16) Spell Damage
  • +(20 to 30) Mana
  • -3 Mana Cost for Spell Skills

  • +(8% to 48%) Chance to apply Slow on Spell Hit
  • +(8% to 48%) Chance to apply Frailty on Spell Hit
  • +(8% to 48%) Chance to apply Shred Armor on Spell Hit
  • +(8% to 48%) Chance to apply Electrify on Spell Hit
  • +(8% to 48%) Chance to apply Poison on Spell Hit
  • 6% more Spell Damage per Negative Ailment on the Target (up to 8)
  • +1% increased Cast Speed per 2 Intelligence
  • 1 Mana Gained on Potion Use per 4 Intelligence
Marina's Lost SoulUniqueWand
  • +(56 to 66) Necrotic Spell Damage
  • (56% to 66%) increased Curse Damage
  • (-3 to -5) Mana Cost for Spell Skills

  • +(10 to 25) Necrotic Spell Damage
  • (100% to 160%) increased Spell Damage
  • (12% to 20%) increased Cast Speed
  • +20% Necrotic Penetration with Possess per stack of Damned on You (up to 7)
  • You are Damned when you cast a spell
    Damned is a stacking ailment that deals necrotic damage over time and reduces health regeneration by 20%
  • 10% reduced Health
Monument of ProtectionUniqueOne-Handed Axe
  • +25 Melee Damage
  • +10% Block Chance
  • +(250 to 425) Block Effectiveness

  • (52 to 85) Health Gain on Block
  • +(10% to 15%) Endurance
  • +(52 to 85) Melee Damage for Shield Bash
  • +(52 to 85) Melee Damage for Shield Rush
  • (30% to 40%) increased Block Effectiveness
  • 5% reduced Movement Speed
Naal's ToothUniqueOne-Handed Sword
  • +50 Melee Damage
  • +(25% to 35%) Critical Strike Multiplier
  • +(3 to 5) Strength

  • +(10 to 17) Melee Damage for you and your Minions
  • (5 to 10)% increased Movement Speed for you and your Minions
  • +(1 to 2) to Level of Melee Skills
  • +(1 to 2) to Level of Minion Melee Skills
  • (10% to 17%) reduced Raptor Size
    Reduces hitbox size for receiving hits, but does not affect the raptors' attacks or stats.
  • (47% to 42%) less Raptor Damage
    multiplicative with other modifiers
  • You can summon Raptors up to your Companion Limit
Nest of NightmaresWeaverOne-Handed Mace
  • +59 Melee Damage
  • +(50% to 90%) Melee Critical Strike Multiplier

  • +20% Chance to inflict Spiders on Melee Hit per equipped Weaver's Will Item
    Spiders are a debuff which add 5% chance to be critically hit. It stacks up to 4 times and lasts 4 seconds.
  • +(2 to 6)% of Damage Leeched as Health on Melee Hit for you and your Minions
  • +(25 to 45)% Melee Critical Strike Multiplier for you and your Minions
Pact SeveranceUniqueOne-Handed Axe
  • +46 Necrotic Melee Damage
  • (100% to 166%) increased Necrotic Melee Damage
  • (100% to 166%) increased Minion Necrotic Damage

  • +(26% to 39%) Chance to apply Frailty on Hit
  • (11 to 26)% increased Attack and Cast Speed
  • +(36 to 49) Physical Melee Damage
  • +(41 to 56) Spell Physical Damage with Sacrifice
  • (26% to 39%) Increased Area with Sacrifice
  • When a minion dies you have a (36 to 49)% Chance to cast Sacrifice on your lowest health minion (up to 2 times per second)Only counts your minions' deaths. Can be triggered by sacrificing a minion.
Palarus's Sacred LightUniqueOne-Handed Sword
  • +22 Melee Damage

  • +1 Melee Damage per 2 Attunement
  • +1 Spell Damage per 2 Strength
  • +(32% to 46%) chance to cast Smite on Melee hit (up to 3 times per second)
  • (32% to 46%) chance to cast Smite at two additional targets when you cast it directly
  • +2 to All Attributes
Rainbow EdgeUniqueOne-Handed Sword
  • +27 Melee Damage

  • +(25% to 75%) Critical Strike Multiplier
  • +7 Lightning Melee Damage
  • +7 Fire Melee Damage
  • +7 Cold Melee Damage
  • +(25 to 75)% chance to Shock Ignite and Chill on Hit
Reach of the GraveUniqueWand
  • +(4 to 6) Spell Damage
  • -3 Mana Cost for Spell Skills

  • Your minions' spells and bow attacks deal (70 to 120)% increased damage
  • Your minions leech 10% of damage dealt by their spells and bow attacks as health
  • (7% to 12%) increased Minion Bow Attack Speed
  • (7% to 12%) increased Minion Cast Speed
Renegade's WillUniqueOne-Handed Mace
  • +52 Melee Damage

  • +(3 to 5) to Level of Vengeance
  • (35% to 53%) more hit damage with Vengeance against bosses and rare enemies (multiplicative with other modifiers)
  • (35% to 53%) increased Melee Attack Speed
  • +5 to All Attributes
  • 5% increased Movement Speed
Scissor of AtroposWeaverOne-Handed Sword
  • +27 Melee Damage

  • Gain a stack of Kismet when you directly use a melee attack and hit at least one enemy
    Max 8 stacks. Dual wielding this weapon affects the amount of stacks gained.
  • When you directly use a throwing attack, consume all stacks of Kismet to gain +8% throwing critical strike chance and +8 throwing physical damage per stack
  • +46 Melee Damage
  • (12% to 16%) increased Attack Speed
  • +(1 to 2) to Level of Melee Skills
  • +(4 to 9) Vitality
Smoke WeaverUniqueDagger
  • +9 Melee Damage
  • +2% Critical Strike Chance

  • +(40 to 50) Physical Melee Damage
  • +(20% to 35%) Chance to apply Blind on Melee Hit
  • +(250 to 410) Dodge Rating
  • (20% to 25%) Reduced Shift Distance
    Multiplicative with nodes on the Shift Tree
  • (20% to 25%) Increased Cooldown Recovery Speed for Shift
Taste of BloodUniqueOne-Handed Axe
  • +19 Melee Damage
  • +(13% to 19%) Chance to apply Bleed on Hit

  • +(20 to 30) Physical Melee Damage
  • 15 Health Gain on Kill
  • +(50% to 75%) Chance to apply Bleed on Melee Hit
  • 15% Increased Bleed Duration
  • When you hit a bleeding enemy with a melee attack all bleed stacks on that enemy double in speed
    When a bleed stack's speed is double its duration is halved and its damage per second is doubled.
Tempest MawUniqueOne-Handed Axe
  • +28 Melee Damage
  • +(14 to 28) Lightning Melee Damage
  • +(7% to 14%) Lightning Penetration

  • +(17 to 21) Lightning Melee Damage
  • +(17 to 21) Lightning Spell Damage
  • (-6 to -3) Mana Cost for Totems
  • +(3 to 6) Strength and Attunement
  • When you summon a totem you also summon 4 Storm Sprites around the totem (up to 2 times per 6 seconds)
    Dual wielding affects the amount of Storm Sprites summoned
The Ghost MakerUniqueDagger
  • +36 Melee Damage
  • +(3% to 4%) Critical Strike Chance
  • +(30 to 40) Spell Damage

  • (61 to 66) Ward Gain on Kill
  • +(61 to 66) Necrotic Damage for Damage Over Time Spells
  • (11 to 16)% Chance to Cast Summon Wraith when you or one of your Wraiths kills an enemy
  • (22 to 36)% Chance to Cast Infernal Shade when you or one of your Wraiths kills an enemy
  • (61% to 66%) More Infernal Shade Damage per active Wraith against Bosses and Rare Enemies
    This counts the number of wraiths that were active when you cast Infernal Shade. This effect is multiplicative with other damage modifiers.
  • (36 to 61)% Increased Area for Infernal Shade and for your Summoned Wraiths' Melee Attacks
The Shattered CycleUniqueSceptre
  • +55 Melee Damage
  • +(55 to 65) Spell Damage

  • +(1 to 2) to Level of Runic Invocation
  • After you directly cast a One Rune Invocation you gain Dawn to Dusk
    You cannot gain Dawn to Dusk while you have Dusk to Midnight
  • Directly casting a Two Rune Invocation consumes Dawn to Dusk to gain +48 Spell Damage and 24% increased area and grant you Dusk to Midnight
  • Directly casting a Three Rune Invocation consumes Dusk to Midnight to gain +96 Spell Damage and 48% increased area
  • (24% to 36%) increased Cast Speed
  • (24% to 36%) increased Mana Regen
Traitor's TongueUniqueDagger
  • +25 Melee Damage
  • +(35% to 65%) Critical Strike Multiplier

  • +(10% to 13%) Parry Chance with Traitor's Tongue equipped in the mainhand
  • +(10% to 13%) Critical Strike Chance with Traitor's Tongue equipped in the offhand
  • +(1 to 2) to Level of Dexterity Skills
  • +(1 to 2) to Level of Intelligence Skills
  • (10% to 18%) increased Melee Attack Speed
Transcriber's GraverUniqueOne-Handed Sword
  • +54 Melee Damage

  • +(16 to 24) Spell Damage
  • Modifiers to Volcanic Orb speed also apply to Flame Rush speed and distance at (60 to 64)% effectiveness
  • Increases to Fire Aura Area also apply to Glyph of Dominion
  • (80% to 120%) chance to cast Fire Aura each second while standing on your Glyph of Dominion
  • +(6 to 10) Spell Damage with Flame Rush per stack of Fire Aura
  • +(12% to 20%) Elemental Penetration
TriboelectraUniqueWand
  • +(52 to 56) Spell Damage
  • (5% to 10%) increased Cast Speed
  • (-3 to -4) Mana Cost for Spell Skills

  • +(2 to 3) to Level of Lightning Spell Skills
  • +(2 to 5) Tendrils with Static Orb
  • (50% to 115%) Increased Shock Duration
  • When you use Evade you cast Static Orb for 90% of its mana cost
    Static Orb is cast in the direction of travel and detonates at the destination. No effect if you are out of mana.
  • When you use Evade you transfer all stacks of Shock on you to nearby enemies
    The duration of shock applied to the enemies is the full duration of shock you normally apply
  • (20% to 35%) increased Cooldown Recovery Speed for Evade
UndisputedUniqueOne-Handed Axe
  • +51 Melee Damage
  • +(10 to 14) Minion Melee Damage
  • +(70% to 100%) Chance to apply Bleed on Hit

  • +(27 to 41) Physical Melee Damage
  • (20% to 27%) increased Melee Attack Speed
  • (7% to 14%) of Overkill Damage Leeched as Health
  • 5% increased physical damage for each recent melee hit against a bleeding enemy (up to 255%)

    Recent refers to the past 4 seconds
Velocyn's JawPrimordialDagger
  • +41 Melee Damage
  • +4% Critical Strike Chance
  • +(40% to 80%) Chance to apply Poison on Hit

  • +(3 to 4) to Level of Dexterity Skills
  • +(10 to 16) Dexterity
  • 1% increased Movement Speed per 10 Dexterity
  • (4% to 10%) increased Movement Speed
  • (10% to 20%) Chance to gain Haste for 1 second on Hit
  • +(20 to 40)% Penetration against all Resistances
Weaver's GiftWeaverOne-Handed Sword
  • +50 Melee Damage

  • 5% Increased Duration of Bleed, Poison, and Electrify per equipped Weaver's Will item (up to 5)
  • +(30 to 60)% chance to Electrify and Slow on hit
  • (1 to 3)% of Damage Leeched as Health from Damage Over Time
  • +(22 to 33)% Penetration against All Resistances for Damage Over Time
Whetstone GavelPrimordialOne-Handed Mace
  • +64 Melee Damage
  • (80% to 128%) Increased Stun Chance
  • +1 to Level of Lightning Skills

  • +1 to Level of Fire Skills
  • +1 to Level of Physical Skills
  • If you have an Exalted Weapon in your offhand its stats have (90 to 100)% increased effectiveness
  • (15% to 35%) increased Armor
  • (15% to 35%) of Armor Mitigation also applies to Damage over Time
  • +(8 to 18) to All Attributes
WrongwarpUniqueWand
  • +(50 to 60) Spell Damage
  • +(50 to 60) Mana
  • (-3 to -5) Mana Cost for Spell Skills

  • When you cast Teleport or Transplant you are teleported to a random nearby location, become immune to all damage for 1 second, and gain Chronowarp for 10 seconds.
    The random teleportation range is 3 to 6 metres.
  • Chronowarp grants 35% increased cast speed and movement speed
    Chronowarp cannot stack
  • When you cast teleport or transplant you time lock up to 10 enemies around the destination for 1 second. Bosses are slowed instead of time locked.
    Max range of 4 meters. Timelocked enemies cannot move or attack, as if they are stunned.
  • (10% to 35%) Chance to gain Haste for 1 second on Hit
  • 2% increased Spell Damage per 1% increased Movement Speed
  • Teleport and Transplant have a minimum cooldown of 3 seconds
    An ability's cooldown cannot be reduced below its minimum cooldown
Yrun's PenanceUniqueOne-Handed Sword
  • +22 Melee Damage

  • (2% to 4%) of Cold Damage Leeched as Health
  • 100% of Mana Strike Base Damage Converted to Cold
    When converted to Cold Mana Strike has a Freeze Rate of 40
  • 100% of Fury Leap Base Damage Converted to Cold
    When converted to Cold Fury Leap has a Freeze Rate of 100
  • +(22% to 46%) Chance to apply Chill on Melee Hit
  • +(22% to 46%) Freeze Rate per stack of Chill
  • +(10% to 34%) Cold Penetration
Aberrant CallUniqueTwo-Handed Staff
  • +53 Melee Damage
  • +(39 to 47) Spell Damage
  • (39% to 93%) increased Damage Over Time

  • +(6 to 12) Maximum Wraiths
    Affects the Acolyte's
  • +(1 to 3) to Level of Summon Wraith
  • Minions lose 6% of their current health per second
  • (36% to 62%) increased Mana Regen
  • (63% to 126%) increased Minion Melee Damage
  • (13% to 35%) increased Minion Movement Speed
AcidfletchUniqueBowRogue
  • +42 Bow Damage
  • +(35% to 70%) Chance to apply Poison on Bow Hit
  • (10% to 20%) Increased Poison Duration

  • (80% to 130%) increased Poison Damage
  • 100% of Hail of Arrows Damage converted to Poison
  • (30% to 60%) increased Hail of Arrows Duration
  • +(80% to 130%) Chance to apply Shred Armor on Bow Hit
  • (80% to 130%) Increased Shred Armor Effect
Aergon's RefugeUniqueTwo-Handed Staff
  • +(90 to 100) Spell Damage
  • (20% to 30%) increased Mana Regen
  • (-3 to -5) Mana Cost for Spell Skills

  • (10% to 20%) of Current Mana gained as Ward when you cast a Fire Spell
  • +(1 to 2) to Level of Flame Ward
  • +(100 to 750) Ward gained when you cast Flame Ward
  • 10% less Damage Taken if you have at least 1000 Ward
    Multiplicative with other modifiers
  • +(10 to 20) Intelligence
  • +75% Fire Resistance
AlluvionUniqueTwo-Handed Sword
  • +90 Melee Damage

  • +1 to Level of Cold Melee Skills
  • +1 to Level of Lightning Melee Skills
  • +(30 to 62) Cold Melee Damage
  • +(30 to 62) Lightning Melee Damage
  • +(46 to 62) Spell Damage
  • +(20% to 40%) Cold Resistance
  • +(20% to 40%) Lightning Resistance
  • 100% Chance to cast Tidal Wave when you use a Melee Attack (1 second cooldown)
    Tidal Wave deals cold damage to all enemies hit in a line in front of you.
Apathy's MawUniqueTwo-Handed Axe
  • +101 Melee Damage
  • (75% to 110%) increased Physical Damage
  • (75% to 110%) increased Minion Physical Damage

  • +(90 to 120) Void Melee Damage
  • +100% Chance to apply Doom on Hit
  • (20% to 50%) Increased Doom Duration
  • (20% to 50%) Void Penetration with Doom
  • (50% to 100%) increased Melee Damage
  • (50% to 100%) Increased Leech Rate
Bane of WinterUniqueTwo-Handed Spear
  • +115 Melee Damage
  • +(5% to 15%) Physical Penetration
  • +(5% to 15%) Elemental Penetration

  • +(25% to 42%) chance to cast Voidwinter Bolts when you hit an enemy with Javelin or a Melee Attack (up to 8 times per 2 seconds)
  • +12% Voidwinter Bolt Critical Strike Multiplier per 10% uncapped Chill Chance with Melee Attacks
    Generic Chill Chance counts towards this total
  • 3% more Voidwinter Bolt Damage per 10% uncapped Time Rot Chance with Melee Attacks
    Multiplicative with other modifiers. Generic Time Rot Chance counts towards this total
  • 100% of Cold Damage Taken as Physical
  • +(25 to 42) Void Melee Damage
  • +(25 to 42) Cold Melee Damage
  • (25% to 42%) of Added Melee Damage applied as Added Spell Damage to Cold and Void Spells
    The type of added spell damage matches the type of added melee damage, for example Melee Fire Damage would be added to Cold and Void Spells as Spell Fire Damage.
Battlemage's EndeavourUniqueTwo-Handed Sword
  • +60 Melee Damage
  • +(35% to 45%) Cold Resistance

  • +(18 to 24) Lightning Melee Damage
  • +(18 to 24) Cold Melee Damage
  • +(18 to 24) Lightning Spell Damage
  • +(18 to 24) Cold Spell Damage
  • (12% to 18%) increased Melee Attack Speed
  • (6% to 12%) increased Movement Speed
  • (45% to 75%) Chance to cast Lightning Blast with 2 additional chains when you use a Melee Attack and hit at least one enemy
    This cast is affected by the Lightning Blast skill tree
Bhuldar's WrathUniqueTwo-Handed Mace
  • +96 Melee Damage
  • +(16 to 32) Strength

  • +(65 to 90) Fire Melee Damage
  • +(200% to 400%) Chance to apply Shred Armor on Hit
  • 100% Chance to use Earthquake after using a Non-Channelled Movement Ability, up to 2 times every 5 seconds
  • Earthquake is Converted To Fire
    Only converts base damage not added damage
  • 100% of Armor Shred Chance Converted to Ignite Chance for Earthquake
Black Blade of ChaosUniqueTwo-Handed Sword
  • +70 Melee Damage
  • +(100% to 170%) Melee Critical Strike Multiplier

  • Lethal Mirage no longer grants invulnerability but is a much quicker attack
  • (6% to 24%) of Lethal Mirage's remaining cooldown recovered on Melee Hit (up to 12 times)
    Remaining number of cooldown recoveries resets when you use Lethal Mirage
  • +(2 to 12) Dexterity
  • +(2% to 4%) Lightning Penetration per 5 Dexterity
  • +(2% to 4%) Void Penetration per 5 Dexterity
  • +(24 to 56) Lightning Melee Damage
  • +(24 to 56) Void Melee Damage
  • +(12% to 120%) Chance to apply Shock on Hit
  • +(6% to 60%) Chance to apply Time Rot on Hit
Blight of LachesisWeaverTwo-Handed Staff
  • +(90 to 100) Spell Damage
  • (20% to 30%) increased Mana Regen
  • (-3 to -5) Mana Cost for Spell Skills

  • +(1 to 2) Maximum Skeletal Mages
  • +(1 to 2) to Level of Minion Necrotic Skills
  • +(1 to 2) to Level of Minion Cold Skills
  • +(1 to 2) to Level of Minion Lightning Skills
  • (140% to 210%) increased Minion Damage
  • +(70% to 110%) Chance to apply Electrify on Hit with Minion Skills
Bo's AnarchyUniqueTwo-Handed Staff
  • +42 Melee Damage
  • +(20 to 24) Spell Damage
  • (20% to 24%) increased Melee Attack Speed

  • +(24% to 30%) Block Chance
  • +(240 to 420) Block Effectiveness
  • (30% to 48%) Chance to throw Shurikens on Block
  • (30% to 48%) chance for Shurikens to Ricochet 3 additional times
    Shurikens that ricochet cannot pierce
  • +3 to Level of Shurikens
  • -3 Mana Cost for Throwing Skills
  • (12% to 18%) more Throwing Damage to Bosses and Rare Enemies
Bone HarvesterUniqueTwo-Handed Axe
  • +42 Melee Damage
  • (24% to 50%) increased Minion Damage

  • +(45 to 60) Necrotic Melee Damage
  • +(9 to 13) Intelligence
  • 20% chance to summon a Skeleton Harvester for 15 seconds on kill
Branch of HallowsUniqueTwo-Handed Staff
  • +19 Melee Damage
  • +(7 to 9) Spell Damage
  • -3 Mana Cost for Spell Skills

  • Gain 400 Ward when you Transform
  • Each stack of Maelstrom grants (3 to 4) Ward per second
  • +(150 to 220)% Ward Retention for 6 seconds when you Transform
  • (150% to 220%) increased Spell Damage while Transformed
  • +(80 to 90) Spell Damage
  • +2 to Level of Cold Skills
Celestial DoomUniqueTwo-Handed Staff
  • +70 Melee Damage
  • +(63 to 80) Spell Damage
  • (-3 to -5) Mana Cost for Spell Skills

  • (46% to 57%) of Mana spent gained as Maximum Mana for 5 seconds (up to 500)
  • You cast Doom Pulse when you directly cast a Fire, Cold, Lightning, Necrotic, or Void Spell (2 second cooldown for each spell type).
    Each spell type has a separate cooldown
  • +1 Spell Damage per 10 Max Mana for Doom Pulse
  • +1% Critical Strike Multiplier per 1% increased Mana Regen for Doom Pulse
  • +(11 to 23) Void Spell Damage
  • (11% to 23%) increased Cast Speed
  • +(113 to 227) Ward Decay Threshold
  • +(11 to 23) Ward per Second
Clotho's NeedleWeaverTwo-Handed Sword
  • +80 Melee Damage
  • +(5% to 8%) Melee Critical Strike Chance

  • Block Chance is converted to Parry Chance while not wielding a shield
    Maximum Parry Chance is 75%
  • +(15% to 22%) Melee Critical Strike Multiplier per meter from the target (up to 5 meters)
  • 20% increased range with Firebrand and Puncture
  • +(60 to 80) Melee Damage
  • +(3 to 10) Strength
  • +(3 to 10) Dexterity
Cocooned BowUniqueBow
  • Contains a random unique bow
Cocooned Great AxeUniqueTwo-Handed Axe
  • Contains a random unique two-handed axe
Cocooned Great MaceUniqueTwo-Handed Mace
  • Contains a random unique two-handed mace
Cocooned Great SwordUniqueTwo-Handed Sword
  • Contains a random unique two-handed sword
Cocooned SpearUniqueTwo-Handed Spear
  • Contains a random unique two-handed spear
Cocooned StaffUniqueTwo-Handed Staff
  • Contains a random unique two-handed staff
Curse of PerseveranceUniqueTwo-Handed Staff
  • +45 Melee Damage
  • +(23 to 35) Spell Damage
  • -3 Mana Cost for Spell Skills

  • +1 to Level of Necrotic Spell Skills
  • (13% to 63%) increased Necrotic Damage
  • Hungering Souls projectiles are fired in sequence and can all hit the same target but deal 63% less damage
    Multiplicative with other modifiers
  • +(63 to 73) Health
  • 1% of Necrotic Damage Leeched as Health
Death's EmbraceUniqueTwo-Handed Axe
  • +113 Melee Damage
  • +(13% to 29%) Necrotic Penetration
  • +(13% to 29%) Minion Necrotic Penetration

  • +(40 to 60) Necrotic Melee Damage
  • +(50% to 90%) Melee Critical Strike Multiplier
  • (60% to 78%) reduced Bonus Damage Taken from Critical Strikes
  • Gain a stack of Harrowing Claim when you use Harvest and hit at least one enemy
    (Harrowing Claim lasts 1.5 seconds, stacks are refreshed when gained, max 2 stacks)
  • Using Harvest while at 2 stacks of Harrowing Claim instead consumes them to perform Grim Harvest, granting 200% more melee damage and 100% increased area of effect, but consumes mana and health
  • (12 to 24) Mana consumed by Grim Harvest
  • (18% to 36%) of Current Health consumed by Grim Harvest
DraalstingUniqueTwo-Handed Spear
  • +49 Melee Damage
  • +(3% to 6%) Melee Critical Strike Chance

  • (12% to 5%) less Melee Attack Speed
  • 175% increased Poison Damage
  • +(120% to 180%) Chance to apply Poison on Melee Hit
  • +1 to Level of Poison Melee Skills
Dragonflame EdictUniqueTwo-Handed Staff
  • +95 Melee Damage
  • +(85 to 95) Spell Damage
  • +1 to Level of Elemental Skills

  • +1 to Level of Minion Skills
  • +(100% to 200%) Chance to apply Ignite on Hit with Minion Skills
  • (100% to 200%) increased Minion Fire Damage
  • +(50% to 75%) Minion Fire Resistance
  • (20% to 50%) of Damage Reflected
  • 60% Chance for the nearest minion to the target location to cast Dragonflame Nova when you use a minion skill (up to 3 times per second)
DragonsongUniqueBowRogue
  • +60 Bow Damage

  • +(12 to 17) Fire Damage with Spells and Attacks
  • +2 to Level of Fire Skills
  • +(12 to 17)% increased Attack and Cast Speed with Fire Skills
  • +(4 to 7)% Critical Strike Chance with Fire Skills
  • (24% to 34%) Chance to Cast Dragon Fire on Crit
    Dragon Fire cannot trigger itself
DreamthornUniqueTwo-Handed Sword
  • +30 Melee Damage

  • +40 Void Melee Damage
  • +40% Void Penetration
  • +(10% to 20%) Block Chance
  • (20 to 40) Health Gain on Block
  • +(250 to 450) Block Effectiveness
Drelkor's CompassUniqueBowRogue
  • +60 Bow Damage

  • +(40 to 50) Physical Bow Damage
  • (40% to 50%) Increased Bow Stun Chance
  • -4 Mana Cost for Bow Skills
  • +4 Arrows with Multishot
Essence WeaverWeaverTwo-Handed Spear
  • +94 Melee Damage
  • +(94% to 194%) Chance to apply Shred Armor on Melee Hit

  • Gain a stack of Elemental Essence when you directly use a melee attack and hit at least one enemy (up to 9 times per 3 seconds)
  • At 9 stacks of Elemental Essence, consume all stacks to randomly cast Smite, Frost Claw, or Storm Bolt at a nearby enemy per essence consumed
    This consumes mana equal to the chosen spell's mana cost
  • Stats on this item are tripled for casts which consumed Elemental Essence
  • +(50 to 70) Spell Damage
  • (110% to 180%) increased Elemental Damage
  • (34% to 52%) increased Mana Regen
Eternal EclipseUniqueTwo-Handed Sword
  • +50 Melee Damage

  • +40% Fire Resistance
  • (200% to 240%) increased Fire Damage
  • Every 2 seconds your next Fire Melee Attack has +(200 to 240) Melee Void Damage and +(200 to 240)% Time Rot Chance
  • Every 2 seconds your next Void Melee Attack has +(200 to 240) Melee Fire Damage and +(200 to 240)% Ignite Chance
  • (200% to 240%) increased Void Damage
  • +40% Void Resistance
Event HorizonUniqueTwo-Handed Mace
  • +126 Melee Damage
  • (60% to 126%) Increased Melee Stun Chance

  • (50 to 72)% Penetration against All Resistances with Melee Damage
  • When you use a Melee Attack and hit at least one enemy you gain a stack of Dilation (up to 10)
    Dilation has no time limit and no effects beyond those described on this item
  • 15% more Melee Damage per stack of Dilation
    multiplicative with other modifiers
  • 5% less Attack and Cast Speed per stack of Dilation
    multiplicative with other modifiers
  • 5% less Movement Speed per stack of Dilation
    multiplicative with other modifiers
  • All stacks of Dilation are lost when you use Evade
  • (10% to 15%) more Damage to Slowed Enemies
  • (10% to 15%) increased Movement Speed
Flight of the FirstUniqueBowRogue
  • +48 Bow Damage
  • +(3% to 4%) Bow Critical Strike Chance
  • +(31% to 61%) Bow Critical Strike Multiplier

  • 5% increased Movement Speed
  • +5% Bow Critical Strike Chance
  • Moving after Attacking grants you Ancient Flight for 2 seconds
    Cannot be triggered by movement skills
  • +2 Arrows with Flurry and Multishot while you have Ancient Flight
  • 100% increased Critical Strike Chance while you have Ancient Flight
  • +100% Critical Strike Avoidance while you have Ancient Flight
Gathering FuryUniqueBowRogue
  • +(60 to 72) Lightning Bow Damage

  • When you directly use a bow ability, you have a (8 to 12)% chance to repeat it (1 second cooldown)
  • When you directly use a bow ability and hit an enemy, gain 5% increased attack speed for 3 seconds, stacking up to 10 times
Hammer of LorentUniqueTwo-Handed Mace
  • +24 Melee Damage

  • +(20% to 80%) Chance to apply Chill on Hit
  • (20% to 80%) increased Melee Damage
  • +1 melee physical damage per level
  • 1% increased melee stun chance per level
Harmony of the FirstPrimordialTwo-Handed Spear
  • +33 Melee Damage
  • +(30% to 39%) Melee Critical Strike Multiplier

  • (6% to 10%) increased Melee Attack Speed
  • (4% to 6%) increased Movement Speed
  • +(48 to 64) Melee Damage
  • All stats on this item are increased by (16 to 20)% per equipped non-idol magic itemMagic items are all items that have one or two non-sealed affixes, excluding unique, set, and legendary items.
Harthenon's VowUniqueTwo-Handed Axe
  • +25 Melee Damage

  • +(18 to 25) Physical Melee Damage
  • +(5 to 9) Strength
  • +5 Health Gained on Companion Hit
    Companions are a specific type of minion summoned by Primalists. This grants you health whenever one of your companions hits an enemy.
  • (36% to 54%) Increased Companion Revive Range
  • (36% to 54%) Increased Companion Revive Speed
Hell ReachUniqueBowRogue
  • +12 Bow Damage

  • +(11 to 20) Fire Bow Damage
  • 10% increased Bow Attack Speed
  • +(11% to 20%) Fire Penetration
Hydra ArcPrimordialBowRogue
  • +42 Bow Damage
  • +(35% to 70%) Chance to apply Poison on Bow Hit
  • (10% to 20%) Increased Poison Duration

  • +(3 to 4) to Level of Dexterity Skills
  • +(10 to 16) Dexterity
  • +(3 to 33) Fire Bow Damage
  • +(3 to 33) Cold Bow Damage
  • +(3 to 33) Lightning Bow Damage
  • After evading you repeat your most recently used bow attack at a nearby enemy (excludes channeled attacks and attacks with cooldowns), consuming 50% of its mana cost
    Any additional repeats also consume 50% of the mana cost
  • If you have at least 75 Dexterity you repeat it at up to 2 nearby enemies instead
  • If you have at least 135 Dexterity you repeat it at up to 3 nearby enemies instead
Jasper's Searing PrideUniqueTwo-Handed Staff
  • +94 Melee Damage
  • +(84 to 104) Spell Damage
  • +1 to Level of Melee Skills

  • +(55 to 75) Melee Damage
  • +(13% to 18%) Block Chance
  • +(400 to 700) Block Effectiveness
  • +(1 to 3) to Level of Flame Reave
  • +(1 to 3) to Level of Surge
  • +(1 to 3) to Level of Enchant Weapon
  • When you use a melee attack and hit at least one enemy you gain a stack of Searing Blades for 16 seconds
  • Each stack of Searing Blades grants +2 melee fire damage and 20% melee ignite chance
Lament of the Lost RefugeUniqueTwo-Handed Spear
  • +160 Melee Damage
  • +(92 to 108) Void Spell Damage

  • Volcanic Orb Converted to Void
    Volcanic Orb's base damage is converted to void and scales with increases to void damage instead of fire or cold. It cannot freeze even if previously converted to cold.
  • 100% chance to gain Corrupted Heraldry when you cast Volcanic Orb
    Corrupted Heraldry stacks up to 12 times and each stack lasts 12 seconds.
  • (24% to 36%) chance to gain Corrupted Heraldry when hit by Shrapnel from Volcanic Orb
  • 5% Increased Movement Speed and Mana Regen per stack of Corrupted Heraldry
  • +5 Spell Void Damage per stack of Corrupted Heraldry
  • All stacks of Corrupted Heraldry are lost when you use a Traversal Skill
  • (18% to 30%) of Remaining Volcanic Orb Cooldown Recovered when you use a Melee Attack and hit at least one Enemy
Lethal ConcentrationUniqueTwo-Handed Spear
  • +78 Melee Damage
  • (80% to 120%) increased Poison Damage

  • (150% to 210%) increased Melee Damage
  • (150% to 210%) increased Minion Damage
  • +25% Chance to cast Jade Dust on Hit with Harvest
    (Jade Dust is a non-stacking buff that grants your minions 50% chance to poison, tripled for throwing attacks. Lasts 4 seconds.)
  • Your Poison Damage Modifiers also apply at (150 to 210)% effectiveness to your Skeleton Roguesand your Falcon
    Your poison damage stats such as "increased poison damage" apply, but your poison ailment stats such as "chance to poison on hit" do not.
  • Minions leech 8% of Poison Damage as Health
    The health is restored to the minion that dealt the damage, not to you.
  • +(1 to 3) to Level of Minion Throwing Skills
Leviathan CarverUniqueTwo-Handed Sword
  • +120 Melee Damage

  • +(60 to 90) Physical Melee Damage
  • (200% to 280%) increased Physical Melee Damage
  • +(6% to 12%) Physical Penetration
  • You cannot avoid critical strikes
  • 70% reduced Bonus Damage Taken from Critical Strikes
LongshotUniqueBowRogue
  • +24 Bow Damage
  • (0.2% to 0.3%) of Bow Damage Leeched as Health

  • Puncture cannot be dodged
  • Puncture deals up to 40% more hit damage to distant enemies
    scales linearly from 0% right next to you up to 40% at 15 metres away
  • +(4 to 10) Fire Bow Damage
  • +(4 to 10) Cold Bow Damage
  • +(4 to 10) Lightning Bow Damage
  • +40 Bow Physical Damage if you have at least 40 Dexterity
MerophageUniqueTwo-Handed Sword
  • +80 Melee Damage
  • (5% to 15%) of Melee Damage Leeched as Health

  • +1 to Level of All Skills
  • (10% to 17%) Increased Leech Rate
  • (17% to 10%) less Damage Taken while Leeching
    Multiplicative with other modifiers
  • (100% to 170%) increased Damage
  • When you shatter a Two Handed Sword while you have Merophage equipped, it absorbs the shards you would gain, using them to gain Legendary affixes or replace its existing ones.
    Only legendary affixes are replaced. The unique affixes that started on the item always remain.
Morditas' ReachUniqueTwo-Handed Spear
  • +(60 to 68) Cold Melee Damage
  • +(3% to 6%) Melee Critical Strike Chance

  • (1% to 1.5%) of Cold Damage Leeched as Health
  • +(5 to 15) Strength
  • +500% chance to inflict Frostbite on Melee Hit
    Frostbite deals cold damage over time and reduces freeze avoidance, increasing the enemy's chance to be frozen.
  • +(20% to 30%) Cold Melee Penetration
  • +(20 to 30) Melee Cold Damage for you and your minions
OmnividenceUniqueTwo-Handed Staff
  • +70 Melee Damage
  • +(63 to 80) Spell Damage
  • (-3 to -5) Mana Cost for Spell Skills

  • +1 to Level of Void Spell Skills
  • -5 Mana Cost for Void Spell Skills
  • (15% to 20%) increased Void Cast Speed
  • (50% to 100%) of Damage Reflected
  • (200% to 300%) increased Void Spell Damage
Orb Weaver's FangWeaverTwo-Handed Sword
  • +30 Melee Damage

  • Stats on this item are doubled for 3 seconds after hitting a boss or rare enemy that is at low health
    Low health is 35% or less
  • +(55 to 70) Melee Damage
  • +(4% to 8%) Critical Strike Chance
  • (8% to 10%) increased Movement Speed
  • +(100 to 140) Dodge Rating
PhalanxUniqueTwo-Handed Spear
  • +26 Melee Damage

  • +(60 to 108) Melee Damage
  • +(40% to 72%) Vengeance Range
  • (5% to 9%) more Damage with Vengeance per 10% Block Chance
    Multiplicative with other modifiers. Does not round, so each 1% block chance affects your damage with Vengeance.
  • +(20% to 36%) Block Chance while preparing to Riposte
  • +(400 to 720) Block Effectiveness while preparing to Riposte
  • 100% Chance to use Javelin when you Riposte
    If Javelin has a cooldown then it must be on your bar and off cooldown for this effect to trigger and triggering it puts Javelin on cooldown.
Plague Bearer's StaffUniqueTwo-Handed Staff
  • +53 Melee Damage
  • +(39 to 47) Spell Damage
  • (39% to 93%) increased Damage Over Time

  • +(100% to 220%) Chance to apply Poison on Hit
  • 100% Chance To Inflict Plague on Hit
    Plague deals poison over time and spreads to enemies around the target, but does not stack.
  • (10% to 200%) Poison Penetration with Plague
  • (10 to 20)% More Damage Over Time against Enemies afflicted with PlagueMultiplicative with other modifiers
  • 20% Chance To Blind Attackers
    Blind causes enemies to aim erratically, reducing the chance that they will hit you, especially at range. Blind does not stack.
  • (3% to 6%) of Current Health Drained per Second
Plague Dragon's TongueUniqueTwo-Handed Spear
  • +107 Melee Damage
  • +(4% to 7%) Melee Critical Strike Chance
  • +75% Fire Resistance

  • (27% to 45%) Chance to Summon a Locust on hit with Serpent Strike (max 3 per 2 seconds)
    Locusts are melee minions that can be upgraded through the Swarmblade Form tree.
  • +(3 to 7) Maximum Locusts
  • (25% to 47%) increased Melee Attack Speed
  • (9% to 27%) Increased attack, cast, and movement speed for Locusts
  • +(75 to 105) Physical Melee Damage
  • +(15 to 27) Melee Physical Damage for Locusts
    Locusts are minions that can be summoned in Swarmblade Form and modified through its tree
  • +(1 to 5) to Level of Poison Skills
Primal CadencePrimordialTwo-Handed Axe
  • +101 Melee Damage
  • (75% to 110%) increased Physical Damage
  • (75% to 110%) increased Minion Physical Damage

  • When you or one of your minions kills an enemy with a hit (40 to 85)% of the Overkill damage is dealt as direct damage to surrounding enemiesThis direct damage does not count as a hit and does not scale with your stats. However it can trigger this effect itself.
  • (6% to 15%) of Overkill Damage Leeched as Health
  • (20 to 80) Health Gain on Kill
  • (190% to 275%) increased Hit Damage
  • +(6 to 15) to All Attributes
  • +1% Critical Strike Multiplier per 2 Strength
  • +(6 to 15)% Critical Strike Chance for you and your minions
Pyre of AfflictionUniqueTwo-Handed Axe
  • +146 Melee Damage
  • +(46 to 60) Fire Spell Damage
  • +(46 to 60) Necrotic Spell Damage

  • +(13% to 46%) Chance to apply Damned on Hit
  • (13 to 23) Ward Gain on Kill
  • 100% Chance to Ignite yourself on Kill
  • Casting Transplant grants (460 to 694) Ward and converts every stack of Ignite on you to Damned with 160% Increased DurationThis increased duration is additive with other sources of Increased Damned Duration. The remaining duration of each stack is also refreshed.
  • Damned inflicted by Spells you cast while Damned has +(10 to 16)% Necrotic Penetration per stack of Damned on YouThis does not affect any other source of necrotic damage aside from Damned, and does not affect Damned on you.
  • +(20 to 26)% Fire and Necrotic Penetration
  • (23 to 13)% less Fire and Necrotic Damage Over Time TakenMultiplicative with other modifiers
Reign of WinterUniqueBowRogue
  • +60 Bow Damage

  • +(30 to 50) Cold Bow Damage
  • +(30 to 50) Cold Spell Damage
  • +(5% to 9%) Cold Penetration
  • (23% to 28%) Chance to cast Icicle on Bow Hit
  • +(10 to 15) Attunement
Reowyn's FortressUniqueTwo-Handed Staff
  • +16 Melee Damage
  • +(3 to 5) Spell Damage
  • -3 Mana Cost for Spell Skills

  • +(3 to 6) to All Attributes
  • +(1 to 3) to Level of Runic Invocation
  • +(12 to 18) Spell Damage per Active Rune
  • +(30 to 36) Armor per Rah Rune
  • +(48 to 54) Dodge Rating per Heo Rune
  • +(12 to 18) Ward per Second per Gon Rune
  • +1 Spell Damage with Runic Invocation per 10 Armor, Dodge Rating, or Ward, whichever is lowest
Scales of LemniscateUniqueTwo-Handed Axe
  • +113 Melee Damage
  • +(13% to 29%) Necrotic Penetration
  • +(13% to 29%) Minion Necrotic Penetration

  • (270% to 330%) increased Minion Damage
  • (120% to 180%) increased Minion Health
  • +(70 to 105) Health
  • You can only control one Shade
    This overrides other effects on your Shade limit
  • Dread Shade has 30% increased Buff Effect and 25% increased Health Decay
  • +200% Chance to Apply Frailty and Slow to nearby enemies every second for Infernal Shade
  • Casting Infernal Shade grants your minions Damage Immunity for 3 seconds (10 second cooldown)
Shadow BeaconUniqueTwo-Handed Mace
  • +106 Melee Damage
  • (106% to 166%) Increased Melee Stun Chance
  • (16% to 36%) Increased Melee Stun Duration

  • +(50 to 105) Void Melee Damage
  • +(50 to 105) Void Spell Damage
  • +(50 to 105) Endurance Threshold
  • +(1 to 2) to Level of Void Skills
  • (10% to 15%) Increased Area for Void Spell Area Skills
  • 100% Chance to transport Devouring Orbs around the target location when you use Erasing Strike
    Does not affect orbiting Devouring Orbs
  • (-10 to -5) Erasing Strike Mana Cost
Shadow StringUniqueBowRogue
  • +18 Bow Damage
  • +(2% to 3%) Critical Strike Chance

  • (111% to 211%) increased Critical Strike Chance
  • +1 Charge for Shift
  • +(11 to 111) Ward gained when you use Shift
  • +1 Charge for Smoke Bomb
  • (11 to 111) Ward gained when you use Smoke Bomb
Sierpin's Fractal TreeUniqueTwo-Handed Spear
  • +80 Melee Damage
  • +(100% to 180%) Melee Critical Strike Multiplier

  • +(12% to 36%) Physical Penetration
  • +(60 to 84) Physical Melee Damage
  • Javelin no longer pierces, but when it hits an enemy it splits into 2 piercing spears that are fired at enemies around the target. 1 Additional spear is created per 12 Dexterity.
    The additional spears pierce. If there are no enemies near the target then only 2 spears are created, regardless of Dexteirty.
  • 1% increased Area for Area Skills per 3 Dexterity
  • +(3 to 12) Dexterity
Spine of MalatrosUniqueTwo-Handed Sword
  • +90 Melee Damage

  • +(1 to 3) to Level of Fire Skills
  • +(1 to 3) to Level of Damage Over Time Skills
  • +(1 to 3) to Level of Acolyte Skills
  • Chthonic Fissures cast Flame Whip instead of releasing Spirits
  • Chthonic Fissure's Skill Tree applies to Flame Whip from all sources
    Nodes that affect the fissure and initial hit apply to flame whip, but nodes that only affect the spirits do not.
  • +(6% to 9%) Critical Strike Multiplier with Flame Whip per 10% Uncapped Necrotic Resistance
    Your uncapped necrotic resistance is your total necrotic resistance disregarding the normal 75% cap
  • +(61 to 72) Spell Damage
Spirit XylemPrimordialTwo-Handed Staff
  • +72 Melee Damage
  • +(72 to 80) Spell Damage
  • +(60 to 80) Mana

  • +(3 to 4) to Level of Attunement Skills
  • +(10 to 16) Attunement
  • +(3 to 6) Health and Mana per Attunement
  • (20% to 10%) reduced Mana Cost for Spell Skills
  • (10% to 20%) Reduced Health Cost of Spells
  • (10% to 20%) more Damage to Bosses and Rare Enemies while above half mana
  • (20% to 10%) less Damage Taken from Bosses and Rare Enemies while below half mana
Storm BreakerUniqueTwo-Handed Mace
  • +24 Melee Damage

  • +(60 to 90) Lightning Melee Damage
  • +30% Chance to apply Shock on Hit
  • (10% to 20%) of Lightning Damage Leeched as Health
  • +36% Lightning Resistance
  • +(60 to 90) Mana
  • Gain a Storm Stack when you directly use a melee attack and hit at least one enemy
    Storm Stacks are expended every second to cast Storm Bolt at a nearby enemy. This interval is reduced by 2% for every stack you currently have.
Sword CatcherUniqueTwo-Handed Axe
  • +130 Melee Damage
  • +(130% to 190%) Chance to apply Bleed on Melee Hit

  • +(10% to 13%) Parry Chance
  • +(1 to 6) to Level of Melee Skills
  • +(28 to 39) Melee Damage for you and your Minions
  • 100% chance on Parry to restore you and a random minion to full health and grant Frenzy for 5 seconds
    Grants frenzy to you and the healed minion
  • +(20 to 30) Melee Damage while you have Frenzy
    Improved by Increased Effect of Frenzy
  • (20% to 40%) increased Effect of Frenzy on You
Talons of ValorUniqueBowRogue
  • +60 Bow Damage

  • 117% increased Bow Damage
  • +(3% to 5%) Critical Strike Chance
  • +(1 to 4) to Level of Falconry
  • +(1 to 4) to Level of Dive Bomb
  • +(1 to 4) to Level of Aerial Assault
  • When you Critically Strike an enemy your Falcon gains +25 Melee Damage for 4 seconds and your Falcon Abilities recover 25% of their remaining cooldown (1 second cooldown)
    Falcon Abilities are Falcon Strikes, Dive Bomb, and Aerial Assault.
The JudicatorUniqueTwo-Handed Spear
  • +107 Melee Damage
  • +(4% to 7%) Melee Critical Strike Chance
  • +75% Fire Resistance

  • +(26 to 60) Fire Spell Damage
  • +(26 to 60) Lightning Melee Damage
  • +2 to Level of Judgement
  • +2 to Level of Javelin
  • (20 to 26)% Increased Cooldown Recovery Speed for Judgement and JavelinHas no effect on Javelin unless it has been given a cooldown
  • (60% to 120%) Increased Healing Effectiveness
  • (20% to 26%) chance to cast Smite at a nearby enemy on Kill
The Last LaughUniqueTwo-Handed Sword
  • +40 Melee Damage
  • +(10% to 25%) Chance to apply Shred Armor on Melee Hit

  • +(50 to 66) Physical Melee Damage
  • +5 Strength
  • (15% to 25%) increased Melee Attack Speed
  • Instantly kill enemies that are left below (15 to 20)% Health by a Melee AttackIf you have a similar effect from an item or node then the highest threshold is used
  • 5% of Overkill Damage Leeched as Health
  • +5% melee critical strike chance if you have less than 100 dodge rating
Torch Of The PontifexUniqueTwo-Handed Mace
  • +38 Melee Damage
  • (20% to 60%) Increased Melee Stun Chance

  • +13 Necrotic Spell Damage
  • +(130% to 170%) Chance to apply Ignite on Hit
  • (130% to 170%) increased Fire Damage Over Time
  • 13% increased Fire Damage Taken
  • You cremate enemies you kill, burning enemies around them
  • You have a 10% chance to summon a Burning Skeleton for 10 seconds when you cremate an enemy
Torkrefin's HungerUniqueTwo-Handed Sword
  • +60 Melee Damage
  • +(35% to 45%) Cold Resistance

  • Every 2 seconds you gain a stack of Viscera
    Maximum 3 stacks
  • 20% Chance to gain a stack of Viscera on Kill
  • When you use a non-channelled Melee or Throwing Attack you expend a stack of Viscera to grant the attack +1% Physical Penetration with Bleed and +15% Bleed Chance per 5% uncapped Physical Resistance.
  • +(150 to 300) Health
  • (20% to 45%) Physical Penetration with Bleed
  • +(100% to 150%) Chance to apply Bleed on Melee Hit
  • (10% to 15%) of Melee Damage Leeched as Health
Trident of the Last AbyssUniqueTwo-Handed Spear
  • +80 Melee Damage
  • +(100% to 180%) Melee Critical Strike Multiplier

  • +(40 to 60) Void Melee Damage
  • (50% to 90%) increased Void Damage
  • 100% Chance to cast Abyssal Echoes on Melee Kill or Melee Hit Boss or Rare Enemy (3 second cooldown)
    Abyssal Echoes cast this way can chain as normal, but cannot cause repeated echoes.
  • +75% Void Resistance
  • (5% to 7%) of Void Damage Leeched as Health on Hit
Tu'rani's BidentUniqueTwo-Handed Spear
  • +33 Melee Damage
  • +(30% to 39%) Melee Critical Strike Multiplier

  • +(16 to 22) Lightning Throwing Damage with Javelin
  • 100% of Javelin Damage Converted To Lightning
    Includes all base and added damage
  • 100% of Bleed and Ignite Chance converted to Electrify Chance for Javelin
    Electrify deals lightning damage over time, lasts 3 seconds, and has no stack limit.
  • (80% to 130%) Lightning Penetration with Electrify
  • +(16% to 22%) Lightning Penetration
  • When you use Javelin you gain a stack of Tu'rani's Thunder for 4 seconds. Each stack grants +(8 to 12) Spell Lightning Damage.Tu'rani's Thunder has no stack limit
Uethrin's StandUniqueBowRogue
  • +18 Bow Damage
  • +(2% to 3%) Critical Strike Chance

  • (20% to 30%) increased Mana
  • +(45% to 60%) Cold Resistance
  • +(45% to 60%) Physical Resistance
  • +(15 to 25) Bow Physical Damage for Minions
  • +2 Maximum Ballistae
    Only affects the Rogue's Summon Ballista skill
Usurper's MandateUniqueTwo-Handed Axe
  • +113 Melee Damage
  • +(13% to 29%) Necrotic Penetration
  • +(13% to 29%) Minion Necrotic Penetration

  • +(1 to 2) to Level of Acolyte Minion Skills
  • (13% to 26%) Chance to gain 50 Health on Minion Hit
    Grants a chance to regain health when one of your minions hits an enemy
  • (13% to 26%) Chance to gain 50 Health on Minion Death
    Grants a chance to regain health when one of your minions dies
  • +(52 to 113) Health
  • Your minions cannot be Stunned
VolcanusUniqueTwo-Handed Sword
  • +90 Melee Damage

  • +(40 to 65) Fire Melee Damage
  • +(40 to 65) Fire Spell Damage
  • (37% to 57%) increased Fire Damage
  • 7% of Fire Damage Leeched as Health
  • 30% chance to cast Magma Shards on melee hit
Wheel of TormentUniqueTwo-Handed Staff
  • +70 Melee Damage
  • +(63 to 80) Spell Damage
  • (-3 to -5) Mana Cost for Spell Skills

  • +(1 to 3) to Level of Acolyte Spell Skills
  • +(9 to 15) Intelligence
  • When you directly cast Soul Feast you curse yourself and up to 1 nearby enemy per 10 Intelligence with Torment
    Can curse enemies within 20 metres but prefers enemies within 8 metres
  • You gain Haste for 3 seconds when you directly cast Soul Feast
  • (45% to 63%) increased Effect of Haste on You
  • (15% to 90%) Necrotic Penetration with Torment
  • (15% to 21%) Chance to cast Chthonic Fissure when you hit a boss or rare enemy with Soul Feast and don't have an active Fissure
World SplitterUniqueTwo-Handed Axe
  • +130 Melee Damage
  • +(130% to 190%) Chance to apply Bleed on Melee Hit

  • +(30 to 52) Void Melee Damage
  • +2% increased Area for Melee Area Skills per 1 Mana Cost
  • +(0.2% to 0.3%) Critical Strike Chance for Melee Attacks per 1 Mana Cost
  • +1% Melee Critical Strike multiplier per 10 Max Mana
  • (30% to 52%) increased Mana Regen
  • (30% to 52%) increased Mana
Set82 rows
NameTypeSetClassEffect
Apiarist's CombOne-Handed MaceApiarist's Set
  • +42 Melee Damage
  • (22% to 42%) increased Physical Damage

  • +(4 to 8) Bees Per 10 Seconds
    Bzzzz
  • +(12 to 24) Melee Damage for your Summoned Bees
  • (40% to 80%) increased Minion Damage
  • (8% to 18%) increased Minion Attack Speed
  • +(30% to 60%) Chance to apply Bleed on Hit with Minion Skills
Apiarist's SmokerOff-Hand CatalystApiarist's Set
  • +(50 to 150) Minion Health Regen

  • +(2 to 3) Bees Per 10 Seconds
    Bzzzz
  • +(30% to 60%) Chance to apply Poison on Hit with Minion Skills
  • Your bees are immune to damage over time
  • (20% to 35%) increased Minion Movement Speed
  • +(200 to 400) Minion Dodge Rating
  • +(12% to 18%) Endurance
Apiarist's SuitBody ArmorApiarist's Set
  • +25 Armor

  • +(2 to 3) Bees Per 10 Seconds
    Bzzzz
  • +(4 to 6) Health Regeneration per Summoned Bee
  • +(8 to 18) Attunement
  • +(80 to 150) health for you and your minions
  • +(200 to 400) armor for you and your minions
  • +(20% to 30%) Physical Resistance
  • +(50% to 75%) Poison Resistance
Apiarist's Set
  • 2 Set:
    • Your bees cannot be damaged for 4 seconds after being summoned
Boardman's FallacyBody ArmorBoardman's SetPrimalist
  • +180 Armor
  • +(32% to 46%) Physical Resistance

  • (221% to 321%) increased Minion Health
  • (221% to 321%) increased Minion Health Regen
  • +(10% to 21%) Minion Lightning Penetration
  • +(30% to 75%) Cold resistance to allies nearby Storm Totem
  • You are Frenzied for 3 seconds when hit by your Storm Totem
    Frenzy gives 20% increased attack and cast speed.
  • (10 to 21)% Increased Area of Storm Totem Aura
Boardman's LegacyHelmetBoardman's SetPrimalist
  • +84 Armor
  • (32% to 64%) increased Physical Damage
  • (32% to 64%) increased Minion Physical Damage

  • 21% less Damage Taken for Totems
  • +(30% to 75%) Lightning resistance to allies nearby Storm Totem
  • You gain haste for 3 seconds when hit by your Storm Totem
    Haste gives 30% increased attack and cast speed.
  • 21% increased minion attack and cast speed
  • (10 to 21)% Increased Area of Storm Totem Aura
Boardman's PlankSceptreBoardman's Set
  • +21 Melee Damage
  • +(10 to 17) Spell Damage
  • (15% to 35%) increased Minion Damage

  • 21% Chance to summon a Storm Totem on hit with Tempest Strike
  • +21 Lightning damage to spells and attacks when you are hit by Lightning from Storm Totem for 4 seconds. (stacks up to 3 times)
  • +(30% to 75%) Physical resistance to allies nearby Storm Totem
  • Your companions are Enraged when hit by your Storm Totem
    Enrage gives 60% increased attack and cast speed and 35% increased movement speed.
Boardman's Set
  • 1 Set:
    • Limited to One Active Companion
  • 2 Set:
    • Storm Totem can hit allies to grant 21 health
      Health granted is not affected by minion healing effectiveness
Corsair's Blood CowlHelmetCorsair's SetRogue
  • +152 Armor
  • (5% to 12%) Increased Cooldown Recovery Speed
  • (52% to 86%) Increased Stun Chance

  • (17% to 35%) Physical Penetration with Bleed
  • (17% to 35%) Increased Bleed Duration
  • (17% to 35%) increased Block Effectiveness
  • (35% to 85%) Increased Chance To Find Potions
  • (35% to 85%) Increased Area of mirage attacks with Lethal Mirage
    This does not increased the area in which mirages appear in.
Corsair's Boarding ShieldShieldCorsair's Set
  • +19% Block Chance
  • +(215 to 275) Block Effectiveness
  • (25% to 60%) increased Physical Damage

  • +(275 to 575) Block Effectiveness
  • +(35% to 45%) Necrotic Resistance
  • +(7 to 15) Dexterity
  • +1 to Level of Flurry
  • +1 to Level of Lethal Mirage
Corsair's Set
Doppelganger's DeceptionBody ArmorDoppelganger's SetRogue
  • +118 Armor
  • (39% to 90%) Increased Damage for skills used by Shadows

  • +1 Maximum Shadows
  • (120% to 180%) Increased Damage for skills used by Shadows
  • +(120 to 170) Health
  • +(120 to 210) Dodge Rating
  • +(30% to 50%) Critical Strike Avoidance
Doppelganger's FacadeHelmetDoppelganger's SetRogue
  • +81 Armor
  • +(54 to 81) Stun Avoidance

  • (70 to 120) Health Gained on Shadow Creation
  • Consuming a Shadow grants a stack of Dusk Shroud
  • (10% to 24%) Chance to receive a Glancing Blow when hit
  • (8% to 14%) increased Health
  • +(70 to 110) Dodge Rating
Doppelganger's MimicryRelicDoppelganger's SetRogue
  • (6% to 24%) increased Dodge Rating

  • (20% to 30%) Chance for consumed Shadows to create a new Shadow
  • +(6% to 9%) Critical Strike Chance for skills used by Shadows
  • (60% to 90%) Increased Damage for skills used by Shadows
  • +(14% to 28%) Physical Resistance
Doppelganger's Set
  • 2 Set:
    • Evade creates a Shadow at your original position
Ferebor's ChiselDaggerFerebor's Set
  • +36 Melee Damage
  • +(3% to 4%) Critical Strike Chance
  • +(30 to 40) Spell Damage

  • +(10 to 15) Physical Melee Damage for Totems
  • +(10 to 15) Physical Spell Damage for Totems
  • +50 Mana
  • +1% Critical Strike Chance for Totems per Intelligence
    Scales with your Intelligence
  • +(15% to 35%) Critical Strike Multiplier for Totems
Ferebor's PersistenceRingFerebor's Set
  • +(33% to 46%) Necrotic Resistance
  • +(46 to 130) Ward Decay Threshold

  • +(100 to 181) Armor
  • +(100 to 181) Armor for Totems
  • +(10 to 18) Intelligence
  • +(10 to 18) Health Regen
  • +(10 to 18) Health Regen for Totems
Ferebor's Set
Blade of the Forgotten KnightOne-Handed SwordForgotten Knight Set
  • +50 Melee Damage

  • +(25 to 35) Void Melee Damage
  • +(35 to 50) Void Spell Damage
  • (30% to 70%) increased Void Damage
  • (15% to 25%) Chance to gain Haste for 1 second on Hit
  • 20% increased Attack and Cast Speed
Defiance of the Forgotten KnightShieldForgotten Knight Set
  • +28% Block Chance
  • +(200 to 300) Block Effectiveness

  • (70% to 105%) increased Void Damage
  • +(15% to 25%) Block Chance
  • (21% to 28%) Chance to apply Time Rot to Attackers when Hit
    Time Rot is an ailment that deals void damage over time, increases stun duration by 5%, lasts 3 seconds, and stacks up to 12 times.
  • +(21% to 28%) Chance to apply Time Rot on Hit
  • +(6 to 12) Void Melee Damage
  • 50% less Void Damage Taken on Block
Locket of the Forgotten KnightAmuletForgotten Knight Set
  • (5% to 35%) increased Critical Strike Chance

  • (29% to 70%) increased Void Damage
  • +(2 to 3)% Critical Strike Chance with Void Skills
  • +(21% to 28%) Chance to apply Time Rot on Hit
  • +(15% to 20%) Chance to create a Void Rift when you hit an enemy (2 second cooldown)
    Void Rift is a void spell that deals void damage to all nearby enemies.
Forgotten Knight Set
  • 2 Set:
    • 50% Void Penetration with Time Rot
Gaspar's AcuityBody ArmorGaspar's Set
  • +32 Armor
  • +(2 to 7) Spell Damage

  • +(35% to 45%) Void Resistance
  • +(35% to 45%) Lightning Resistance
  • +(235% to 345%) Chance to apply Shock on Hit with Void Spell Skills
  • (7% to 12%) increased Lightning Cast Speed
  • 100% Chance to cast Decimate when you directly use a Lightning Spell (3 second cooldown)
    Cooldown can only be reduced by set bonus, not other stats.
Gaspar's InsightHelmetGaspar's Set
  • +75 Armor

  • +(35% to 45%) Void Resistance
  • +(35% to 45%) Cold Resistance
  • +(135% to 185%) Freeze Rate Multiplier
  • (7% to 12%) increased Cold Cast Speed
  • 100% Chance to cast Decimate when you directly use a Cold Spell (3 second cooldown)
    Cooldown can only be reduced by set bonus, not other stats.
Gaspar's WillSceptreGaspar's Set
  • +55 Melee Damage
  • +(55 to 65) Spell Damage

  • +7 Void Spell Damage
  • +(135% to 245%) Chance to apply Ignite on Hit with Void Spell Skills
  • (14% to 28%) increased Fire Cast Speed
  • 100% Chance to cast Decimate when you directly use a Fire Spell (3 second cooldown)
    Cooldown can only be reduced by set bonus, not other stats.
Gaspar's Set
  • 2 Set:
    • 50% Cooldown Reduction for Decimate
      Reduces the cooldown for proccing Decimate
Halvar's PledgeTwo-Handed StaffHalvar's Set
  • +56 Melee Damage
  • +(39 to 47) Spell Damage
  • (46% to 86%) increased Damage for Totems

  • +(30 to 45) Physical Spell Damage
  • +(2% to 4%) Critical Strike Chance
  • +(8 to 14) Attunement
  • +30 Mana
  • +(5% to 10%) Mana Efficiency
Halvar's StandBootsHalvar's Set
  • +30 Armor
  • (15% to 18%) increased Movement Speed
  • +(10% to 40%) Cold Resistance

  • +(100% to 200%) Freeze Rate Multiplier
  • +(5% to 10%) Mana Efficiency
  • (35% to 70%) Increased physical spell damage if you have directly cast a cold spell recently
  • +(20% to 40%) Chance to gain Haste when you kill an enemy with a spell
    Haste is a buff that grants 30% Increased movement speed and lasts 3 seconds. It cannot stack.
  • (12% to 18%) increased Movement Speed
Last Gift of the MountainRelicHalvar's Set
  • +3 Attunement
  • +5% to All Resistances

  • (35% to 70%) Increased cold spell damage if you have directly cast a physical spell recently
  • (30% to 60%) Increased Spell Stun Chance
  • +(75% to 150%) Chance to apply Shred Armor on Spell Hit
  • +(50% to 100%) Chance to apply Frostbite on Spell Hit
  • +(20 to 60) Health
Halvar's Set
  • 2 Set:
    • +20 Cold Spell Damage
    • +20 Physical Spell Damage
The Invoker's Frozen HeartAmuletInvoker's Set
  • (5% to 35%) increased Critical Strike Chance

  • +(30% to 75%) Freeze Rate Multiplier
  • +1 to Level of Snap Freeze
  • +(30% to 60%) Critical Strike Multiplier against Frozen Enemies
  • 21% increased Cold Cast Speed
The Invoker's Scorching GraspRingInvoker's Set
  • +(28% to 45%) Fire Resistance
  • (28% to 45%) increased Fire Damage

  • +(30% to 75%) Chance to apply Ignite on Hit
  • (30% to 75%) increased Fire Damage Over Time
  • +1 to Level of Flame Ward
  • 21% increased Fire Cast Speed
The Invoker's Static TouchRingInvoker's Set
  • +(10 to 20) Mana
  • (6% to 12%) increased Mana Regen

  • +(30% to 75%) Chance to apply Shock on Spell Hit
  • (5% to 10%) Chance to Gain 75 Ward when you hit a Shocked Enemy (up to 3 times per 2 seconds)
  • +1 to Level of Static
  • +15 Lightning Spell Damage
Invoker's Set
  • 2 Set:
    • 15% increased Elemental Cast Speed
Isadora's GravechillGlovesIsadora's Set
  • +28 Armor
  • (7% to 14%) increased Mana Regen

  • +(48 to 80) Health
  • +(12 to 20) Cold Spell Damage
  • +100% chance to chill with necrotic abilities if you have killed an enemy in the last 5 seconds
Isadora's RevengeHelmetIsadora's Set
  • +75 Armor

  • +(6% to 12%) Necrotic Penetration
  • +(180 to 300) Stun Avoidance
  • +(40 to 82) Health
  • (36 to 48)% Increased Duration of Chill Applied by Necrotic Spells
Isadora's Tomb BindingBeltIsadora's Set
  • +(35 to 65) Armor
  • +3 Potion Slots

  • +200 Armor
  • (10% to 15%) increased Cast Speed
  • (20% to 35%) increased Armor
  • 80% Increased Necrotic Damage if you have been Hit Recently
    Recently refers to the past 4 seconds
Isadora's Set
  • 2 Set:
    • +100% Chance to apply Damned on hit with Necrotic Spells
      Damned deals necrotic damage over time and reduces health regen by 20%. An enemy can have multiple stacks of Damned at once.
Jormun's FeastOne-Handed SwordJormun's Set
  • +50 Melee Damage

  • +(40 to 56) Melee Damage
  • +7% Critical Strike Multiplier per 10 Bleeds on the target, up to 200 Bleeds
  • +(4% to 8%) Melee Critical Strike Chance
  • (12% to 24%) increased Melee Attack Speed
Jormun's HungerOne-Handed AxeJormun's Set
  • +28 Melee Damage
  • +(20% to 28%) Chance to apply Bleed on Hit

  • +(44 to 60) Melee Damage
  • +(20% to 40%) Chance to apply Critical Vulnerability on Melee Hit
  • +(80% to 130%) Chance to apply Bleed on Melee Hit
  • (16% to 28%) increased Melee Attack Speed
  • (6% to 12%) of Melee Damage Leeched as Health
  • +(6 to 10) Strength and Dexterity
Jormun's ThirstBeltJormun's Set
  • +5 Potion Slots

  • (30% to 40%) Chance to not consume a Potion when you use a Potion and restore at least 20% of Maximum Health
    Overhealing from potions does not count towards triggering this effect
  • +(1 to 2) Potion Slots
  • (250 to 380) Health Gained on Potion Use
  • +(74 to 140) Health
  • +(600 to 900) Stun Avoidance
  • +(22% to 44%) Physical Resistance
Jormun's Set
  • 2 Set:
    • 20% more Damage while Dual Wielding if your Mainhand is a different item type than your Offhand
      Multiplicative with other modifiers. Axes and swords are different item types, but hatchets and battle axes are not.
Keplahan's CryolithRingKeplahan's Set
  • +(10 to 20) Mana
  • (6% to 12%) increased Mana Regen

  • 100% Chance to cast cold Volcanic Orb when you directly use a cold melee attack or cold traversal skill (3 second cooldown)
    Consumes mana equal to 80% of Volcanic Orb's mana cost. Cooldown is shared with sources of the exact same effect.
  • (30% to 60%) increased Cold Damage
  • +(6 to 12) Dexterity
  • +(60 to 84) Health
  • (25% to 50%) increased Critical Strike Chance
Keplahan's PyrolithRingKeplahan's Set
  • +(28% to 45%) Fire Resistance
  • (28% to 45%) increased Fire Damage

  • 100% Chance to cast fire Volcanic Orb when you directly use a fire melee attack or fire traversal skill (3 second cooldown)
    Consumes mana equal to 80% of Volcanic Orb's mana cost. Cooldown is shared with sources of the exact same effect.
  • (30% to 60%) increased Fire Damage
  • +(6 to 12) Intelligence
  • +(20 to 40) Ward per Second
  • +(15% to 30%) Critical Strike Multiplier
Keplahan's Set
Kuzon's FuryOne-Handed SwordKuzon's Set
  • +27 Melee Damage

  • +40 Fire Melee Damage
  • +(2 to 4) to Level of Cinder Strike
  • +(2 to 4) to Level of Dancing Strikes
  • Dancing Strikes is converted to Fire
  • (20% to 40%) Increased Area for Fire Melee Area Skills
  • +(50% to 70%) chance to throw a Burning Dagger when you use a melee fire attack and hit at least one enemy, doubled for Dancing Strikes (up to 4 times per second)
    A chance greater than 100% can result in multiple daggers being thrown
  • (70% to 120%) increased Fire Damage
  • (11% to 17%) increased Melee Attack Speed
Kuzon's GuiseHelmetKuzon's SetRogue
  • +95 Armor
  • +(15% to 35%) Poison Resistance
  • +(15% to 35%) Fire Resistance

  • +(2 to 4) to Level of Shadow Cascade
  • Shadow Cascade is converted to Fire
  • +(12 to 18) Fire Throwing Damage
  • +100% Chance to apply Blind on Hit with Fire Skills
  • (7% to 14%) increased Health
  • +(8% to 12%) Endurance
Kuzon's Set
The Last Bear's FuryGlovesLast Bear's Set
  • +75 Armor
  • +(5% to 15%) Endurance

  • +1 to Level of Swipe
  • (30% to 75%) increased Physical Melee Damage
  • 3% Increased Health Regen per point of Strength
  • (30% to 100%) Increased Melee Stun Chance
  • +3% Critical Strike Chance with Swipe
    This also affects Werebear Swipe
The Last Bear's LamentHelmetLast Bear's Set
  • +50 Armor

  • +2 to Level of Warcry
  • +(10 to 20) Health Regen
  • +(25% to 45%) Void Resistance
  • +(50 to 150) Endurance Threshold
  • +100% Chance to taunt nearby enemies for 2 seconds when you stun an enemy
The Last Bear's ScornBody ArmorLast Bear's Set
  • +85 Armor

  • +3 to Level of Werebear Form
  • +10 Strength
  • 100% Increased health regen if you have stunned an enemy recently
  • +(20% to 30%) Endurance
  • (1.5% to 3%) of Physical Damage Leeched as Health on Hit
Last Bear's Set
  • 2 Set:
    • +2 Endurance Threshold per Strength
Lich's EnvyGlovesLich's Set
  • +28 Armor
  • (7% to 14%) increased Mana Regen

  • +(14 to 24) Spell Fire Damage for Damage Over Time Spells
  • +(14 to 24) Spell Fire Damage for Infernal Shade per Active Dread Shade
    Depends on the number of Dread Shades Active when Infernal Shade is cast
  • (28% to 48%) Increased Area for Infernal Shade per Active Dread Shade
    Depends on the number of Dread Shades Active when Infernal Shade is cast
  • (-14 to -8) Mana Cost for Infernal Shade
  • (-14 to -8) Mana Cost for Dread Shade
Lich's ScornOff-Hand CatalystLich's Set
  • +(10 to 16) Intelligence
  • +(3% to 6%) Spell Critical Strike Chance
  • +(12% to 18%) Ward Retention

  • Dread Shade is Converted to Cold
    This causes it to add and increase Cold Damage instead of Necrotic Damage. This takes priority over the Poison Conversion node on Dread Shade's tree.
  • +(9% to 13%) Frostbite Chance for Minions affected by Dread Shade
  • +(93% to 153%) Freeze Rate Multiplier for Minions affected by Dread Shade
  • +(6 to 15) Cold Damage with Spells and Attacks per Attached Infernal Shade for Minions affected by Dread Shade
    Counts Infernal Shades attached to enemies and minions, but not ones on the ground. Infernal Shades are counted when Dread Shade is cast.
  • +1% Cold Penetration for Minions affected by Dread Shade per Intelligence
Lich's Set
Pebbles' Bitemarked SashBeltPebbles' Set
  • +3 Potion Slots

  • (24% to 42%) increased Minion Damage
  • +3 Intelligence
  • +(24% to 42%) Fire Resistance
  • +3 Melee Fire Damage for Minions
Pebbles' CollarRelicPebbles' Set
  • +(6 to 10) Mana

  • (24% to 42%) increased Minion Damage
  • +3 Intelligence
  • +(24% to 42%) Cold Resistance
  • +3 Melee Cold Damage for Minions
Pebbles' FemurWandPebbles' Set
  • +(20 to 26) Spell Damage
  • +(20% to 30%) Ward Retention
  • -3 Mana Cost for Spell Skills

  • (80% to 120%) increased Minion Melee Damage
  • +3 Intelligence
  • +(24% to 42%) Lightning Resistance
  • +3 Melee Lightning Damage for Minions
Pebbles' Set
  • 2 Set:
    • +5% Chance to replenish one potion when Bone Golem hits an enemy
      Applies to all types of Bone Golem
Ruby Fang AegisShieldRuby Fang Set
  • +35% Block Chance
  • +(400 to 620) Block Effectiveness

  • (30% to 10%) less Poison Damage Taken
  • +(75 to 100)% Chance to Poison on Hit with Fire Skills
  • +75% Fire Resistance
  • Gain Ruby Venom for 10 seconds on Block
    You can have multiple stacks of Ruby Venom
  • 15% increased Fire Damage per stack of Ruby Venom
  • 15% increased Poison Damage per stack of Ruby Venom
Ruby Fang CleaverOne-Handed AxeRuby Fang Set
  • +28 Melee Damage
  • +(20% to 28%) Chance to apply Bleed on Hit

  • +(55 to 75) Fire Melee Damage
  • +(75% to 100%) Chance to apply Poison on Melee Hit
  • (35% to 50%) Poison Penetration with Poison
  • 10% increased Melee Attack Speed
  • +75% Poison Resistance
Ruby Fang Set
Fragments of the Shattered LanceRelicShattered Lance Set
  • +(7 to 12) Health Regen

  • (70% to 100%) increased Health Regen
  • +(50% to 100%) Freeze Rate Multiplier
  • (10 to 13) Health Gain on Freeze
  • (50% to 70%) increased Cold Melee Damage
Shard of the Shattered LanceOne-Handed SwordShattered Lance Set
  • +14 Melee Damage

  • 100% Chance to gain Deicide for 15 seconds when you kill a rare or boss enemy
    Deicide grants 20% more movement speed and damage (multiplicative with other modifiers) and does not stack
  • +(70 to 85) Cold Melee Damage
  • (70% to 100%) increased Cold Melee Damage
  • +(100% to 150%) Freeze Rate Multiplier
  • +(5 to 10) Health Regen
Shattered Lance Set
Sinathia's Dying BreathOne-Handed MaceSinathia's Set
  • +42 Melee Damage
  • (22% to 42%) increased Physical Damage

  • (91% to 166%) increased Curse Damage
  • +(66 to 91) Curse Spell Damage
  • +(30% to 33%) to All Resistances
  • +(40 to 60)% to All Resistances for Minions
  • (16% to 19%) increased Block Effectiveness
Sinathia's ResurrectionShieldSinathia's Set
  • +26% Block Chance
  • +(440 to 520) Block Effectiveness
  • +(11% to 15%) Endurance

  • (30% to 36%) increased Curse Cast Speed
  • (32% to 46%) chance when one of your Skeletons dies to resummon a new one after 3 seconds
    Only affects the Summon Skeleton skill
  • +100% Minion Critical Strike Avoidance
  • (100% to 166%) increased Minion Health
  • +(12% to 18%) Block Chance
Sinathia's Set
Sunforged CuirassBody ArmorSunforged SetSentinel
  • +420 Armor
  • +(10% to 15%) Endurance
  • (20% to 80%) increased Fire Damage

  • +(600 to 850) Armor
  • +(60% to 85%) Fire Resistance
  • +(10% to 20%) Chance to forge a weapon when hit
    2 second cooldown. These are affected by your Forge Strike's skill tree.
  • (20% to 40%) Increased Fire Damage per Forged Weapon
Sunforged GreathelmHelmetSunforged SetSentinel
  • +365 Armor
  • +(15 to 75) Endurance Threshold
  • (15% to 75%) increased Fire Damage

  • +(250 to 350) Armor
  • (25% to 35%) increased Armor
  • (10% to 12%) Increased Armor per Forged Weapon
  • +(3 to 6) Health Regen per Forged Weapon
Sunforged HammerTwo-Handed MaceSunforged Set
  • +82 Melee Damage
  • (82% to 160%) Increased Stun Chance

  • +(15 to 30) Melee Fire Damage per Forged Weapon
  • +(42 to 84) Physical Melee Damage
  • (250% to 420%) Increased Stun Chance
  • (25% to 42%) Increased Stun Duration
  • +(30% to 60%) Ignite Chance per Forged Weapon
  • (50% to 75%) increased Fire Damage
Sunforged Set
  • 2 Set:
    • +3 to Forge Strike
      +3 to Smelter's Wrath
Vilatria's DownfallTwo-Handed StaffVilatria's Set
  • +78 Melee Damage
  • +(60 to 68) Spell Damage
  • (-3 to -4) Mana Cost for Spell Skills

  • Meteor is Converted to Lightning
    Converts meteor's base damage, causing it to no longer scale with fire damage and causing Meteor to count as a lightning spell. Does not affect Shrapnel.
  • (200% to 400%) increased Lightning Damage
  • +(100 to 200) Mana
  • 1% increased Shock Duration per Intelligence
Vilatria's Storm CrownHelmetVilatria's SetMage
  • +14 Armor
  • (14% to 34%) increased Spell Damage

  • +1 to Level of Lightning Spell Skills
  • +(12% to 20%) Lightning Penetration
  • +(4 to 8) Intelligence
  • +1% Shock Chance per Intelligence
Vilatria's Set
Abandoned Chitin of the WeaverRingWeaver Set
  • +(42 to 110) Ward Decay Threshold

  • 1% of Armor Mitigation also applies to damage over time per 10 Total Attributes
    Your Total Attributes is the sum of your Strength, Dexterity, Intelligence, Attunement, and Vitality.
  • +(120 to 160) Armor
  • +(20 to 30) Ward per Second
  • +(5 to 8) Strength
  • +(18% to 30%) Physical Resistance
Abandoned Eyes of the WeaverAmuletWeaver Set
  • +(5 to 8) Vitality
  • +(5 to 8) Dexterity

  • +1% Critical Strike Chance per 40 Total Attributes
    Your Total Attributes is the sum of your Strength, Dexterity, Intelligence, Attunement, and Vitality.
  • +1 to Level of All Skills per 120 Total Attributes
    Your Total Attributes is the sum of your Strength, Dexterity, Intelligence, Attunement, and Vitality.
  • +(150 to 300) Ward Decay Threshold
  • +(18% to 30%) Lightning Resistance
  • +(18% to 30%) Poison Resistance
Weaver Set
Zerrick's AmbitionBootsZerrick's Set
  • +56 Armor
  • (11% to 14%) increased Movement Speed

  • +(30% to 50%) Melee Critical Strike Multiplier while at Full Health
  • +(30% to 50%) Throwing Critical Strike Multiplier while at Full Health
  • (15% to 23%) increased Movement Speed
  • (23% to 35%) Increased Leech Rate
Zerrick's GreedGlovesZerrick's Set
  • +75 Armor
  • +(5% to 15%) Endurance

  • +(130 to 390) Dodge Rating
  • (100% to 130%) increased Damage Over Time
  • Cannot Leech Health from Damage over Time
  • (3% to 4%) of Damage Leeched as Health on Crit
Zerrick's GuileBeltZerrick's Set
  • +4 Potion Slots

  • +100% Critical Strike Avoidance for 4 seconds when you use a Potion
  • +75% Poison Resistance for 4 seconds when you use a Potion
  • (15 to 20)% increased Melee and Throwing Attack Speed for 4 seconds when you use a Potion
  • +(125 to 375) Dodge Rating
Zerrick's Set
  • 2 Set:
    • Potions no longer heal you, but instead grant +54 necrotic damage to melee and throwing attacks and mark you for death for 4 seconds.
      Mark for Death is a curse that reduces all resistances by 25%.
Blessing224 rows
NameTimelineEffect
Ambition of the EmpireBlood, Frost, and Death
  • (30% to 45%) Increased Two-Handed Sword Drop Rate
Chill of DeathBlood, Frost, and Death
  • (30% to 45%) Increased Two-Handed Staff Drop Rate
Cruelty of FormosusBlood, Frost, and Death
  • (30% to 45%) Increased Wand Drop Rate
Enmity of the ClansBlood, Frost, and Death
  • (30% to 45%) Increased One-Handed Sword Drop Rate
Favor of the WengariBlood, Frost, and Death
  • (30% to 45%) Increased Two-Handed Axe Drop Rate
Grand Ambition of the EmpireBlood, Frost, and Death
  • (50% to 90%) Increased Two-Handed Sword Drop Rate
Grand Chill of DeathBlood, Frost, and Death
  • (50% to 90%) Increased Two-Handed Staff Drop Rate
Grand Cruelty of FormosusBlood, Frost, and Death
  • (50% to 90%) Increased Wand Drop Rate
Grand Enmity of the ClansBlood, Frost, and Death
  • (50% to 90%) Increased One-Handed Sword Drop Rate
Grand Favor of the WengariBlood, Frost, and Death
  • (50% to 90%) Increased Two-Handed Axe Drop Rate
Grand Remorse of HeorotBlood, Frost, and Death
  • (50% to 90%) Increased Two-Handed Spear Drop Rate
Grand Resolve of FrostBlood, Frost, and Death
  • (50% to 90%) Increased One-Handed Mace Drop Rate
Grand Savior of the NorthBlood, Frost, and Death
  • (50% to 90%) Increased Sceptre Drop Rate
Grand Scars of BloodBlood, Frost, and Death
  • (50% to 90%) Increased One-Handed Axe Drop Rate
Grand Shards of UnityBlood, Frost, and Death
  • (50% to 90%) Increased Two-Handed Mace Drop Rate
Grand Subtlety of SlaughterBlood, Frost, and Death
  • (50% to 75%) Increased Dagger Drop Rate
Grand Vigilance of the DamnedBlood, Frost, and Death
  • (50% to 75%) Increased Bow Drop Rate
Remorse of HeorotBlood, Frost, and Death
  • (30% to 45%) Increased Two-Handed Spear Drop Rate
Resolve of FrostBlood, Frost, and Death
  • (30% to 45%) Increased One-Handed Mace Drop Rate
Savior of the NorthBlood, Frost, and Death
  • (30% to 45%) Increased Sceptre Drop Rate
Scars of BloodBlood, Frost, and Death
  • (30% to 45%) Increased One-Handed Axe Drop Rate
Shards of UnityBlood, Frost, and Death
  • (30% to 45%) Increased Two-Handed Mace Drop Rate
Subtlety of SlaughterBlood, Frost, and Death
  • (30% to 45%) Increased Dagger Drop Rate
Vigilance of the DamnedBlood, Frost, and Death
  • (30% to 45%) Increased Bow Drop Rate
Bastion of DivinityEnding the Storm
  • +(25% to 40%) Lightning Resistance
Chaos of LagonEnding the Storm
  • (40% to 60%) increased Lightning Damage
Crash of the WavesEnding the Storm
  • (50% to 90%) Increased Stun Chance
Cruelty of the MerunaEnding the Storm
  • +(40% to 60%) Chance to apply Shock on Hit
Grace of WaterEnding the Storm
  • (40 to 70) Ward Gained on Potion Use
  • +(80 to 140) Ward Decay Threshold
Grand Bastion of DivinityEnding the Storm
  • +(55% to 75%) Lightning Resistance
Grand Chaos of LagonEnding the Storm
  • (65% to 100%) increased Lightning Damage
Grand Crash of the WavesEnding the Storm
  • (100% to 160%) Increased Stun Chance
Grand Cruelty of the MerunaEnding the Storm
  • +(65% to 100%) Chance to apply Shock on Hit
Grand Grace of WaterEnding the Storm
  • (80 to 130) Ward Gained on Potion Use
  • +(160 to 260) Ward Decay Threshold
Grand Intellect of LiathEnding the Storm
  • (30% to 50%) Chance to Gain 30 Ward when Hit
Grand Light of the MoonEnding the Storm
  • +(60 to 90) Mana
Grand Might of the Sea TitanEnding the Storm
  • (65% to 100%) increased Cold Damage
Grand Mysteries of the DeepEnding the Storm
  • +(25% to 50%) Chance to apply Shred Lightning Resistance on Hit
Grand Resonance of the SeaEnding the Storm
  • +(30 to 42) Ward per Second
Grand Rhythm of the TideEnding the Storm
  • (120% to 200%) increased Health Regen
  • +(12 to 20) Health Regen
Grand Trance of the SirensEnding the Storm
  • (15% to 22%) Increased Shock Duration
Grand Weight of the AbyssEnding the Storm
  • +(200% to 300%) Freeze Rate Multiplier
Intellect of LiathEnding the Storm
  • (15% to 25%) Chance to Gain 30 Ward when Hit
Light of the MoonEnding the Storm
  • +(30 to 50) Mana
Might of the Sea TitanEnding the Storm
  • (40% to 60%) increased Cold Damage
Mysteries of the DeepEnding the Storm
  • +(10% to 20%) Chance to apply Shred Lightning Resistance on Hit
Resonance of the SeaEnding the Storm
  • +(17 to 25) Ward per Second
Rhythm of the TideEnding the Storm
  • (60% to 100%) increased Health Regen
  • +(6 to 10) Health Regen
Trance of the SirensEnding the Storm
  • (10% to 14%) Increased Shock Duration
Weight of the AbyssEnding the Storm
  • +(100% to 180%) Freeze Rate Multiplier
Boon of the ScarabFall of the Empire
  • (25% to 35%) Increased Bow Shard Drop Rate
Despair of the EmpireFall of the Empire
  • (25% to 40%) Increased Ailment Shard Drop Rate
Grand Boon of the ScarabFall of the Empire
  • (40% to 60%) Increased Bow Shard Drop Rate
Grand Despair of the EmpireFall of the Empire
  • (45% to 70%) Increased Ailment Shard Drop Rate
Grand Hope of the BeginningFall of the Empire
  • (15% to 25%) Increased Prefix Shard Drop Rate
Grand Inevitability of the VoidFall of the Empire
  • (30% to 45%) Increased Two-Handed Staff Shard Drop Rate
Grand Remnants of the LivingFall of the Empire
  • (33% to 50%) Increased Ring Shard Drop Rate
Grand Rot of the WorldFall of the Empire
  • (40% to 60%) Increased Wand Shard Drop Rate
Grand Safety of the LabyrinthFall of the Empire
  • (22% to 35%) Increased Amulet Shard Drop Rate
Grand Shadows of InfinityFall of the Empire
  • (22% to 35%) Increased Relic Shard Drop Rate
Grand Visions of DeathFall of the Empire
  • (40% to 60%) Increased Two-Handed Spear Shard Drop Rate
Hope of the BeginningFall of the Empire
  • (7% to 14%) Increased Prefix Shard Drop Rate
Inevitability of the VoidFall of the Empire
  • (16% to 26%) Increased Two-Handed Staff Shard Drop Rate
Remnants of the LivingFall of the Empire
  • (20% to 30%) Increased Ring Shard Drop Rate
Rot of the WorldFall of the Empire
  • (25% to 35%) Increased Wand Shard Drop Rate
Safety of the LabyrinthFall of the Empire
  • (10% to 20%) Increased Amulet Shard Drop Rate
Shadows of InfinityFall of the Empire
  • (10% to 20%) Increased Relic Shard Drop Rate
Visions of DeathFall of the Empire
  • (25% to 35%) Increased Two-Handed Spear Shard Drop Rate
Curse of FleshFall of the Outcasts
  • (30% to 50%) Increased Huge Idol Drop Rate
Favor of SoulsFall of the Outcasts
  • (30% to 50%) Increased Ornate Idol Drop Rate
Grand Curse of FleshFall of the Outcasts
  • (51% to 100%) Increased Huge Idol Drop Rate
Grand Favor of SoulsFall of the Outcasts
  • (51% to 100%) Increased Ornate Idol Drop Rate
Grand Mark of AgonyFall of the Outcasts
  • (51% to 100%) Increased Adorned Idol Drop Rate
Grand Memory of the LivingFall of the Outcasts
  • (16% to 25%) Increased Glyph Drop Rate
Grand Pride of RebellionFall of the Outcasts
  • (51% to 100%) Increased Grand Idol Drop Rate
Grand Scales of GreedFall of the Outcasts
  • (45% to 70%) Increased Gold Drop Rate
Grand Sight of the OutcastsFall of the Outcasts
  • (51% to 100%) Increased Large Idol Drop Rate
Grand Sign of TormentFall of the Outcasts
  • (16% to 25%) Increased Rune Drop Rate
Grand Strength of MindFall of the Outcasts
  • (7% to 10%) Increased Experience
Grand Winds of FortuneFall of the Outcasts
  • (16% to 22%) Increased Unique Item Drop Rate
Mark of AgonyFall of the Outcasts
  • (30% to 50%) Increased Adorned Idol Drop Rate
Memory of the LivingFall of the Outcasts
  • (10% to 15%) Increased Glyph Drop Rate
Pride of RebellionFall of the Outcasts
  • (30% to 50%) Increased Grand Idol Drop Rate
Scales of GreedFall of the Outcasts
  • (25% to 40%) Increased Gold Drop Rate
Sight of the OutcastsFall of the Outcasts
  • (30% to 50%) Increased Large Idol Drop Rate
Sign of TormentFall of the Outcasts
  • (10% to 15%) Increased Rune Drop Rate
Strength of MindFall of the Outcasts
  • (4% to 6%) Increased Experience
Winds of FortuneFall of the Outcasts
  • (10% to 15%) Increased Unique Item Drop Rate
Allure of ApathyReign of Dragons
  • +(40% to 60%) Chance to apply Slow on Hit
Binds of NatureReign of Dragons
  • (40% to 60%) increased Poison Damage
Cruelty of StrengthReign of Dragons
  • (40% to 60%) increased Physical Damage
Despair of FleshReign of Dragons
  • (40% to 60%) increased Necrotic Damage
Dream of EterraReign of Dragons
  • +(25% to 40%) Necrotic Resistance
Grand Allure of ApathyReign of Dragons
  • +(65% to 100%) Chance to apply Slow on Hit
Grand Binds of NatureReign of Dragons
  • (65% to 100%) increased Poison Damage
Grand Cruelty of StrengthReign of Dragons
  • (65% to 100%) increased Physical Damage
Grand Despair of FleshReign of Dragons
  • (65% to 100%) increased Necrotic Damage
Grand Dream of EterraReign of Dragons
  • +(45% to 75%) Necrotic Resistance
Grand Guile of WyrmsReign of Dragons
  • +(100% to 150%) Chance to apply Shred Poison Resistance on Hit
Grand Hemmorage of MarrowReign of Dragons
  • +(65% to 100%) Chance to apply Bleed on Hit
Grand Hunger of DragonsReign of Dragons
  • (4.5% to 7%) of Melee Damage Leeched as Health
Grand Persistance of WillReign of Dragons
  • +(55% to 75%) Poison Resistance
Grand Resolve of HumanityReign of Dragons
  • +(13% to 20%) to All Resistances
Grand Survival of MightReign of Dragons
  • +(50% to 70%) Critical Strike Avoidance
  • +(51 to 90) Dodge Rating
Grand Taste of VenomReign of Dragons
  • +(65% to 100%) Chance to apply Poison on Hit
Grand Virtue of CommandReign of Dragons
  • +(16% to 25%) to Minion All Resistances
Guile of WyrmsReign of Dragons
  • +(60% to 90%) Chance to apply Shred Poison Resistance on Hit
Hemmorage of MarrowReign of Dragons
  • +(40% to 60%) Chance to apply Bleed on Hit
Hunger of DragonsReign of Dragons
  • (2% to 4%) of Melee Damage Leeched as Health
Persistance of WillReign of Dragons
  • +(25% to 40%) Poison Resistance
Resolve of HumanityReign of Dragons
  • +(7% to 12%) to All Resistances
Survival of MightReign of Dragons
  • +(30% to 45%) Critical Strike Avoidance
  • +(30 to 50) Dodge Rating
Taste of VenomReign of Dragons
  • +(40% to 60%) Chance to apply Poison on Hit
Virtue of CommandReign of Dragons
  • +(8% to 15%) to Minion All Resistances
Body of ObsidianSpirits of Fire
  • +(120 to 180) Armor
Breath of CindersSpirits of Fire
  • +(10% to 20%) Chance to apply Shred Fire Resistance on Hit
Curse of SulphurSpirits of Fire
  • +(20% to 35%) Chance to apply Frailty on Hit
Embers of ImmortalitySpirits of Fire
  • +(10% to 14%) Endurance
Flames of CalamitySpirits of Fire
  • (40% to 60%) increased Fire Damage
Grand Body of ObsidianSpirits of Fire
  • +(200 to 320) Armor
Grand Breath of CindersSpirits of Fire
  • +(25% to 50%) Chance to apply Shred Fire Resistance on Hit
Grand Curse of SulphurSpirits of Fire
  • +(40% to 60%) Chance to apply Frailty on Hit
Grand Embers of ImmortalitySpirits of Fire
  • +(18% to 30%) Endurance
Grand Flames of CalamitySpirits of Fire
  • (65% to 100%) increased Fire Damage
Grand Heart of the CalderaSpirits of Fire
  • +(55% to 75%) Fire Resistance
Grand Might of BhuldarSpirits of Fire
  • (32% to 50%) Increased Stun Duration
Grand Patience of HerkirSpirits of Fire
  • +(400 to 650) Armor while Channelling
Grand Promise of DeathSpirits of Fire
  • +(25% to 50%) Chance to apply Shred Necrotic Resistance on Hit
Grand Spirit of CommandSpirits of Fire
  • (65% to 100%) increased Minion Damage
Grand Swiftness of LogiSpirits of Fire
  • (40% to 70%) increased Dodge Rating
Heart of the CalderaSpirits of Fire
  • +(25% to 40%) Fire Resistance
Might of BhuldarSpirits of Fire
  • (20% to 30%) Increased Stun Duration
Patience of HerkirSpirits of Fire
  • +(200 to 350) Armor while Channelling
Promise of DeathSpirits of Fire
  • +(10% to 20%) Chance to apply Shred Necrotic Resistance on Hit
Spirit of CommandSpirits of Fire
  • (40% to 60%) increased Minion Damage
Swiftness of LogiSpirits of Fire
  • (15% to 35%) increased Dodge Rating
Bones of EternityThe Age of Winter
  • +(3% to 4%) Block Chance
  • +(100 to 140) Block Effectiveness
Bulwark of the TundraThe Age of Winter
  • (12% to 24%) increased Armor
Defiance of YuliaThe Age of Winter
  • +(5 to 10) Cold Spell Damage while Channelling
Fury of the NorthThe Age of Winter
  • +(10% to 20%) Chance to apply Shred Physical Resistance on Hit
Grand Bones of EternityThe Age of Winter
  • +(5% to 8%) Block Chance
  • +(180 to 240) Block Effectiveness
Grand Bulwark of the TundraThe Age of Winter
  • (25% to 55%) increased Armor
Grand Defiance of YuliaThe Age of Winter
  • +(11 to 20) Cold Spell Damage while Channelling
Grand Fury of the NorthThe Age of Winter
  • +(25% to 50%) Chance to apply Shred Physical Resistance on Hit
Grand Heart of IceThe Age of Winter
  • +(40% to 60%) Chance to apply Chill on Hit
Grand Maw of ArtorThe Age of Winter
  • +(65% to 100%) Chance to apply Frostbite on Hit
Grand Protection of HeorotThe Age of Winter
  • +(55% to 75%) Cold Resistance
Grand Rage of WinterThe Age of Winter
  • +(25% to 50%) Chance to apply Shred Cold Resistance on Hit
Grand Resolve of GraelThe Age of Winter
  • +(55% to 75%) Physical Resistance
Grand Vigor of JormunThe Age of Winter
  • +(80 to 150) Endurance Threshold
Grand Winds of FrostThe Age of Winter
  • +(55% to 80%) Freeze Rate per stack of Chill
Heart of IceThe Age of Winter
  • +(20% to 35%) Chance to apply Chill on Hit
Maw of ArtorThe Age of Winter
  • +(40% to 60%) Chance to apply Frostbite on Hit
Protection of HeorotThe Age of Winter
  • +(25% to 40%) Cold Resistance
Rage of WinterThe Age of Winter
  • +(10% to 20%) Chance to apply Shred Cold Resistance on Hit
Resolve of GraelThe Age of Winter
  • +(25% to 40%) Physical Resistance
Vigor of JormunThe Age of Winter
  • +(40 to 70) Endurance Threshold
Winds of FrostThe Age of Winter
  • +(30% to 50%) Freeze Rate per stack of Chill
Depths of InfinityThe Black Sun
  • +(10% to 20%) Chance to apply Shred Void Resistance on Hit
Echo of SolarumThe Black Sun
  • +(25% to 40%) Void Resistance
Emptiness of AshThe Black Sun
  • +(20% to 26%) Critical Strike Multiplier
Flames of the Black SunThe Black Sun
  • +(40% to 60%) Chance to apply Ignite on Hit
Grand Depths of InfinityThe Black Sun
  • +(25% to 50%) Chance to apply Shred Void Resistance on Hit
Grand Echo of SolarumThe Black Sun
  • +(55% to 75%) Void Resistance
Grand Emptiness of AshThe Black Sun
  • +(27% to 40%) Critical Strike Multiplier
Grand Flames of the Black SunThe Black Sun
  • +(65% to 100%) Chance to apply Ignite on Hit
Grand Greed of DarknessThe Black Sun
  • (12 to 18) Ward Gain on Kill
  • +(120 to 200) Ward Decay Threshold
Grand Hunger of the VoidThe Black Sun
  • (2.2% to 3.5%) of Spell Damage Leeched as Health
Grand Memory of LightThe Black Sun
  • +(45 to 70) Health
Grand Shadow of the EclipseThe Black Sun
  • +(101 to 200) Dodge Rating
Grand Strength of the MountainThe Black Sun
  • (15 to 22) Health Gain on Block
Grand Thirst of the SunThe Black Sun
  • (35% to 50%) Increased Leech Rate
Grand Whisper of OrobyssThe Black Sun
  • (65% to 100%) increased Void Damage
Grand Winds of OblivionThe Black Sun
  • (51% to 80%) increased Critical Strike Chance
Grand Wrath of RahyehThe Black Sun
  • (2.2% to 3.5%) of Throwing Damage Leeched as Health
Greed of DarknessThe Black Sun
  • (6 to 10) Ward Gain on Kill
  • +(60 to 100) Ward Decay Threshold
Hunger of the VoidThe Black Sun
  • (1.2% to 2%) of Spell Damage Leeched as Health
Memory of LightThe Black Sun
  • +(30 to 42) Health
Shadow of the EclipseThe Black Sun
  • +(60 to 100) Dodge Rating
Strength of the MountainThe Black Sun
  • (10 to 14) Health Gain on Block
Thirst of the SunThe Black Sun
  • (20% to 30%) Increased Leech Rate
Whisper of OrobyssThe Black Sun
  • (40% to 60%) increased Void Damage
Winds of OblivionThe Black Sun
  • (30% to 50%) increased Critical Strike Chance
Wrath of RahyehThe Black Sun
  • (1.2% to 2%) of Throwing Damage Leeched as Health
Bastion of the HeartThe Last Ruin
  • (12% to 20%) Increased Body Armor Shard Drop Rate
Binding of RuinThe Last Ruin
  • (20% to 30%) Increased Belt Shard Drop Rate
Comfort of the EndThe Last Ruin
  • (12% to 20%) Increased Suffix Shard Drop Rate
Grand Bastion of the HeartThe Last Ruin
  • (22% to 35%) Increased Body Armor Shard Drop Rate
Grand Binding of RuinThe Last Ruin
  • (32% to 50%) Increased Belt Shard Drop Rate
Grand Comfort of the EndThe Last Ruin
  • (22% to 35%) Increased Suffix Shard Drop Rate
Grand Grasp of HopeThe Last Ruin
  • (32% to 50%) Increased Gloves Shard Drop Rate
Grand Knowledge of SkillThe Last Ruin
  • (22% to 35%) Increased Skill Shard Drop Rate
Grand Memory of MastersThe Last Ruin
  • (20% to 30%) Increased Class Specific Shard Drop Rate
Grand Refuge of DespairThe Last Ruin
  • (32% to 50%) Increased Shield Shard Drop Rate
Grand Remnants of the EldersThe Last Ruin
  • (32% to 50%) Increased Off-Hand Catalyst Shard Drop Rate
Grand Temple of the MindThe Last Ruin
  • (22% to 35%) Increased Helmet Shard Drop Rate
Grasp of HopeThe Last Ruin
  • (20% to 30%) Increased Gloves Shard Drop Rate
Knowledge of SkillThe Last Ruin
  • (12% to 20%) Increased Skill Shard Drop Rate
Memory of MastersThe Last Ruin
  • (10% to 18%) Increased Class Specific Shard Drop Rate
Refuge of DespairThe Last Ruin
  • (20% to 30%) Increased Shield Shard Drop Rate
Remnants of the EldersThe Last Ruin
  • (20% to 30%) Increased Off-Hand Catalyst Shard Drop Rate
Temple of the MindThe Last Ruin
  • (12% to 20%) Increased Helmet Shard Drop Rate
Apex of FortuneThe Stolen Lance
  • (15% to 30%) Increased Quiver Drop Rate
Arrogance of ArgentusThe Stolen Lance
  • (10% to 20%) Increased Helmet Drop Rate
Binds of SanctuaryThe Stolen Lance
  • (15% to 30%) Increased Shield Drop Rate
Embrace of IceThe Stolen Lance
  • (10% to 20%) Increased Body Armor Drop Rate
Grand Apex of FortuneThe Stolen Lance
  • (41% to 60%) Increased Quiver Drop Rate
Grand Arrogance of ArgentusThe Stolen Lance
  • (22% to 50%) Increased Helmet Drop Rate
Grand Binds of SanctuaryThe Stolen Lance
  • (35% to 75%) Increased Shield Drop Rate
Grand Embrace of IceThe Stolen Lance
  • (22% to 50%) Increased Body Armor Drop Rate
Grand Grip of the LanceThe Stolen Lance
  • (35% to 75%) Increased Gloves Drop Rate
Grand Might of the SiegeThe Stolen Lance
  • (35% to 75%) Increased Belt Drop Rate
Grand Reach of FlameThe Stolen Lance
  • (35% to 75%) Increased Off-Hand Catalyst Drop Rate
Grand Right of ConquestThe Stolen Lance
  • (35% to 75%) Increased Boots Drop Rate
Grand Slumber of MorditasThe Stolen Lance
  • (30% to 60%) Increased Relic Drop Rate
Grand Talon of GrandeurThe Stolen Lance
  • (35% to 75%) Increased Ring Drop Rate
Grand Vision of the AuroraThe Stolen Lance
  • (35% to 75%) Increased Amulet Drop Rate
Grip of the LanceThe Stolen Lance
  • (15% to 30%) Increased Gloves Drop Rate
Might of the SiegeThe Stolen Lance
  • (15% to 30%) Increased Belt Drop Rate
Reach of FlameThe Stolen Lance
  • (15% to 30%) Increased Off-Hand Catalyst Drop Rate
Right of ConquestThe Stolen Lance
  • (15% to 30%) Increased Boots Drop Rate
Slumber of MorditasThe Stolen Lance
  • (12% to 25%) Increased Relic Drop Rate
Talon of GrandeurThe Stolen Lance
  • (15% to 30%) Increased Ring Drop Rate
Vision of the AuroraThe Stolen Lance
  • (15% to 30%) Increased Amulet Drop Rate
passive541 rows
NameClassMasteryUsablePointsEffect
Blood AuraAcolyteAcolyteNecromancerLichWarlock8
  • Increased Damage 6% per point
  • Increased Minion Damage 6% per point
Bone AuraAcolyteAcolyteNecromancerLichWarlock8
  • Armor +20 per point
  • Minion Armor +20 per point
Forbidden KnowledgeAcolyteAcolyteNecromancerLichWarlock8
  • Intelligence +1 per point
  • Necrotic Resistance +5% per point
Dark RitualsAcolyteAcolyteNecromancerLichWarlock5Your minions have increased attack and cast speed. This bonus also applies to you if you have used a minion skill in the last 10 seconds.
  • Increased Minion Attack Speed +4% per point
  • Increased Minion Cast Speed +4% per point
  • Applies To Player For 10 Seconds On Minion Skill Use
Mania of MortalityAcolyteAcolyteNecromancerLichWarlock10You have additional ward decay threshold. Additionally, whenever a nearby enemy, ally, or minion dies, you have a chance to gain ward.
  • Ward Decay Threshold +10 per point
  • Chance To Gain Ward On Nearby Death 10% per point
  • Ward Gained On Nearby Death 13
Stolen VitalityAcolyteAcolyteNecromancerLichWarlock8
  • Vitality +1 per point
  • Increased Minion Health +9% per point
Blood PactAcolyteAcolyteNecromancerLichWarlock5You deal increased damage, but you lose a percentage of your current health each second if you have killed an enemy recently (last 4 seconds).
  • Increased Damage 12% per point
  • Current Health Drained Per Second On Kill 1% per point
Ethereal RevenantAcolyteAcolyteNecromancerLichWarlock6When damage leaves you below half health, you summon a Revenant, a melee minion with decaying health whose damage scales with your intelligence. This effect has a 15 second cooldown.
  • More Revenant Damage 50% per point
  • More Revenant Health 50% per point
  • More Revenant Damage Per Minion Skill Level 1%(4 point bonus)
Crimson GluttonyAcolyteAcolyteNecromancerLichWarlock5A percentage of your current health is drained each second, but you gain a percentage of your missing health as ward each second.
  • Missing Health Gained As Ward Per Second 1% per point
  • Current Health Drain 1% per point
Putrid DemiseAcolyteAcolyteNecromancerLichWarlock5You have a chance to poison on hit, and additional poison resistance.
  • Poison Chance +7% per point
  • Poison Resistance +4% per point
Unnatural PreservationAcolyteAcolyteNecromancerLichWarlock5
  • Ward Retention +8% per point
  • Necrotic Resistance +4% per point
  • Poison Resistance +4% per point
Eye of DamnationAcolyteAcolyteNecromancerLichWarlock6You and your minions deal increased necrotic damage and you have a chance to apply Damned on hit.
  • Increased Necrotic Damage 6% per point
  • Damned Chance 6% per point
  • Increased Minion Necrotic Damage 12% per point
Soul AegisAcolyteAcolyteNecromancerLichWarlock1Your minions have additional armor per character level.
  • Minion Armor Per Level 4
Dominion of RotAcolyteAcolyteNecromancerLichWarlock6You deal increased poison damage and your minions have a chance to poison on hit.
  • Increased Poison Damage 7% per point
  • Minion Poison Chance +7% per point
Veins of PowerAcolyteAcolyteNecromancerLichWarlock6You and your minions deal increased physical damage and have increased bleed duration
  • Shared Increased Physical Damage 6% per point
  • Shared Increased Bleed Duration 8% per point
ApocryphaAcolyteLichNecromancerLichWarlock10
  • Intelligence +1 per point
  • Increased Mana Regen 2% per point
  • Increased Mana Regen -> Increased Armor 50%(7 point bonus)
Dance with DeathAcolyteLichNecromancerLichWarlock8You deal increased damage. This bonus is tripled when you are at low life.
  • Increased Damage 5% per point
  • Effect Tripled At Low Life
Survival of the CruelAcolyteLichNecromancerLichWarlock8
  • Health +5 per point
  • Spell Damage Leeched as Health 0.5% per point
Biting FrostAcolyteLichNecromancerLichWarlock8You and your minions have a chance to inflict bleed and frostbite on hit.
  • Shared Bleed Chance +7% per point
  • Shared Frostbite Chance +7% per point
Deadened NervesAcolyteLichNecromancerLichWarlock8
  • Vitality +1 per point
  • Poison Resistance +4% per point
Ethereal MenaceAcolyteLichNecromancerLichWarlock5
  • Increased Melee Damage 6% per point
  • Dexterity +1 per point
Grasp of FateAcolyteLichNecromancerLichWarlock5
  • Increased Necrotic Damage 10% per point
  • Increased Cold Damage 10% per point
DesolationAcolyteLichNecromancerLichWarlock8You and your minions deal increased damage over time.
  • Shared Increased Damage Over Time 7% per point
  • Skeletal Vanguard on Kill Chance 10%(5 point bonus)
  • Skeletal Vanguard Bleed Chance +100%(5 point bonus)
Scornful BloodAcolyteLichNecromancerLichWarlock1Instead of healing you, your leech drains the health of an enemy within 6 meters every 0.25 seconds.
  • Health Leech -> Damage to Enemies
Soul BarrierAcolyteLichNecromancerLichWarlock5When a hit taken leaves you below half health, you gain ward based on your uncapped poison resistance. This effect has a 6 second cooldown.
  • Ward Gained per 1% Uncapped Poison Resistance 1 per point
Bed of SoulsAcolyteLichNecromancerLichWarlock8You have additional Vitality, and you and your minions have increased health regeneration.
  • Vitality +1 per point
  • Shared Increased Health Regen 4% per point
  • Increased Health Regen per Vitality 2%(5 point bonus)
Lasting StenchAcolyteLichNecromancerLichWarlock8
  • Increased Poison Damage 7% per point
  • Increased Poison Duration 7% per point
ReaperAcolyteLichNecromancerLichWarlock5Your spells and melee attacks instantly kill enemies that they leave below a health threshold (a percentage of their maximum health).
  • Kill Threshold 2% per point
  • Dodge Rating per Intelligence +2(3 point bonus)
  • Increased Dodge Rating per Vitality 2%(3 point bonus)
Spirit WardAcolyteLichNecromancerLichWarlock5
  • Ward Per Second +5 per point
  • Physical Resistance +2% per point
  • Necrotic Resistance +2% per point
Excoriating InsightAcolyteLichNecromancerLichWarlock8You have additional Intelligence, but your elemental resistances are lowered.
  • Intelligence +2 per point
  • Elemental Penetration +8%(5 point bonus)
  • Elemental Resistances -1% per point
Hollow LichAcolyteLichNecromancerLichWarlock3Health leech also grants increased damage.
  • Increased Damage Per 1% Leech 2% per point
Mental CacophonyAcolyteLichNecromancerLichWarlock5
  • Mana +5 per point
  • Ward Retention +5% per point
Unclosing WoundsAcolyteLichNecromancerLichWarlock8
  • Increased Damage 14% per point
  • Current Health Drained Per Second 1% per point
Corrupted FormAcolyteLichLich5You have more health (multiplicative with other modifiers) and gain a percentage of your maximum health as endurance threshold.
  • More Health 6% per point
  • Maximum Health Gained As Endurance Threshold +2% per point
  • Always Count As At Low Life (2 point bonus)
  • Health And Ward Cannot Exceed Max Health Percentage 50%
DeathbringerAcolyteLichLich5
  • Increased Critical Strike Chance 10% per point
  • Increased Attack Speed 3% per point
  • Increased Cast Speed 3% per point
ExecutionerAcolyteLichLich1You can dual wield melee weapons by equipping a dagger or axe in your offhand. While dual wielding, you have increased attack and cast speed, but take more damage (multiplicative with other modifiers).
  • Can Equip Axes Or Daggers In Offhand
  • Attack And Cast Speed While Dual Wielding +20%
  • Damage Taken While Dual Wielding +8%
Three PlaguesAcolyteLichLich8
  • Physical Penetration +3% per point
  • Necrotic Penetration +3% per point
  • Poison Penetration +3% per point
Essence DevourerAcolyteLichLich8
  • Increased Damage Over Time 7% per point
  • Damage Over Time Leeched As Health 1% per point
  • More Damage Over Time Per 7% Current Health Drain 1%(5 point bonus)
Necrotic EnergyAcolyteLichLich10Your and your minions deal additional spell necrotic damage and melee necrotic damage.
  • Shared Spell Necrotic Damage +2 per point
  • Shared Melee Necrotic Damage +2 per point
Spectral WoundsAcolyteLichLich5You have additional health, and a percentage of hit damage taken from bosses and rare enemies is dealt over 4 seconds instead.
  • Health +8 per point
  • Delayed Hit Damage From Bosses And Rares 2% per point
Clairvoyant InsightAcolyteLichLich5
  • Critical Multiplier +10% per point
  • Critical Multiplier Granted As Ward On Crit 25%(3 point bonus)
Impact WardAcolyteLichLich5You take less damage over time (multiplicative with other modifiers).
  • Less Damage Over Time Taken 4% per point
  • Damage Over Time Taken Bypasses Ward (3 point bonus)
Instruments of DeathAcolyteLichLich5You have increased movement speed with a dagger equipped, more damage (multiplicative with other modifiers) with an axe equipped, and additional ward per second with a catalyst equipped.
  • Increased Movement Speed With A Dagger 2% per point
  • More Damage With An Axe 2% per point
  • Ward Per Second With A Catalyst +15 per point
Ageless AsceticAcolyteLichLich5
  • Increased Attack Speed 1% per point
  • Increased Cast Speed 1% per point
  • Increased Movespeed 1% per point
  • Damage Leeched as Health on Hit 1% per point
Decaying FormAcolyteLichLich10You have a chance to poison on hit, and take less poison damage (multiplicative with other modifiers).
  • Poison Chance +13% per point
  • Less Poison Damage Taken 2% per point
  • Damage Over Time Taken As Poison 50%(6 point bonus)
Wands of the FallenAcolyteLichLich5You deal increased spell damage if you do not have a shield equipped.
  • Increased Spell Damage Without Shield 10% per point
  • Spell Damage Without Shield +13(3 point bonus)
Accursed FeastAcolyteLichLich1You gain additional leech and have significantly increased leech and leech rate, but your leech stacks are removed when you reach 66% health instead of 100%.
  • Damage Leeched As Health 6%
  • Increased Health Leech 66%
  • Increased Leech Rate 66%
  • Leech Ends at 66% Health
Mind Over BodyAcolyteLichLich10
  • Intelligence +2 per point
  • Missing Health Gained As Ward Per Second 5%(5 point bonus)
  • Current Health Drained Per Second 1% per point
Reaper's MaliceAcolyteLichLich5
  • Dexterity +2 per point
  • Increased Melee Critical Strike Chance 8% per point
  • Ward Gained On Dodge 4 per point
Elixir of HungerAcolyteNecromancerNecromancerLichWarlock8
  • Health +7 per point
  • Intelligence +1 per point
  • Minion Health Consumed On Potion Use 50%(6 point bonus)
Grave ThornsAcolyteNecromancerNecromancerLichWarlock5You have additional Vitality, and your minions have additional armor and damage reflection.
  • Vitality +1 per point
  • Minion Armor +10 per point
  • Minion Damage Reflected +10 per point
  • Increased Minion Armor Per Intelligence 2%(3 point bonus)
  • Increased Minion Health Per Vitality 4%(3 point bonus)
Risen ArmyAcolyteNecromancerNecromancerLichWarlock8
  • Increased Minion Damage 4% per point
  • Increased Minion Attack Speed 2% per point
  • Increased Minion Cast Speed 2% per point
Blood ArmorAcolyteNecromancerNecromancerLichWarlock8
  • Increased Health Regen 10% per point
  • Minion Health Regen Per Second +6 per point
Cursed BloodAcolyteNecromancerNecromancerLichWarlock10You and your minions deal increased physical and necrotic damage.
  • Shared Increased Physical Damage 6% per point
  • Shared Increased Necrotic Damage 6% per point
  • Minion Deaths Mark Nearby Enemies For Death (5 point bonus)
Reclamation of SoulsAcolyteNecromancerNecromancerLichWarlock5You have increased ward retention, and are granted ward whenever one of your minions die.
  • Ward Retention +7% per point
  • Ward Granted On Minion Death 7 per point
Mortal TetherAcolyteNecromancerNecromancerLichWarlock10
  • Endurance +2% per point
  • Increased Minion Health 15% per point
Soul ConduitsAcolyteNecromancerNecromancerLichWarlock5You have additional ward per second for each minion you have active, up to 20 minions.
  • Ward Per Second Per Minion +2 per point
AegisfallAcolyteNecromancerNecromancerLichWarlock8Your minions have a chance to shred armor on hit.
  • Minion Armor Shred Chance +25% per point
  • Skeletal Vanguard On Kill Chance 12%(5 point bonus)
  • Melee Physical Damage For Skeletal Vanguards +10(5 point bonus)
Towering DeathAcolyteNecromancerNecromancerLichWarlock10
  • Health +5 per point
  • Armor +15 per point
  • Stun Avoidance +50 per point
  • Minion Stun Immunity (5 point bonus)
  • Shared Reduced Bonus Damage Taken From Crits 30%(5 point bonus)
Wisp WeaverAcolyteNecromancerNecromancerLichWarlock8
  • Minion Frostbite Chance +7% per point
  • Minion Freeze Rate Multiplier +20% per point
Blood FeastAcolyteNecromancerNecromancerLichWarlock8Your minions leech a percentage of the damage they deal as health.
  • Minion Damage Leeched As Health 1% per point
  • Increased Minion Health 5% per point
Invigorated DeadAcolyteNecromancerNecromancerLichWarlock5
  • Minion Melee Physical Damage +2 per point
  • Minion Increased Movement Speed 2% per point
  • Minion Added Melee Physical -> Minion Added Throwing Physical 100%(3 point bonus)
Sharpened BonesAcolyteNecromancerNecromancerLichWarlock5Your minions have additional chance to critically strike.
  • Minion Critical Strike Chance +1% per point
Unbound NecromancyAcolyteNecromancerNecromancerLichWarlock5You have a chance when one of your Skeletons dies to summon a new one after 3 seconds.
  • Summoned Skeleton Resummon Chance 8% per point
  • Maximum Number Of Skeletons +1(3 point bonus)
EffigiesAcolyteNecromancerNecromancer5A percentage of your damage taken is redirected to your lowest health minion.
  • Damage Redirected To Lowest Health Minion 2% per point
  • Minion Health Restored On Minion Death 20%(3 point bonus)
Frantic SummonsAcolyteNecromancerNecromancer5You and your minions have increased attack and cast speed.
  • Shared Increased Attack Speed 4% per point
  • Shared Increased Cast Speed 4% per point
TyrantAcolyteNecromancerNecromancer8
  • Increased Health 3% per point
  • Reduced Minion Health 3% per point
Cling To LifeAcolyteNecromancerNecromancer6Grants you Vitality and all resistances, and grants your minions all resistances.
  • Vitality +1 per point
  • All Resistances +2% per point
  • Minion All Resistances +6% per point
Moonlight PyreAcolyteNecromancerNecromancer10Your minions deal additional fire and necrotic damage with spells and attacks, and have additional chance to inflict ignite and damned on hit.
  • Minion Fire Damage +1 per point
  • Minion Necrotic Damage +1 per point
  • Minion Ignite Chance +7% per point
  • Minion Damned Chance +7% per point
River of BonesAcolyteNecromancerNecromancer5You and your minions have increased critical strike chance and leech a percentage of critical strike damage dealt as health.
  • Shared Increased Critical Strike Chance 20% per point
  • Shared Critical Strike Damage Leeched As Health +3% per point
Rotting ArmyAcolyteNecromancerNecromancer10
  • Minion Melee Poison Chance +7% per point
  • Minion Poison Resistance +7% per point
Tyrant's LegionAcolyteNecromancerNecromancer5
  • Summoned Skeleton Physical Penetration 5% per point
  • Summoned Skeleton Poison Penetration 5% per point
  • Maximum Number Of Skeletons +1(3 point bonus)
Blades of the ForlornAcolyteNecromancerNecromancer10
  • Minion Critical Multiplier +7% per point
  • Minion Chill Chance +7% per point
  • Increased Minion Cold Damage 7% per point
Empty The GravesAcolyteNecromancerNecromancer4You have increased health regeneration and additional armor for each minion you control, up to 20 minions.
  • Increased Health Regen Per Minion 5% per point
  • Armor Per Minion +5 per point
Rite of UndeathAcolyteNecromancerNecromancer10
  • Necrotic Resistance 3% per point
  • Elemental Resistance 3% per point
  • Increased Minion Necrotic Damage 10% per point
  • Increased Minion Elemental Damage 10% per point
  • Minion Penetration Per 5% Overcapped Resistance 1%(7 point bonus)
Disciples of NecromancyAcolyteNecromancerNecromancer5Your minions deal additional spell damage and have increased cast speed.
  • Minion Spell Damage +2 per point
  • Minion Increased Cast Speed 2% per point
  • Maximum Skeletal Mages +1(3 point bonus)
Forbidden TeachingsAcolyteNecromancerNecromancer5
  • Intelligence +1 per point
  • Vitality +1 per point
  • Minion Increased Crit Chance Per Intelligence 1%(3 point bonus)
  • Minion More Damage Over Time Per Vitality 1%(3 point bonus)
Veins of MaliceAcolyteNecromancerNecromancer5You have a chance to gain Haste for 2 seconds when a minion dies or kills an enemy. Additionally, you have increased movement speed.
  • Haste Chance On Minion Death Or Kill 5% per point
  • Increased Movement Speed 1% per point
  • Minion Haste And Frenzy Duration (Seconds) 5(3 point bonus)
Chaos FlamesAcolyteWarlockNecromancerLichWarlock8You deal increased fire damage and have a chance to ignite on hit with fire skills, and you deal increased necrotic damage and have a chance to inflict damned on hit with necrotic skills. These effects also apply to your minions.
  • Increased Fire Damage 6% per point
  • Ignite Chance with Fire Skills +6% per point
  • Increased Necrotic Damage 6% per point
  • Damned Chance with Necrotic Skills +6% per point
  • Applies to Minions
Soul StealerAcolyteWarlockNecromancerLichWarlock8
  • Increased Mana Regen 4% per point
  • Chance Per Curse to gain Mana on hit 13%(5 point bonus)
  • Mana Gain 13(5 point bonus)
Spiteful DecayAcolyteWarlockNecromancerLichWarlock8
  • Increased Damage Over Time 4% per point
  • Health +4 per point
  • More Damage over Time to Cursed 4%(5 point bonus)
Cauldron of BloodAcolyteWarlockNecromancerLichWarlock8
  • Bleed Chance +6% per point
  • Bleed Overload duration 12s(5 point bonus)
  • Rip Blood on up to 5 enemies (5 point bonus)
Occultist's MindAcolyteWarlockNecromancerLichWarlock8
  • Intelligence +1 per point
  • Mana Per Intelligence +1(5 point bonus)
Unholy TormentAcolyteWarlockNecromancerLichWarlock6
  • Spell Damage for Curses +3 per point
  • Increased Area for Curses 3% per point
Crimson FavorsAcolyteWarlockNecromancerLichWarlock6Your Rip Blood's hits have a chance to inflict bleed on enemies.
  • Increased Physical Damage 6% per point
  • Bleed Chance With Rip Blood +6% per point
  • Rip Blood Casts Each Second With Bleed Overload 1(4 point bonus)
Harrowing ArmorAcolyteWarlockNecromancerLichWarlock8
  • Armor +10 per point
  • Health +10 per point
  • More Armor per Curse on Target 3%(5 point bonus)
Vile TideAcolyteWarlockNecromancerLichWarlock8
  • Poison Chance +6% per point
  • Poison Overload Duration 12s(5 point bonus)
Ward of MalevolenceAcolyteWarlockNecromancerLichWarlock5You gain additional ward decay threshold and you gain ward on kill. You also gain ward per 3 points of Intelligence while channeling a skill.
  • Ward Decay Threshold +15 per point
  • Ward Gained On Kill +3 per point
  • Ward Per Second Per 3 Intelligence While Channeling +1 per point
ImperishableAcolyteWarlockNecromancerLichWarlock5
  • Vitality +1 per point
  • Ward Decay Threshold Per 2% Necro Res +1(3 point bonus)
Spirit LeechAcolyteWarlockNecromancerLichWarlock6A portion of the damage you do is returned to you as health over 3 seconds.
  • Health Leech +0.25% per point
  • Health Leech against Cursed +0.25% per point
Dark ProtectionsAcolyteWarlockNecromancerLichWarlock7
  • Ward per second 5 per point
  • Less Damage Taken Per Curse On Target 2%(5 point bonus)
Doom HeraldAcolyteWarlockNecromancerLichWarlock8You take less damage while channeling and deal more damage to damned enemies while channeling (both multiplicative with other modifiers).
  • Less Damage Taken while Channeling 2% per point
  • More Damage to Damned while Channeling 2% per point
Rancid ConcoctionAcolyteWarlockNecromancerLichWarlock6You gain ward and mana when you use a potion.
  • Ward On Potion Use 8 per point
  • Mana Gain on Potion Use 2 per point
  • Potion Spreads Poisons during Poison Overload (4 point bonus)
  • Number of Poison Spreads within 15m 2(4 point bonus)
Chains of RuinAcolyteWarlockWarlock8
  • Damned Chance +13% per point
  • Damned Overload Duration (seconds) 12(5 point bonus)
  • Chain Duration (seconds) 2(5 point bonus)
Infernal LashAcolyteWarlockWarlock8
  • Ignite Chance +13% per point
  • Consume up to 25 Ignites (5 point bonus)
  • Enemies Flame Whipped 3(5 point bonus)
  • Ignite Overload Duration 12s(5 point bonus)
Malefic BodyAcolyteWarlockWarlock10
  • Intelligence +1 per point
  • Vitality +1 per point
WitherAcolyteWarlockWarlock5
  • Withering Chance On Hit +20% per point
  • Less Damage Taken from Withered 8%(5 point bonus)
Chaotic StrikesAcolyteWarlockWarlock5Your hits have a chance to deal double damage. Additionally your hits have a chance to deal double damage per Curse on the target.
  • Double Damage Chance +1% per point
  • Double Damage Chance per Curse +0.2% per point
Encroaching DarknessAcolyteWarlockWarlock5When you directly cast a Curse skill you also afflict a number of enemies around the target location with Anguish.
  • Enemies Anguished on Curse Cast 1 per point
The Ashen OneAcolyteWarlockWarlock8
  • Increased Necrotic Damage 8% per point
  • Increased Elemental Damage 8% per point
  • Witchfire on Ignite or Damned Overload (5 point bonus)
Grasping DamnationAcolyteWarlockWarlock6The Chains from the Chains of Ruin node last longer. Additionally damned that you inflict last longer.
  • Increased Chains Duration 5% per point
  • Increased Damned Duration 5% per point
  • Chance to Chain Damned enemies each second 30%(5 point bonus)
Scorched ReachAcolyteWarlockWarlock7
  • Increased Fire Damage 8% per point
  • Flame Whip on Hit or Kill against Ignited (5 point bonus)
Fleeting CroneAcolyteWarlockWarlock5You have a chance to gain Haste for 2 seconds when you kill a Cursed enemy or hit a Cursed boss or rare enemy. Additionally Haste on you has increased effect.
  • Haste Chance on Kill +5% per point
  • Haste Chance when Hitting Boss or Rare +5% per point
  • Increased Haste Effect 10% per point
Grimhilde's DomainAcolyteWarlockWarlock5Witchfire that you inflict deals more damage (multiplicative with other modifiers) per 1% global chance to ignite with fire skills and per 1% global chance to inflict damned with necrotic skills. Additionally while you have Ignite or Damned Overload your hits spread Witchfire to a number of enemies within 10 meters.
  • More Witchfire Damage per Ignite chance 2% per point
  • More Witchfire Damage per Damned chance 4% per point
  • Hits Spread Witchfire during Overloads
  • Number of Witchfire Spreads within 10m 1 per point
Vessel of ChaosAcolyteWarlockWarlock7
  • Increased Damage Over Time 7% per point
  • More Damage Over Time per Overload 3%(5 point bonus)
Wreak HavocAcolyteWarlockWarlock5
  • Critical Multiplier +8% per point
  • Critical Multiplier with Chaotic Strikes +30%(3 point bonus)
Accursed SeerAcolyteWarlockWarlock5
  • Increased Cast Speed 4% per point
  • Increased Cast Speed for Curses 5% per point
  • Cleanse all Curses when reaching Low Health (3 point bonus)
  • Ward Gain per Cleansed Curse on You 100(3 point bonus)
Aspect of DeathAcolyteWarlockWarlock5You have increased health and you deal more damage (multiplicative with other modifiers) per stack of each negative ailment on you up to a maximum of 90.
  • Increased Health 3% per point
  • More Damage per Negative Ailment on You 0.04% per point
  • Damn Yourself on Kill or Minion Kill (3 point bonus)
  • Damn Yourself when Hit (3 point bonus)
DuskbringerAcolyteWarlockWarlock6
  • Spell Damage for Curses +3 per point
  • Hitting Boss or Rare triggers Anguish (3 point bonus)
ArcanistMageMageSorcererSpellbladeRunemaster8
  • Intelligence +1 per point
  • Fire Resistance +3% per point
  • Lightning Resistance +3% per point
ElementalistMageMageSorcererSpellbladeRunemaster8Increases your elemental damage
  • Increased Fire Damage 7% per point
  • Increased Cold Damage 7% per point
  • Increased Lightning Damage 7% per point
ScholarMageMageSorcererSpellbladeRunemaster8
  • Health +12 per point
  • Mana +3 per point
PreparationMageMageSorcererSpellbladeRunemaster10Every 3 seconds, your next elemental spell deals increased damage and has a chance to slow enemies on hit.
  • Next Spell Increased Damage 20% per point
  • Next Spell Slow Chance 20% per point
Reactive WardMageMageSorcererSpellbladeRunemaster6When you drop below 70% health you gain a burst of ward based on your maximum health. This effect has a 12 second cooldown.
  • Ward Gained per 10 Health 1 per point
Arcane CurrentMageMageSorcererSpellbladeRunemaster6When you hit an enemy with a lightning skill you cast Lightning Blast at other enemies within 6 meters of your target. This effect has a 5 second cooldown.
  • Arcane Lightning Casts 1 per point
  • More Lightning Blast Crit Chance 50%(5 point bonus)
Arcane FlamesMageMageSorcererSpellbladeRunemaster6When you hit an enemy with a fire skill you Ignite additional nearby enemies. This effect has a 5 second cooldown.
  • Nearby Enemies Ignited 1 per point
  • Fire Hit Damage vs Ignited +5%(5 point bonus)
Mage FlurryMageMageSorcererSpellbladeRunemaster5
  • Increased Attack Speed 3% per point
  • Increased Cast Speed 3% per point
  • Increased Cooldown Recovery Speed for Teleport 9%(3 point bonus)
  • Increased Cooldown Recovery Speed for Snap Freeze 9%(3 point bonus)
Knowledge of DestructionMageMageSorcererSpellbladeRunemaster10
  • Increased Critical Strike Chance 7% per point
  • Critical Multiplier +3% per point
Rune of WinterMageMageSorcererSpellbladeRunemaster5Increases your chance to freeze and converts lightning blast and volcanic orb to cold spells, changing their base damage type to cold and giving them a chance to freeze. Lightning Blast gains a base freeze rate of 46. Volcanic Orb's core gains a base freeze rate of 40 and its shrapnel gains a freeze rate of 32.
  • Freeze Rate Multiplier +20% per point
  • Lightning Blast -> Cold
  • Volcanic Orb -> Cold
WardenMageMageSorcererSpellbladeRunemaster5
  • Ward Retention +10% per point
Ice and FireMageMageSorcererSpellbladeRunemaster5
  • Increased Cold Damage 7% per point
  • Chill Chance with Cold Skills +7% per point
  • Increased Fire Damage 7% per point
  • Ignite Chance with Fire Skills +7% per point
Sun and StormsMageMageSorcererSpellbladeRunemaster5You deal increased fire and lightning damage. You gain ward when you use a lightning skill or a fire skill. This effect has a 7 second cooldown, but the cooldown is not shared between different elements, so you can gain ward from a fire skill and a lightning skill within the same 7 second duration.
  • Increased Fire Damage 7% per point
  • Increased Lightning Damage 7% per point
  • Ward Gained 7 per point
  • Cooldown for Ward Gain (seconds) 7
Arcane WindMageMageSorcererSpellbladeRunemaster3When you hit an enemy with a cold skill you Chill additional nearby enemies. This effect has a 5 second cooldown.
  • Nearby Enemies Chilled 2 per point
Silver RuneMageMageSorcererSpellbladeRunemaster3Augments the ward gain effects of the Reactive Ward and Sun and Storms nodes, causing them to grant more ward and have shorter cooldowns.
  • Increased Ward Gained 15% per point
  • Ward Gain Cooldown Duration -2 per point
Quintessence of TriumphMageRunemasterSorcererSpellbladeRunemaster10
  • Increased Spell Damage 7% per point
  • More Spell Damage 7%(7 point bonus)
Sphere of ProtectionMageRunemasterSorcererSpellbladeRunemaster8You have additional health and you take less damage (multiplicative with other modifiers) from ignited, shocked or chilled enemies.
  • Health +8 per point
  • Less Damage Taken from Ignited Shocked or Chilled Enemies -1% per point
Unsealed ManaMageRunemasterSorcererSpellbladeRunemaster6
  • Mana +3 per point
  • Increased Cast Speed 3% per point
  • Mana Burst 15(5 point bonus)
  • Ward Burst 45(5 point bonus)
Arcane FocusMageRunemasterSorcererSpellbladeRunemaster8
  • Intelligence +1 per point
  • Ward Gain on Direct Spell Cast +2 per point
Rune of RenewalMageRunemasterSorcererSpellbladeRunemaster6
  • Increased Health Regen 4% per point
  • Increased Mana Regen 2% per point
  • Doubled Effects with 50 Intelligence
Runeword: CataclysmMageRunemasterSorcererSpellbladeRunemaster6
  • Increased Critical Chance 12% per point
  • Runeword: Cataclysm on Crit (5 point bonus)
  • Damage vs Low Health with Runeword: Cataclysm +15%(5 point bonus)
Circle of ElementsMageRunemasterSorcererSpellbladeRunemaster10
  • Ignite Chance with Fire Skills +10% per point
  • Shock Chance with Lightning Skills +10% per point
  • Chill Chance with Cold Skills +10% per point
Never LateMageRunemasterSorcererSpellbladeRunemaster8After using a traversal skill, your next non-channeled spell has additional spell damage and a higher chance to critically strike.
  • Spell Damage on Next Spell +2 per point
  • Critical Chance on Next Spell +2% per point
  • Crit Chance bonus Doubled for 30+ Mana Cost (5 point bonus)
TranscendenceMageRunemasterSorcererSpellbladeRunemaster8
  • Health +12 per point
  • Ward per Second +12(6 point bonus)
  • Additional Ward per Second with 60 Intelligence +24(6 point bonus)
Edict of the ScionMageRunemasterSorcererSpellbladeRunemaster6Your area skills have increased area, and when you directly use an area skill and hit an enemy you gain ward per active Rune from Runic Invocation.
  • Increased Area for Area Skills 4% per point
  • Ward Per Rune On Area Skill Use And Hit 2 per point
Mental CatalysisMageRunemasterSorcererSpellbladeRunemaster6While using a Catalyst you have additional Intelligence and take reduced bonus damage from critical strikes.
  • Intelligence with a Catalyst +1 per point
  • Bonus Damage from Crits with a Catalyst -6% per point
Nimbus WalkMageRunemasterSorcererSpellbladeRunemaster5The spell damage and crit chance from the Never Late node now also apply to Traversal skills, and you gain ward when you use a Traversal skill.
  • Ward Gained on Traversal Skill Use 20 per point
  • Bonuses from Never Late apply to Traversal Skills
Freezing PointMageRunemasterSorcererSpellbladeRunemaster10
  • Increased Damage Over Time 7% per point
  • Armor Shred -> Frostbite chance (7 point bonus)
Inscribed InstrumentsMageRunemasterSorcererSpellbladeRunemaster6You have additional critical strike multiplier while using a wand, additional ward retention while using a sceptre, and increased cast speed while using a staff.
  • Critical Strike Multiplier with a Wand +8% per point
  • Ward Retention with a Sceptre +12% per point
  • Cast Speed with a Staff +4% per point
Rune of DilationMageRunemasterSorcererSpellbladeRunemaster8After using a Traversal skill you gain increased cast speed and movement speed for a short duration. This buff cannot stack.
  • Cast Speed after Traversal +10%(6 point bonus)
  • Movespeed after Traversal +10%(6 point bonus)
  • Buff Duration 1 per point
Decree of the Bountiful OceanMageRunemasterRunemaster6
  • Increased Mana Regen 3% per point
  • Doubled effect with Gon Rune or Runebolt (5 point bonus)
Decree of the Burning WindMageRunemasterRunemaster8You deal more damage (multiplicative with other modifiers) to Bosses and Rare enemies.
  • More Damage to Bosses and Rares 1% per point
  • Doubled effect with Rah Rune or Frost Wall (5 point bonus)
Decree of the Eternal TundraMageRunemasterRunemaster8You gain ward every 2 seconds.
  • Ward Per 2 Seconds +10 per point
  • Doubled Effect with Heo Rune or Glyph of Dominion (5 point bonus)
Ancient InscriptionsMageRunemasterRunemaster10
  • Intelligence +1 per point
  • Cooldown Recovery Speed per 6 Intelligence +1%(8 point bonus)
Brand of DeceptionMageRunemasterRunemaster6Your damage over time has additional elemental penetration
  • Elemental Penetration with Damage Over Time +2% per point
  • Brand of Deception (5 point bonus)
Runic FortressMageRunemasterRunemaster6You have additional armor while channeling per active Rune from Runic Invocation.
  • Armor while Channeling per Rune 25 per point
  • Armor gained as Ward 20%(5 point bonus)
Cerulean RunestonesMageRunemasterRunemaster8You have additional endurance and maximum mana.
  • Endurance 2% per point
  • Mana +4 per point
  • Mana Gained as Endurance Threshold 30%(6 point bonus)
Runeword: HurricaneMageRunemasterRunemaster5When you directly use a Lightning Skill you have a chance to gain Runeword: Hurricane, a buff that grants additional Spell Lightning Damage and Freeze Rate Multiplier. This buff lasts 6 seconds and does not stack.
  • Runeword: Hurricane chance on Lightning Skill use 20% per point
  • Spell Lightning Damage with Runeword: Hurricane +10
  • Freeze Rate Multiplier with Runeword: Hurricane +90%
Sanguine RunestonesMageRunemasterRunemaster8
  • Health +9 per point
  • Increased Health Regen 3% per point
  • Health Regen also Applies to Ward 15%(6 point bonus)
Order's ImpositionMageRunemasterRunemaster6You deal more damage over time to Branded enemies (multiplicative with other modifiers).
  • Damage to Branded Enemies +2% per point
  • Brand of Deception Damage per 1% Shock Chance +6%(5 point bonus)
Runeword: AvalancheMageRunemasterRunemaster5When you directly use a Cold Skill you have a chance to gain Runeword: Avalanche, a buff that grants additional Spell Cold Damage and grants additional Endurance Threshold per stack of Ignite on the attacker. This buff lasts 6 seconds and does not stack.
  • Runeword: Avalanche chance on Cold Skill use 20% per point
  • Spell Cold Damage with Runeword: Avalanche +10
  • Endurance Threshold per Ignite with Runeword: Avalanche +2
Runeword: InfernoMageRunemasterRunemaster5When you directly use a Fire Skill you have a chance to gain Runeword: Inferno, a buff that grants additional Spell Fire Damage and grants you more Armor per stack of Shock on the Attacker. This buff lasts 6 seconds and does not stack.
  • Runeword: Inferno chance on Fire Skill use 20% per point
  • Spell Fire Damage with Runeword: Inferno +10(8 point bonus)
  • Armor per Shock with Runeword: Inferno +3%(8 point bonus)
Celestial DoomMageRunemasterRunemaster10
  • Spell Damage +1 per point
  • Spell Damage to Branded Bosses +7%(7 point bonus)
  • Ward Gain vs Branded Bosses (1 second cooldown) 100(7 point bonus)
Jagged VeilMageRunemasterRunemaster5You gain ward when you critically strike enemies. This can trigger a maximum of 5 times per second.
  • Ward Gained On Crit 2 per point
  • More Crit Multi per 100 Ward vs Bosses 1%(4 point bonus)
  • Max More Crit Multi 20%(4 point bonus)
LogocracyMageRunemasterRunemaster5Runeword Buffs last longer.
  • Runeword Buff Duration +17% per point
  • Party Members gain Runeword Buffs (4 point bonus)
Arcane MomentumMageSorcererSorcererSpellbladeRunemaster5When you cast a spell you gain a stack of Arcane Momentum for 2 seconds and refreshing the duration of all existing stacks. Each stacks of Arcane Momentum increases your cast speed.
  • Increased Cast Speed per Stack 5%
  • Max Arcane Momentum Stacks 1 per point
Calculated DestructionMageSorcererSorcererSpellbladeRunemaster8
  • Intelligence 1 per point
  • Increased Spell Critical Strike Chance per Intelligence 3%(5 point bonus)
Mana ShellMageSorcererSorcererSpellbladeRunemaster8
  • Mana +4 per point
  • Ward Per Second +2 per point
  • Ward Per Second Per 10 Max Mana +1(5 point bonus)
AfterglowMageSorcererSorcererSpellbladeRunemaster8You deal increased spell damage and have additional ward retention.
  • Increased Spell Damage 3% per point
  • Ward Retention 3% per point
  • Effects doubled after expensive skill (4 point bonus)
Essence of CelerityMageSorcererSorcererSpellbladeRunemaster8Each stack of Arcane Momentum lasts longer and also increases your spell damage.
  • Increased Spell Damage per Stack 2% per point
  • Arcane Momentum Duration +10% per point
  • Movespeed at Max Stacks +10%(6 point bonus)
WisdomMageSorcererSorcererSpellbladeRunemaster8
  • Mana +3 per point
  • Increased Mana Regen 3% per point
  • Increased Mana Regen per 100 Max Mana 5%(6 point bonus)
CeraunomancerMageSorcererSorcererSpellbladeRunemaster8
  • Increased Lightning Damage 6% per point
  • Shock Chance With Lightning Skills +5% per point
CryomancerMageSorcererSorcererSpellbladeRunemaster8
  • Increased Cold Damage 6% per point
  • Cold Skill Frostbite Chance +5% per point
PyromancerMageSorcererSorcererSpellbladeRunemaster8
  • Increased Fire Damage 6% per point
  • Fire Skill Ignite Chance +5% per point
Lost KnowledgeMageSorcererSorcererSpellbladeRunemaster5You gain ward based on your current mana when you directly use a skill that costs at least 40 mana.
  • Ward Gained per 30 Current Mana 1 per point
Whirling SnowMageSorcererSorcererSpellbladeRunemaster5You have a chance to chill enemies when you are hit, and your skills have a chance to chill enemies on hit. This effect is doubled for cold skills.
  • Chance To Chill Attackers When Hit 7% per point
  • Chill Chance +7% per point
Chill to the BoneMageSorcererSorcererSpellbladeRunemaster5
  • Cold Penetration +3% per point
  • Cold Damage Leech +0.3% per point
LavamancerMageSorcererSorcererSpellbladeRunemaster5
  • Fire Penetration +3% per point
  • Fire Damage Leech +0.3% per point
Rift BoltMageSorcererSorcererSpellbladeRunemaster5
  • Lightning Penetration +3% per point
  • Lightning Damage Leech +0.3% per point
Arcane AvalancheMageSorcererSorcerer8
  • Chill Chance +5% per point
  • Freeze Rate Multiplier +25% per point
  • Nearby Enemies Frozen (5 point bonus)
Crackling PrecisionMageSorcererSorcerer8You have an increased chance to critically strike with spells. This effect is doubled for lightning skills.
  • Increased Critical Strike Chance 10% per point
InfernoMageSorcererSorcerer8
  • Increased Fire Damage Over Time 8% per point
  • Spreading Flames Chance +8% per point
  • More Fire Damage Over Time 15%(5 point bonus)
Arcane InsightMageSorcererSorcerer10You have additional Intelligence and you gain additional ward decay threshold scaling with your Intelligence.
  • Intelligence +1 per point
  • Ward Decay Threshold Per Int +5(8 point bonus)
Arcane ObliterationMageSorcererSorcerer5
  • Spell Critical Multiplier +10% per point
ChronomancyMageSorcererSorcerer8
  • Vitality +1 per point
  • Chill Duration +5% per point
  • Shock Duration +5% per point
  • Ignite Duration +5% per point
WarderMageSorcererSorcerer8You have a chance to be granted ward whenever you hit an enemy with a fire, cold, or lightning skill. This effect has a 10 second cooldown, but the cooldown is not shared between different elements, so you can gain ward from a fire hit and a lightning hit within the same 10 second duration.
  • Ward Granted On Fire Hit 15 per point
  • Ward Granted On Cold Hit 15 per point
  • Ward Granted On Lightning Hit 15 per point
Distant SparkMageSorcererSorcerer5When you critically strike an enemy from at least 4 meters away, you have a chance to cast Spark Nova, a spell that deals lightning damage to nearby enemies.
  • Chance To Cast Spark Nova 8% per point
Elemental AscendanceMageSorcererSorcerer8
  • Elemental Resistance +2% per point
  • Increased Elemental Damage 5% per point
  • Increased Stun Chance With Elemental Spells 8% per point
Spell SlingerMageSorcererSorcerer5
  • Spell Damage +1 per point
  • Cast Speed +3% per point
Arcane CurrentMageSorcererSorcerer5You deal more lightning damage (multiplicative with other modifiers) to shocked enemies.
  • Lightning Damage To Shocked Enemies +1% per point
  • Spark Charge Chance With Static Orb +100%(4 point bonus)
Dragon BreathMageSorcererSorcerer10
  • Increased Area For Area Skills 4% per point
  • Elemental Damage 7% per point
Elixir of KnowledgeMageSorcererSorcerer3Whenever you use a potion, you gain ward based on to your intelligence.
  • Ward on Potion Use per Intelligence 1 per point
  • Mana Regen 5% per point
Mana BulwarkMageSorcererSorcerer10You have additional mana and a portion of the damage you take is dealt to your mana before health.
  • Mana +4 per point
  • Damage Dealt to Mana Before Health 2% per point
ArchmageMageSorcererSorcerer5You have additional spell damage and you have a chance to refund a portion of the mana cost paid when directly using a skill. These values are doubled if you have 300 maximum mana and tripled if you have 1000 maximum mana.
  • Spell Damage +1 per point
  • Chance To Refund 20% Of Mana Cost 7% per point
  • Values Doubled With 300 Maximum Mana
  • Values Tripled With 1000 Maximum Mana
Mana WellMageSorcererSorcerer5
  • Increased Mana 3% per point
  • Mana Spent Gained As Ward 50%(3 point bonus)
RecollectionMageSorcererSorcerer5
  • Increased Cooldown Recovery Speed 5% per point
Arcane WardenMageSpellbladeSorcererSpellbladeRunemaster8You gain ward when you use an elemental melee attack and hit at least one enemy.
  • Ward Gained 3 per point
  • Intelligence +1 per point
  • Ward Decay Threshold Per 10 Max Health +1(5 point bonus)
Elemental AffinityMageSpellbladeSorcererSpellbladeRunemaster6
  • Increased Elemental Damage 5% per point
  • Elemental Resistance 3% per point
Infused WeaponMageSpellbladeSorcererSpellbladeRunemaster8You have additional melee damage and spell damage.
  • Melee Damage +2 per point
  • Spell Damage +1 per point
Elemental StrikesMageSpellbladeSorcererSpellbladeRunemaster10Your fire melee attacks have a chance to ignite on hit. Your cold melee attacks have a chance to chill on hit. Your lightning melee attacks have a chance to shock on hit.
  • Ignite Chance For Fire Melee Attacks +10% per point
  • Chill Chance For Cold Melee Attacks +10% per point
  • Shock Chance For Lightning Melee Attacks +10% per point
Flame WalkerMageSpellbladeSorcererSpellbladeRunemaster8While moving or using a melee attack, you have a chance each second to cast Fire Aura. This chance is doubled if you have less than 3 stacks of Fire Aura.
  • Fire Aura Chance Per Second 10% per point
  • Fire Res Shred Chance Per Second +50%(5 point bonus)
Arcane ShieldingMageSpellbladeSorcererSpellbladeRunemaster5You have increased armor and additional health.
  • Increased Armor 4% per point
  • Health +8 per point
  • Max Arcane Shield Stacks 4(3 point bonus)
  • Arcane Shield Less Damage Taken 4%(3 point bonus)
  • Arcane Shield Ward Per Second 4(3 point bonus)
Frozen SteelMageSpellbladeSorcererSpellbladeRunemaster5Your melee attacks deal additional cold damage and you have a higher chance to freeze enemies.
  • Melee Cold Damage +1 per point
  • Freeze Rate Multiplier +20% per point
  • Damage Against Chilled Or Frozen +6%(4 point bonus)
Incinerating AuraMageSpellbladeSorcererSpellbladeRunemaster8Your Fire Auras from all sources deal damage in a larger area.
  • Intelligence +1 per point
  • Increased Fire Aura Area 15% per point
  • Fire Aura Damage Per 1% Uncapped Fire Resistance +1%(5 point bonus)
Warden's EchoMageSpellbladeSorcererSpellbladeRunemaster5When you use a melee attack and hit at least one enemy you have a chance to cast Frost Claw. This consumes mana equal to a portion of Frost Claw's mana cost.
  • Frost Claw Chance On Hit 4% per point
  • Mana Consumption 80%
Fire BloodMageSpellbladeSorcererSpellbladeRunemaster8
  • Vitality +1 per point
  • Melee Fire Damage +1 per point
Freezing AuraMageSpellbladeSorcererSpellbladeRunemaster8You deal increased cold damage and have a higher freeze rate multiplier.
  • Increased Cold Damage 8% per point
  • Global Freeze Rate Multiplier +25% per point
  • Fire Aura -> Cold (3 point bonus)
  • Fire Aura Freeze Rate Per Second 48(3 point bonus)
Crackling AuraMageSpellbladeSorcererSpellbladeRunemaster5You deal increased lightning damage.
  • Global Increased Lightning Damage 8% per point
  • Fire Aura -> Lightning (3 point bonus)
  • Static Charges Granted from Gaining Fire Aura 5(3 point bonus)
Defender of WelrynMageSpellbladeSorcererSpellbladeRunemaster8
  • Dexterity +1 per point
  • Increased Critical Chance Per Dexterity 8%(5 point bonus)
Essence DuelMageSpellbladeSorcererSpellbladeRunemaster5You have increased melee attack speed, and you gain ward when you use an elemental melee attack and hit at least one enemy.
  • Increased Melee Attack Speed 3% per point
  • Ward Gained 3 per point
Resonating AegisMageSpellbladeSorcererSpellbladeRunemaster5Each stack of Arcane Shielding also grants increased armor.
  • Increased Armor Per Arcane Shield 4% per point
  • Arcane Shielding Stacks Gained From Surge or Enchant Weapon 4(3 point bonus)
Storm BladeMageSpellbladeSorcererSpellbladeRunemaster5Your melee attacks deal additional lightning damage and your lightning melee attacks have a chance to apply a Spark Charge on hit.
  • Melee Lightning Damage +1 per point
  • Spark Charge Chance with Lightning Melee Attacks 5% per point
GeminiMageSpellbladeSpellblade1You can dual wield melee weapons by equipping a sword in your off hand. While dual wielding, you have increased attack and cast speed, but take more damage (multiplicative with other modifiers).
  • Can Equip Swords in Offhand
  • Attack And Cast Speed While Dual Wielding +20%
  • Damage Taken While Dual Wielding +8%
Illusory CombatantMageSpellbladeSpellblade6You have additional dexterity and intelligence.
  • Dexterity +1 per point
  • Intelligence +1 per point
  • Dodge Rating per 1 Intelligence, up to +100 +2(4 point bonus)
Mana ReaverMageSpellbladeSpellblade5You have additional health and you have a chance to regain mana when you use a melee attack and hit at least one enemy.
  • Health +10 per point
  • Chance To Gain Mana 20% per point
  • Mana Gain +3
Awe StrikeMageSpellbladeSpellblade5Your melee attacks deal additional lightning damage and you have a chance to parry attacks.
  • Melee Lightning Damage +2 per point
  • Parry Chance +2% per point
Burning HandsMageSpellbladeSpellblade5You have additional fire resistance and you have a chance to cast Fire Aura when you use a melee attack and hit at least one enemy, up to a limited number of times per second.
  • Fire Resistance +4% per point
  • Fire Aura Chance 8% per point
  • Fire Aura Trigger Limit Per Second 3
Molten EdgeMageSpellbladeSpellblade8Your melee hits have a chance to ignite on hit and the ignites they inflict have increased effect.
  • Melee Ignite Chance 10% per point
  • Fire Penetration with Ignite +4% per point
River BladeMageSpellbladeSpellblade5
  • Melee Cold Damage +2 per point
  • Increased Cast Speed with Teleport 15% per point
  • Increased Cast Speed with Snap Freeze 15% per point
Volka's RazorMageSpellbladeSpellblade6You have increased movement speed, attack speed, and dodge rating.
  • Increased Movement Speed 1% per point
  • Increased Attack Speed 2% per point
  • Increased Dodge Rating 4% per point
Burden of KnowledgeMageSpellbladeSpellblade5You have additional spell damage, but your spells take longer to cast.
  • Spell Damage +5 per point
  • Reduced Cast Speed 5% per point
Conjured ArmorMageSpellbladeSpellblade6You have additional armor and gain ward per second.
  • Armor +10 per point
  • Ward Per Second +3 per point
  • Ward Retention From Increased Armor 10%(4 point bonus)
Mental FortitudeMageSpellbladeSpellblade10You have additional intelligence and endurance.
  • Intelligence +1 per point
  • Endurance 2% per point
Flame DrinkerMageSpellbladeSpellblade6Your melee attacks deal more elemental damage (multiplicative with other modifiers) if they cost 10 or more mana.
  • More Elemental Damage with High Cost Melee Attacks 3% per point
  • Mana Gained Per Fire Aura Consumed 3(4 point bonus)
Outrun and OutlastMageSpellbladeSpellblade10You have additional health and your ward decays more slowly.
  • Health 10 per point
  • Ward Retention +3% per point
  • Increased Cooldown Recovery Speed for Surge 30%(8 point bonus)
Blade ConduitMageSpellbladeSpellblade5You have additional mana. When you indirectly cast a spell you gain a stack of Blade Conduit for 4 seconds, up to 6 stacks. Each stack grants increased mana regeneration.
  • Mana +12 per point
  • Blade Conduit Mana Regen Per Stack 4% per point
  • No Mana Regen Duration After Direct Cast (seconds) 1
Blade WeaverMageSpellbladeSpellblade10When you use a melee attack that costs less than 10 mana you gain a stack of Blade Weaving, up to a maximum. When you use a melee attack that costs 10 or more mana the stacks are consumed and the attack deals 15% more elemental damage (multiplicative with other modifiers) per stack consumed.
  • Max Blade Weaving Stacks 1 per point
ProdigyMageSpellbladeSpellblade5You gain ward per second scaling with your intelligence.
  • Ward Per Second Per 15 Intelligence +3 per point
  • Crit Chance Per 15 Intelligence +1%(4 point bonus)
Gift of the WildernessPrimalistPrimalistBeastmasterShamanDruid6
  • Health +10 per point
  • Increased Minion Health 5% per point
Natural AttunementPrimalistPrimalistBeastmasterShamanDruid8
  • Attunement +1 per point
  • Lightning Resistance +3% per point
  • Cold Resistance +3% per point
Primal StrengthPrimalistPrimalistBeastmasterShamanDruid8
  • Strength +1 per point
  • Increased Health Regeneration 4% per point
Harmony of BladesPrimalistPrimalistBeastmasterShamanDruid1You can dual wield melee weapons by equipping an axe or sword in your off hand. While dual wielding, you have increased attack and cast speed, but take more damage (multiplicative with other modifiers).
  • Can Equip Axes in Offhand
  • Can Equip Swords in Offhand
  • Attack And Cast Speed While Dual Wielding +20%
  • Damage Taken While Dual Wielding +8%
Hunter's RestorationPrimalistPrimalistBeastmasterShamanDruid5You have increased health and every 3 seconds your next hit restores your health.
  • Increased Health 2% per point
  • Health Restored 8 per point
Primal MedicinePrimalistPrimalistBeastmasterShamanDruid6Your minions deal increased damage, and using a potion also heals your minions for a percentage of the amount it heals you.
  • Increased Minion Damage +5% per point
  • Percent Of Potion Healing Received By Minions 50% per point
Survival of the PackPrimalistPrimalistBeastmasterShamanDruid6
  • Increased Melee Damage 5% per point
  • Melee Damage Leeched as Health 0.5% per point
  • Minion Increased Melee Damage 5% per point
  • Minion Melee Damage Leeched as Health 0.5% per point
Wisdom of the WildPrimalistPrimalistBeastmasterShamanDruid6
  • Increased Spell Damage 7% per point
  • Increased Minion Spell Damage 7% per point
Ancient CallPrimalistPrimalistBeastmasterShamanDruid6
  • Health +10 per point
  • Increased Companion Health 10% per point
  • Companion Revival Speed +5% per point
Hunter's EmanationPrimalistPrimalistBeastmasterShamanDruid5The healing from Hunter's Restoration also applies to your minions, and when you trigger Hunter's Restoration, your minions gain increased damage for 3 seconds.
  • Hunter's Restoration Also Heals Minions
  • Increased Minion Damage Granted 11% per point
Tempest BondPrimalistPrimalistBeastmasterShamanDruid8You deal increased physical, cold, and lightning damage. These bonuses are doubled while you have an active minion.
  • Increased Physical Damage 4% per point
  • Increased Cold Damage 4% per point
  • Increased Lightning Damage 4% per point
  • Doubled while you have a minion
Cornered BeastPrimalistPrimalistBeastmasterShamanDruid5While at low health (below 35%) you take less damage and deal more melee damage (both multiplicative with other modifiers). Additionally, when damage leaves you at low health you gain these benefits for 5 seconds if you aren't already at low health.
  • More Melee Damage on Low Health 15% per point
  • Less Damage Taken on Low Health 4% per point
Elder BranchPrimalistPrimalistBeastmasterShamanDruid5You and your totems deal additional spell damage. This bonus is tripled while using an axe.
  • Spell Damage +1 per point
  • Totem Spell Damage +1 per point
  • Tripled while using an Axe
Ancestral WeaponryPrimalistPrimalistBeastmasterShamanDruid10You deal additional melee damage with most two handed weapons. The amount and damage type depend on the type of weapon used.
  • Melee Cold Damage with a Two Handed Mace +5 per point
  • Melee Physical Damage with a Two Handed Axe +4 per point
  • Melee Lightning Damage with a Staff +3 per point
RotbanePrimalistPrimalistBeastmasterShamanDruid5
  • Increased Totem Health 20% per point
  • Totems Are Immune To Poison Damage
Feline BondPrimalistBeastmasterBeastmasterShamanDruid8
  • Dodge Rating +10 per point
  • Companion Dodge Rating +10 per point
  • Increased Companion Revive Range 10% per point
SavageryPrimalistBeastmasterBeastmasterShamanDruid8
  • Increased Melee Damage 7% per point
  • Increased Minion Damage 7% per point
Ursine StrengthPrimalistBeastmasterBeastmasterShamanDruid8You have additional strength and take less damage from nearby enemies (multiplicative with other modifiers).
  • Strength +1 per point
  • Damage Taken From Nearby Enemies -2% per point
AmbushPrimalistBeastmasterBeastmasterShamanDruid8Every 5 seconds, your next melee attack deals increased damage and grants Aspect of the Shark for 3 seconds, a buff that grants 10% more melee damage (multiplicative with other modifiers) and increases melee attack speed by 10%.
  • Increased Next Melee Attack Damage 25% per point
  • Aspect Of The Shark Granted On Melee Attack
Artor's LoyaltyPrimalistBeastmasterBeastmasterShamanDruid1You are limited to a single companion. Your companion is larger and deals more damage (multiplicative with other modifiers).
  • Companion Size +15%
  • More Companion Damage 85%
  • Limited To One Companion
Boar HeartPrimalistBeastmasterBeastmasterShamanDruid5You are granted Aspect of the Boar for a duration when you use a traversal skill or Evade, a buff that grants 30% increased bleed duration and reduces damage taken by 15%. This effect has a 2 second cooldown. You also have additional endurance.
  • Aspect of The Boar Duration on Traversal or Evade (Seconds) 1 per point
  • Endurance +2% per point
Call of the PackPrimalistBeastmasterBeastmasterShamanDruid5You and your companions have additional health, and you and your companions are healed whenever you use a companion ability.
  • Health +12 per point
  • Companion Health +12 per point
  • Heal Amount On Companion Ability Use 20 per point
Lamprey TeethPrimalistBeastmasterBeastmasterShamanDruid6
  • Melee Damage Leeched as Health 1.5% per point
  • Minion Damage Leeched as Health 1.5% per point
  • Increased Minion Health Leech 20% per point
Tusk WarriorPrimalistBeastmasterBeastmasterShamanDruid8Aspect of the Boar also grants a chance for attacks and spells to cause enemies to bleed and physical penetration with bleed.
  • Bleed Chance +8% per point
  • Physical Penetration with Bleed +15% per point
Natural FortitudePrimalistBeastmasterBeastmasterShamanDruid8
  • Strength +1 per point
  • Health Regen +2 per point
  • Health Regen For Companions +3 per point
  • Increased Health Regen Per Strength 2%(6 point bonus)
Rending MawPrimalistBeastmasterBeastmasterShamanDruid5Aspect of the Shark also grants attacks and spells a chance to reduce enemy armor.
  • Aspect Of The Shark Armour Shred Chance +20% per point
The ChasePrimalistBeastmasterBeastmasterShamanDruid8
  • Increased Minion Attack Speed 4% per point
  • Increased Minion Cast Speed 4% per point
  • Minion Movespeed +4% per point
  • Increased Companion Revive Speed 5% per point
  • Companion Damage Immunity Duration After Revive (seconds) 4(5 point bonus)
Axe and ClawPrimalistBeastmasterBeastmasterShamanDruid5
  • Melee Physical Damage +2 per point
  • Minion Melee Physical Damage +2 per point
EnvenomPrimalistBeastmasterBeastmasterShamanDruid5
  • Melee Poison Chance +8% per point
  • Minion Melee Poison Chance +8% per point
  • Poison Resistance +8% per point
PredatorPrimalistBeastmasterBeastmasterShamanDruid8You have additional dexterity and increased movement speed.
  • Dexterity +1 per point
  • Movement Speed +1% per point
  • Shared Critical Multiplier per 2 Dexterity +1%(5 point bonus)
Weathered ElementsPrimalistBeastmasterBeastmasterShamanDruid5Your companions deal increased damage, and you and your minions have additional elemental resistance.
  • Companion Damage +7% per point
  • Shared Elemental Resistance 2% per point
  • Companion Spell Damage per 3 Strength +1(3 point bonus)
Life in the WildernessPrimalistBeastmasterBeastmaster8You have additional vitality and a higher endurance threshold.
  • Vitality +1 per point
  • Endurance Threshold +10 per point
  • Your Endurance And Endurance Threshold Apply to Companions (5 point bonus)
Nature's EmbracePrimalistBeastmasterBeastmaster1
  • Maximum Companions +1
Porcine ConstitutionPrimalistBeastmasterBeastmaster5Aspect of the Boar grants additional damage reduction, and now also grants increased health regeneration. Additionally, your hits have a chance to grant you Aspect of the Boar.
  • Damage Reduction Granted +3% per point
  • Increased Health Regeneration Granted 10% per point
  • Aspect Of The Boar Chance On Melee Hit 4% per point
The Circle Of LifePrimalistBeastmasterBeastmaster5You gain health and have a chance to be granted Aspect Of The Shark for 3 seconds whenever you kill an enemy or hit a boss or rare enemy.
  • Aspect Of The Shark Chance on Kill or Boss or Rare Hit 5% per point
  • Health Gain On Kill +7 per point
Avian ShelterPrimalistBeastmasterBeastmaster10You have a higher endurance threshold and you and your minions have additional physical resistance.
  • Endurance Threshold +14 per point
  • Physical Resistance 4% per point
  • Minion Physical Resistance 4% per point
Cry of the LynxPrimalistBeastmasterBeastmaster8You and your companions have an increased chance to critically strike. When you use a companion ability, you and your companions are granted Aspect of the Lynx for a duration, a buff that grants +5% critical strike chance and 100% increased stun chance.
  • Casting Companion Abilities Grants Aspect Of The Lynx
  • Increased Critical Strike Chance 5% per point
  • Aspect Of The Lynx Duration (Seconds) 1 per point
Natural BondPrimalistBeastmasterBeastmaster1You are limited to only one companion. Your companion is granted more health and deals more damage (both effects are multiplicative with other modifiers).
  • More Companion Health 75%
  • More Companion Damage 75%
  • Limited To One Companion
Viper FangsPrimalistBeastmasterBeastmaster10You and your companions have increased melee attack speed. When you hit an enemy, you have a chance for you and your companions to be granted Aspect of the Viper for 3 seconds, a buff that grants 100% chance to poison on hit and 20% more damage over time (multiplicative with other modifiers).
  • Increased Melee Attack Speed 4% per point
  • Increased Companion Melee Attack Speed 4% per point
  • Aspect Of The Viper Chance On Hit 3% per point
EmbodimentPrimalistBeastmasterBeastmaster5All Aspects have increased duration, and you have additional health.
  • Aspect Duration +10% per point
  • Health +6 per point
  • Companions Gain Shark Or Boar Aspects When You Do
Hawk WingsPrimalistBeastmasterBeastmaster10You and your minions have increased dodge rating, and you and your minions have a chance to gain Haste for 1 second on hit.
  • Shared Increased Dodge Rating 10% per point
  • Haste Chance On Hit 10% per point
Ocean MawPrimalistBeastmasterBeastmaster8Aspect of the Shark is more effective and lasts longer.
  • Aspect Of The Shark Effect +10% per point
  • Increased Aspect Of The Shark Duration 10% per point
Rattlesnake RattlesnakePrimalistBeastmasterBeastmaster10Aspect of the Viper lasts longer and grants you Poison Penetration.
  • Increased Aspect Of The Viper Duration 15% per point
  • Poison Penetration with Aspects of the Viper +4% per point
Serrated ClawsPrimalistBeastmasterBeastmaster6You and your companions' critical strikes deal more damage, and Aspect of the Lynx now also grants critical strike damage.
  • Critical Multiplier +10% per point
  • Companion Critical Multiplier +10% per point
  • Aspect Of The Lynx Critical Multiplier +10% per point
  • Aspect Of The Lynx Health Leech on Crit +3%(4 point bonus)
Ancient MightPrimalistBeastmasterBeastmaster10You have additional health, and your minions have increased health. Additionally, you and your companions take reduced bonus damage from critical strikes.
  • Shared Reduced Bonus Damage Taken From Crits +3% per point
  • Health +10 per point
  • Minion Health +10% per point
  • Level of Minion Skills +1(5 point bonus)
ExemplarPrimalistBeastmasterBeastmaster5
  • Strength +2 per point
  • Dexterity +2 per point
  • Max Companions at 100+ Combined Strength and Dexterity +1(3 point bonus)
Feeding FrenzyPrimalistBeastmasterBeastmaster1Aspect of the Shark can now stack up to 5 times, but it is significantly less effective (multiplicative with other modifiers).
  • Max Aspect Of The Shark Stacks 5
  • Less Aspect Of The Shark Effect -60%
Primal AspectsPrimalistBeastmasterBeastmaster10Your companions receive increased effect from your Aspects, and a percentage of all damage taken is redirected to your highest health minion.
  • Companion Increased Aspect Effect 6% per point
  • Damage Redirected to Highest Health Minion +1% per point
Chitinous PlatingPrimalistDruidBeastmasterShamanDruid7
  • Endurance +2% per point
  • Armor +15 per point
  • Minion Armor (doubled for Locusts) +300(5 point bonus)
Primordial ResonancePrimalistDruidBeastmasterShamanDruid7
  • Increased Damage 5% per point
  • Elemental Penetration While Transformed +7%(5 point bonus)
Spirit WardenPrimalistDruidBeastmasterShamanDruid7
  • Health +9 per point
  • Mana +3 per point
  • Mana Or Rage Cost As Health On Spell Cast (5 point bonus)
Blessed SpringsPrimalistDruidBeastmasterShamanDruid7Increases cold damage and healing effectiveness for you and your minions.
  • Increased Cold Damage 7% per point
  • Increased Minion Cold Damage 7% per point
  • Increased Healing 7% per point
  • Increased Minion Healing 7% per point
Claws of the ForestPrimalistDruidBeastmasterShamanDruid7
  • Increased Physical Damage 7% per point
  • Increased Minion Physical Damage 7% per point
  • Increased Poison Damage 7% per point
  • Increased Minion Poison Damage 7% per point
Druidic ProwessPrimalistDruidBeastmasterShamanDruid7
  • Attunement +1 per point
  • Strength +1 per point
  • All Attributes +1(5 point bonus)
Blossoming GardenPrimalistDruidBeastmasterShamanDruid10Increases healing effectiveness for you and your minions.
  • Increased Healing 10% per point
  • Increased Minion Healing 10% per point
  • Eterra's Blessing On Nearby Ally On Spell Or Movement Skill Use (8 point bonus)
Focused WrathPrimalistDruidBeastmasterShamanDruid5You deal increased damage while transformed and your rage decays slower.
  • Increased Damage While Transformed 6% per point
  • Reduced Rage Decay 6% per point
Thicket of ThornsPrimalistDruidBeastmasterShamanDruid5You have a chance to cast Thorn Shield on yourself when you are hit and you have increased armor and reflect damage back to attackers.
  • Chance To Cast Thorn Shield On You When Hit +2% per point
  • Increased Armor 4% per point
  • Damage Reflect +12 per point
Nightshade FangsPrimalistDruidBeastmasterShamanDruid10Your melee attacks have a chance to inflict Bleed on hit and your spells have a chance to inflict Poison on hit.
  • Melee Bleed Chance +10% per point
  • Spell Poison Chance +10% per point
River SpiritsPrimalistDruidBeastmasterShamanDruid7
  • Increased Cold Damage 5% per point
  • Increased Minion Cold Damage 5% per point
  • Freeze Rate Multiplier +10% per point
  • Minion Freeze Rate Multiplier +10% per point
  • Frostbite Chance +40%(5 point bonus)
  • Minion Frostbite Chance +40%(5 point bonus)
Wind in the LeavesPrimalistDruidBeastmasterShamanDruid5Increases the attack and cast speed of you and your minions.
  • Attack And Cast Speed +3% per point
  • Minion Attack And Cast Speed +3% per point
  • Summoned Spriggan Movement Speed +10%(3 point bonus)
  • Spriggan Form Movement Speed +10%(3 point bonus)
Bush StalkerPrimalistDruidBeastmasterShamanDruid5
  • Increased Crit Chance 10% per point
  • Health Leech On Crit +4%(3 point bonus)
RancourPrimalistDruidBeastmasterShamanDruid1Your rage only decays if you have used an ability recently (past 4 seconds).
  • No Rage Decay Out Of Combat
Totemic RestorationPrimalistDruidBeastmasterShamanDruid5
  • Increased Minion Health 10% per point
  • Increased Minion Healing 10% per point
  • Chance To Summon Healing Totem When Hit 10%(5 point bonus)
Aspects of MightPrimalistDruidDruid10
  • Strength +1 per point
  • Increased Armor Per Strength In Human Or Spriggan 1%(8 point bonus)
  • Increased Melee Damage Per Strength In Bear Or Swarmblade 1%(8 point bonus)
Force of NaturePrimalistDruidDruid10You and your minions deal additional physical damage with spells and melee attacks.
  • Melee Physical Damage +1 per point
  • Spell Physical Damage +1 per point
  • Minion Melee Physical Damage +1 per point
  • Minion Spell Physical Damage +1 per point
  • Locusts Armor Shred Chance +25%(8 point bonus)
Harmonious WisdomPrimalistDruidDruid10
  • Attunement +1 per point
  • Crit Avoidance Per 5 Attunement +3%(8 point bonus)
Piercing GalePrimalistDruidDruid8You and your minions have additional cold penetration.
  • Cold Penetration +2% per point
  • Minion Cold Penetration +2% per point
  • Increased Locusts Attack, Cast And Move Speed 16%(6 point bonus)
  • Increased Crows Attack, Cast And Move Speed 16%(6 point bonus)
Fetid ResiliencePrimalistDruidDruid8You deal increased damage over time while transformed and take less damage over time in human form (multiplicative with other modifiers).
  • Increased Damage Over Time While Transformed 7% per point
  • Less Damage Over Time Taken In Human Form 3% per point
Primal ShifterPrimalistDruidDruid8You gain the Shapeshifter buff for a limited duration when you transform, granting you increased armor and damage.
  • Shapeshifter Duration On Transform (seconds) +2 per point
  • Increased Armor With Buff 50%
  • Increased Damage With Buff 50%
Woodland BeingsPrimalistDruidDruid6
  • Increased Minion Damage 8% per point
  • Increased Minion Healing 8% per point
Natural DualityPrimalistDruidDruid1You are limitted to one companion, but that companion has more health (multiplicative with other modifiers). If you control a companion you deal increased damage and have additional armour.
  • More Companion Health +75%
  • Increased Damage With An Active Companion 30%
  • Armour With An Active Companion 75
  • Limited To One Companion
OvergrowthPrimalistDruidDruid8
  • Increased Health Regen 8% per point
  • Increased Mana Regen 3% per point
  • Health Regen +10(6 point bonus)
Tiger SpiritPrimalistDruidDruid5You have increased critical strike chance and multiplier while you have the Shapeshifter buff.
  • Increased Crit Chance With Buff 15% per point
  • Critical Multiplier With Buff +10% per point
RagebornPrimalistDruidDruid10
  • Increased Crit Chance 15% per point
  • Rage Gain On Crit +3(8 point bonus)
ReincarnationPrimalistDruidDruid6You and your minions are healed when you transform. This scales with increases to healing effectiveness.
  • Healing For You And Your Minions On Transform 100 per point
  • Shapeshifter Applies To Minions On Transform (5 point bonus)
Toxic ReachPrimalistDruidDruid10Your and your minions' hits have a chance to poison.
  • Poison Chance +6% per point
  • Minion Poison Chance +6% per point
  • Chance To Summon A Vine On Kill 36%(8 point bonus)
Eternal NaturePrimalistDruidDruid10You and your companions have additional spell damage.
  • Spell Damage +1 per point
  • Companion Spell Damage +4 per point
HideskinPrimalistDruidDruid10You have additional health and gain a percentage of your maximum health as endurance threshold.
  • Health +15 per point
  • Maximum Health Gained As Endurance Threshold +1% per point
ImperviousPrimalistDruidDruid5Your melee hits have a 20% chance to grant you a stack of Impervious causing you to take less damage from hits (multiplicative with other modifiers), but you lose a stack when you are hit and you lose all stacks after 10 seconds of not gaining any stacks.
  • Max Stacks 1 per point
  • Less Hit Damage Taken Per Stack 4%
  • Lose A Stack When Hit
  • Lose All Stacks After 10 Seconds Of Inactivity
Shamanic InfusionPrimalistShamanBeastmasterShamanDruid8You have additional attunement. You and your minions penetrate enemy physical, cold, and lightning resistances.
  • Attunement +1 per point
  • Penetration 1% per point
Silent ProtectorPrimalistShamanBeastmasterShamanDruid8You and your totems have additional armor while you have an active totem and you have increased mana regen while you have an active totem.
  • Armor With Active Totem +25 per point
  • Totem Armor +25 per point
  • Increased Mana Regen With Active Totem 3% per point
Sky WarriorPrimalistShamanBeastmasterShamanDruid8You and your minions gain increased damage.
  • Shared Increased Damage 5% per point
  • Increased Cooldown Recovery Speed for Fury Leap 10%(5 point bonus)
  • Increased Cooldown Recovery Speed for Crowstorm 10%(5 point bonus)
Lagonian WrathPrimalistShamanBeastmasterShamanDruid5
  • Melee Damage +1 per point
  • Spell Damage +1 per point
  • Chance To Cast Storm Bolt When Hit 25%(4 point bonus)
Tempest FormPrimalistShamanBeastmasterShamanDruid8You and your minions have additional health, a chance to shock and a chance to chill on hit.
  • Shared Health +10 per point
  • Shared Shock Chance On Hit +5% per point
  • Shared Chill Chance On Hit +5% per point
  • Mana Gained On Gathering Storm Hit 5(5 point bonus)
Totemic FuryPrimalistShamanBeastmasterShamanDruid5You have increased attack and cast speed while you have an active totem.
  • Increased Attack Speed With Active Totem 5% per point
  • Increased Cast Speed With Active Totem 5% per point
Earthen SupremacyPrimalistShamanBeastmasterShamanDruid8
  • Attunement +1 per point
  • Endurance Threshold +8 per point
  • Stun Avoidance Per Attunement +5(5 point bonus)
Fate CarverPrimalistShamanBeastmasterShamanDruid8
  • Increased Totem Damage +10% per point
Storm BringerPrimalistShamanBeastmasterShamanDruid10You and your minions have increased lightning damage and additional lightning resistance.
  • Shared Increased Lightning Damage 5% per point
  • Shared Lightning Resistance +5% per point
Wind BringerPrimalistShamanBeastmasterShamanDruid10You and your minions have increased cold damage, increased physical damage and additional dodge rating.
  • Shared Increased Cold Damage 5% per point
  • Shared Increased Physical Damage 5% per point
  • Shared Dodge Rating +5 per point
  • Shared Increased Dodge Rating 20%(6 point bonus)
Ancestral SpeedPrimalistShamanBeastmasterShamanDruid5Your totems have increased attack and cast speed and you have a chance to gain Haste for 3 seconds when you directly summon a totem.
  • Increased Totem Attack And Cast Speed 7% per point
  • Haste Chance 7% per point
Hail BringerPrimalistShamanBeastmasterShamanDruid5You and your minions have a chance to chill on hit, a higher chance to freeze enemies and additional cold resistance.
  • Shared Chill Chance +10% per point
  • Shared Freeze Rate Multiplier +10% per point
  • Shared Cold Resistance +10% per point
Avatar of ThunderPrimalistShamanBeastmasterShamanDruid5You and your minions gain additional spell lightning damage.
  • Shared Spell Lightning Damage +2 per point
  • Shared Spell Lightning Penetration Per 5 Attunement +2%(3 point bonus)
Fist of StonePrimalistShamanBeastmasterShamanDruid5You and your minions gain increased stun chance. Additionally, you have additional Endurance.
  • Shared Increased Stun Chance 18% per point
  • Endurance +2% per point
  • Increased Health Regen per 1% Uncapped Endurance 1%(4 point bonus)
Glacial StrikePrimalistShamanBeastmasterShamanDruid8You have additional strength
  • Strength 1 per point
  • Melee Cold Penetration Per 3 Strength +1%(5 point bonus)
Shattered HeavensPrimalistShamanBeastmasterShamanDruid5You and your minions deal additional cold damage with spells and attacks, and your hits have a chance to inflict Frostbite.
  • Cold Damage +2 per point
  • Minion Cold Damage +1 per point
  • Frostbite Chance +20% per point
  • Minion Frostbite Chance +10% per point
Storm ElderPrimalistShamanBeastmasterShamanDruid10
  • Increased Minion Cold Damage 10% per point
  • Increased Minion Lightning Damage 10% per point
DervishPrimalistShamanShaman5
  • Increased Elemental Melee Damage 10% per point
Heorot's PathPrimalistShamanShaman10You and your minions have a higher chance to freeze enemies, and you have increased mana regeneration.
  • Shared Freeze Rate Multiplier +30% per point
  • Increased Mana Regen 4% per point
Protective CirclePrimalistShamanShaman5You have additional physical and elemental resistance for each active totem. Additionally, your totems have resistances against all damage types.
  • Physical Resistance Per Active Totem +3% per point
  • Elemental Resistance Per Totem +3% per point
  • Totem All Resistances +3% per point
Rune of AwePrimalistShamanShaman8You and your minions have additional spell damage.
  • Shared Spell Damage +2 per point
Elemental ShrinesPrimalistShamanShaman8
  • Attunement +2 per point
  • Increased Mana Regen Per 1 Attunement 1%(5 point bonus)
Rhythm of ThunderPrimalistShamanShaman10Your melee attacks deal additional lightning damage. Every 2 seconds, this effect is tripled for your next melee attack.
  • Melee Lightning Damage +2 per point
  • Tripled Every 2 Seconds
Eternal StormPrimalistShamanShaman5
  • Increased Totem Duration 10% per point
  • Minion Increased Cold Damage 7% per point
  • Minion Increased Lightning Damage 7% per point
Lagon's AnswerPrimalistShamanShaman5You have increased spell damage. Your direct spell casts have a chance to cast Storm Bolt. While channeling, you have a chance to cast Storm Bolt every second.
  • Increased Spell Damage 8% per point
  • Chance To Cast Storm Bolt On Spell Cast 8% per point
  • Chance To Cast Storm Bolt Every Second While Channelling 20% per point
Storm BladePrimalistShamanShaman8While you have an active totem you have more melee damage (multiplicative with other modifiers).
  • More Melee Damage With Active Totem 1% per point
Gift of the SkiesPrimalistShamanShaman8
  • Increased Attack Speed 2% per point
  • Increased Cast Speed 2% per point
  • Dodge Rating +8 per point
  • Totem Frenzy Duration (seconds) 3(5 point bonus)
Swirling MaelstromPrimalistShamanShaman6You have additional health and mana, and have a chance to cast Maelstrom when hit. This effect has a 3 second cooldown.
  • Chance To Cast Maelstrom When Hit 5% per point
  • Health +5 per point
  • Mana +5 per point
  • Endurance Threshold Per Maelstrom +20(4 point bonus)
Thunder StrikePrimalistShamanShaman5Your melee attacks have a chance to cast Storm Bolt on hit. This effect can occur a limited number of times per second.
  • Chance To Cast Storm Bolt 10% per point
  • Limit Per Second 3(4 point bonus)
  • Attack Speed 10%(4 point bonus)
Ascendant CirclePrimalistShamanShaman8While you have an active totem you have more spell damage (multiplicative with other modifiers).
  • More Spell Damage With Active Totem 1% per point
ConfluxPrimalistShamanShaman8Your area skills have increased area, and you take less damage from shocked enemies. Your totems also gain the area increases for area skills.
  • Increased Area for Area Skills 3% per point
  • Less Damage Taken from Shocked Enemies 1% per point
  • Chance for Indirect Storm Bolt Casts to Doublecast 20%(5 point bonus)
IronbarkPrimalistShamanShaman10You have additional health and armor, and these effects are tripled for your totems.
  • Health +10 per point
  • Armor +10 per point
  • Health Regen Per 3 Attunement +1(8 point bonus)
  • Totem Stun Immunity (8 point bonus)
GuileRogueRogueBladedancerMarksmanFalconer8
  • Dodge Rating 10 per point
  • Poison Resistance 5% per point
Steady HandRogueRogueBladedancerMarksmanFalconer8
  • Dexterity +1 per point
  • Health +5 per point
Swift AssassinRogueRogueBladedancerMarksmanFalconer8Your melee, throwing, and bow attacks have increased attack speed and deal additional physical damage.
  • Attack Speed +3% per point
  • Physical Damage +1 per point
EvasionRogueRogueBladedancerMarksmanFalconer5You take less damage while moving (multiplicative with other modifiers) and have increased dodge rating.
  • Damage Taken While Moving -4% per point
  • Increased Dodge Rating 5% per point
Twin BladeRogueRogueBladedancerMarksmanFalconer1You can dual wield melee weapons by equipping a sword or dagger in your off hand. While dual wielding, you have increased attack and cast speed, but take more damage (multiplicative with other modifiers).
  • Can Equip Swords in Offhand
  • Can Equip Daggers in Offhand
  • Attack And Cast Speed While Dual Wielding +20%
  • Damage Taken While Dual Wielding +8%
AgilityRogueRogueBladedancerMarksmanFalconer5You have a chance to gain Haste for one second on hit and deal increased damage based on your increased movement speed.
  • Haste On Hit Chance 5% per point
  • Increased Damage per 1% Increased Movement Speed 0.2% per point
Dodge and ParryRogueRogueBladedancerMarksmanFalconer5You have additional dodge rating and a chance to receieve a Glancing Blow when hit.
  • Dodge Rating +6 per point
  • Glancing Blow Chance 3% per point
Lethal CadenceRogueRogueBladedancerMarksmanFalconer5Every third melee, throwing, or bow attack deals increased damage.
  • Damage Buff 20% per point
DuelistRogueRogueBladedancerMarksmanFalconer8
  • Increased Damage while Dual Wielding 4% per point
  • Increased Dodge Rating while Dual Wielding 4% per point
Poison TippedRogueRogueBladedancerMarksmanFalconer8You have a chance to poison on hit while you have a dagger or bow equipped.
  • Poison Chance with a Dagger 10% per point
  • Poison Chance with a Bow 10% per point
Sapping StrikesRogueRogueBladedancerMarksmanFalconer4When you directly use a skill that costs zero mana and hit an enemy you regain health and mana.
  • Health Gain 4 per point
  • Mana Gain 2 per point
Critical PrecisionRogueRogueBladedancerMarksmanFalconer8You have increased critical strike chance per sword, bow, or dagger you have equipped.
  • Increased Critical Strike Chance per Sword 8% per point
  • Increased Critical Strike Chance per Dagger 8% per point
  • Increased Critical Strike Chance with a Bow 12% per point
DisembowelRogueRogueBladedancerMarksmanFalconer5Every third non-channelling melee, throwing, or bow attack also inflicts bleed.
  • Bleed Stacks on Third Attack 1 per point
Coated BladesRogueRogueBladedancerMarksmanFalconer8When you directly use a melee or bow attack that costs mana, it consumes additional mana to deal more damage (multiplicative with other modifiers).
  • More Damage 10% per point
  • Mana Consumed 5 per point
ThiefguardRogueRogueBladedancerMarksmanFalconer8You have additional health and whenever you receive a glancing blow you recover health.
  • Health +6 per point
  • Health Gain on Glancing Blow 4 per point
Cloak of ShadowsRogueBladedancerBladedancerMarksmanFalconer8You have additional dexterity and you have a chance to receive a Glancing Blow when hit.
  • Dexterity 1 per point
  • Glancing Blow Chance 2% per point
  • Physical Resistance +15%(5 point bonus)
FlowRogueBladedancerBladedancerMarksmanFalconer5You have increased dodge rating, and you gain health when hitting an enemy.
  • Increased Dodge Rating 3% per point
  • Health Gain on Hit 2 per point
  • Unique Skills Required 4(3 point bonus)
  • More Damage When Consuming Flow 100%(3 point bonus)
PursuitRogueBladedancerBladedancerMarksmanFalconer8
  • Increased Movespeed 8%(5 point bonus)
  • Increased Melee Damage 6% per point
  • Throwing Attack Damage 6% per point
Blood Serpent's BladesRogueBladedancerBladedancerMarksmanFalconer10
  • Global Damage Over Time 5% per point
  • Bleed Chance Per Equipped Sword 5% per point
  • Poison Chance Per Equipped Dagger 5% per point
OnceRogueBladedancerBladedancerMarksmanFalconer8You deal additional physical damage with melee and throwing attacks, and you have additional dodge rating, doubled if you have been hit recently.
  • Melee Physical Damage +2 per point
  • Throwing Physical Damage +2 per point
  • Dodge Rating, Doubled if Hit Recently 10 per point
  • Shadow Daggers Damage to Rares and Bosses 50%(5 point bonus)
SkiasynthesisRogueBladedancerBladedancerMarksmanFalconer6When you create a shadow you regain health, and skills used by shadows deal increased damage.
  • Health Gain on Shadow Creation 15 per point
  • Increased Shadow Damage 15% per point
ResilienceRogueBladedancerBladedancerMarksmanFalconer8You have additional health and critical strike avoidance.
  • Health +10 per point
  • Crit Avoidance +5% per point
RhythmRogueBladedancerBladedancerMarksmanFalconer5Skills that generate or consume Flow deal increased damage and have additional critical strike multiplier.
  • Increased Damage when generating or consuming Flow 10% per point
  • Critical Multiplier when generating or consuming Flow +5% per point
  • Melee Attack Speed Buff 5%(3 point bonus)
  • Throwing Attack Speed Buff 5%(3 point bonus)
Scarlet StreamRogueBladedancerBladedancerMarksmanFalconer8You deal increased physical damage and have a chance to inflict bleed on hit with melee and throwing attacks.
  • Increased Physical Damage 5% per point
  • Melee Bleed Chance +5% per point
  • Throwing Attack Bleed Chance +5% per point
  • Crimson Shroud Chance 30%(5 point bonus)
PulseRogueBladedancerBladedancerMarksmanFalconer1Flow is consumed when you use a 5th unique skill rather than a 4th, but the skill that consumes Flow has more critical strike chance and deals more damage over time (both multiplicative with other modifiers).
  • More Crit Chance when Consuming Flow +50%
  • More Damage Over Time when Consuming Flow +100%
  • Unique Skills Required to Consume Flow 5
Veil of NightRogueBladedancerBladedancerMarksmanFalconer5You have increased melee and throwing attack speed. When you use a melee or throwing attack and hit at least one enemy you have a chance to gain a stack of Dusk Shroud. Each stack of Dusk Shroud adds 50 dodge rating and 5% chance to receive a Glancing Blow when hit.
  • Melee Attack Speed 3% per point
  • Throwing Attack Speed 3% per point
  • Dusk Shroud Chance 6% per point
ApostasyRogueBladedancerBladedancerMarksmanFalconer1Your dodge chance is added as twice as much chance to receive a glancing blow, but you cannot dodge.
  • Dodge Chance -> Glancing Blow Chance 200%
  • You Cannot Dodge
GritRogueBladedancerBladedancerMarksmanFalconer5You have additional resistances and endurance.
  • All Resistances +1% per point
  • Endurance +2% per point
Readied BladesRogueBladedancerBladedancerMarksmanFalconer5You have additional parry chance and increased critical strike chance.
  • Parry Chance +1% per point
  • Increased Critical Chance 8% per point
Asuvon's PactRogueBladedancerBladedancer6You have additional dodge rating. You have deal increased damage, tripled while at full health.
  • Dodge Rating +15 per point
  • Increased Damage, tripled while at full health 5% per point
Blood DanceRogueBladedancerBladedancer5You leech a portion of melee damage as health, and a portion of your damage over time as health.
  • Melee Damage Leeched as Health 1% per point
  • Damage Leeched as Health from Damage Over Time 0.5% per point
Flash of SteelRogueBladedancerBladedancer8
  • Increased Damage while Dual Wielding 8% per point
  • Increased Melee Attack Speed while Dual Wielding 12%(5 point bonus)
  • Increased Throwing Attack Speed while Dual Wielding 12%(5 point bonus)
Deadly MixtureRogueBladedancerBladedancer5You have additional vitality and deal increased damage over time.
  • Vitality +1 per point
  • Increased Damage Over Time 7% per point
  • More Bleed Damage per 10 Poisons on Enemy, up to 20% 1%(3 point bonus)
  • More Poison Damage per 10 Bleeds on Enemy, up to 20% 1%(3 point bonus)
PerfectionRogueBladedancerBladedancer5When you use a melee attack and hit at least one enemy you gain a stack of Perfection. When you receive a hit you lose all stacks. Each stack of perfection increases your damage.
  • Maximum Perfection Stacks 2 per point
  • Increased Damage per Stack of Perfection 10%
  • Perfection Duration 8
Weapons of ChoiceRogueBladedancerBladedancer8You gain a bonus while dual wielding depending on your weapon combination.
  • Increased Crit Chance with a Sword and Dagger 20% per point
  • Poison Chance with 2 Daggers +20% per point
  • Glancing Blow Chance with 2 Swords +5% per point
  • Bleed Chance with an Axe and a Sword +20% per point
  • Physical Damage Leeched as Health with an Axe and Dagger 2% per point
  • Increased Stun Duration with a Mace and Sword 20% per point
  • Critical Multiplier with a Mace and Dagger +10% per point
Cloaked ReaperRogueBladedancerBladedancer5You have additional health. When you kill an enemy or hit a rare or boss enemy, you regain health for each stack of any Shroud on you.
  • Health +7 per point
  • Health Gained per Stack of Shroud 1 per point
  • Silver Shroud Stacks when Damaged to Below 70% 3(3 point bonus)
ConfidenceRogueBladedancerBladedancer6You deal increased damage at full health, and each stack of Perfection also grants additional armor and dodge rating.
  • Increased Damage at Full Health 10% per point
  • Armor per Stack of Perfection +10 per point
  • Dodge Rating per Stack of Perfection +10 per point
  • Additional Perfection Stack per Melee Attack at Full Health (4 point bonus)
Critical EyeRogueBladedancerBladedancer5You have increased critical strike chance and you have a chance to inflict Critical Vulnerability on hit.
  • Critical Vulnerability Chance 7% per point
  • Increased Critical Chance 7% per point
  • Crit Avoidance +30%(3 point bonus)
Death's DoorRogueBladedancerBladedancer8While at low health you take less damage (multiplicative with other modifiers) and you have additional critical strike multiplier. Additionally, when damage leaves you at low health you gain these benefits for 5 seconds if you aren't already at low health.
  • Damage Taken While At Low Health -3% per point
  • Crit Multi While At Low Health +10% per point
Hooked BladesRogueBladedancerBladedancer5Your hits have a chance to shred armor and inflict bleed.
  • Armor Shred Chance 15% per point
  • Bleed Chance 10% per point
  • Throwing Attack Mana Cost -1(4 point bonus)
Spell BreakerRogueBladedancerBladedancer5You have a chance to parry hits, and increased mana regeneration.
  • Parry Chance +1% per point
  • Increased Mana Regen 4% per point
  • Frailty Chance +25%(3 point bonus)
All InRogueBladedancerBladedancer5You have a higher critical strike multiplier, but you deal less damage with non-critical hits and damage over time (multiplicative with other modifiers).
  • Critical Strike Multiplier +15% per point
  • Less Damage Dealt by Non-critical Hits 5% per point
  • Less Damage Over Time 5% per point
Mastered FormRogueBladedancerBladedancer5You have additional dexterity.
  • Dexterity +2 per point
  • Glancing Blow Chance with 50 Dexterity 6%(3 point bonus)
  • Increased Attack Speed with 75 Dexterity 6%(3 point bonus)
  • Increased Movement Speed with 100 Dexterity 6%(3 point bonus)
Shadow MasterRogueBladedancerBladedancer5Skills used by shadows deal increased damage, and you have a chance to gain a stack of Dusk Shroud when you use a melee or throwing attack and hit at least one enemy.
  • Increased Shadow Damage 20% per point
  • Dusk Shroud Chance 6% per point
  • Maximum Shadows +1(3 point bonus)
HandlerRogueFalconerBladedancerMarksmanFalconer8
  • Increased Minion Damage 7% per point
  • Falcon And Ballista Crit Chance +5%(5 point bonus)
Raptor's WingsRogueFalconerBladedancerMarksmanFalconer5You have a chance to gain haste for 2 seconds when you or your Falcon hits an enemy. Additionally, you deal more damage (multiplicative with other modifiers) while you have haste.
  • Chance To Gain Haste 2% per point
  • More Damage With Haste 1% per point
  • Falcon Increased Melee Attack Speed +2% per point
Wilderness ScoutRogueFalconerBladedancerMarksmanFalconer8
  • Health +10 per point
  • Dodge Rating +5 per point
Agile HuntRogueFalconerBladedancerMarksmanFalconer8
  • Dexterity +1 per point
  • Falcon Throwing Damage Per 4 Dex +1(5 point bonus)
Crimson SkiesRogueFalconerBladedancerMarksmanFalconer5You have a chance to gain a stack of Crimson Shroud when your Falcon or Ballistas hit an enemy.
  • Crimson Shroud Chance 5% per point
Outlander's TenacityRogueFalconerBladedancerMarksmanFalconer5You have additional dodge rating and you gain a portion of your maximum health as endurance threshold if you have not been hit recently.
  • Dodge Rating +7 per point
  • Maximum Health Gained As Endurance Threshold 3% per point
Expert DuelistRogueFalconerBladedancerMarksmanFalconer7
  • Increased Melee Damage With 2h Weapon 7% per point
  • Increased Melee Attack Speed With 2h Sword 10%(5 point bonus)
  • Fire Penetration Per Int With Staff +2%(5 point bonus)
  • Melee Damage Per 10 Dex With Spear +1(5 point bonus)
PeltastRogueFalconerBladedancerMarksmanFalconer7
  • Increased Throwing Attack Damage 7% per point
  • Increased Throwing Attack Speed 2% per point
  • Falcon Increased Throwing Attack Speed 5% per point
Ranger's MarkRogueFalconerBladedancerMarksmanFalconer7You deal increased damage while wielding a bow and your bow hits have a chance to grant your Falcon additional melee damage for 4 seconds. This has no stack limit.
  • Increased Damage With Bow 6% per point
  • Chance To Buff Falcon 20%(5 point bonus)
  • Falcon Melee Damage Buff +1(5 point bonus)
Stamina of the RoverRogueFalconerBladedancerMarksmanFalconer6
  • Increased Dodge Rating 3% per point
  • Increased Mana Regen 3% per point
  • Mana Gain On Dodge 5(4 point bonus)
Fencing GraceRogueFalconerBladedancerMarksmanFalconer7
  • Increased Damage With 1h Weapon 6% per point
  • Block Chance With 1h Weapon +5%(5 point bonus)
  • Block Effectiveness Per Dex +2(5 point bonus)
TacticianRogueFalconerBladedancerMarksmanFalconer6
  • Melee Damage For Falcon +3 per point
  • Throwing Damage For Falcon +3 per point
  • Bow Damage For Ballista +3 per point
Avian HurlRogueFalconerBladedancerMarksmanFalconer6
  • Throwing Damage +2 per point
  • Added Throwing Damage Conversion To Falcon 50%(5 point bonus)
Blast RadiusRogueFalconerBladedancerMarksmanFalconer5Your area skills and your minions' area skills deal damage in a larger area.
  • Increased Area For Area Skills 5% per point
  • Increased Area for Minion Area Skills 5% per point
  • Mana Gain On Decoy Detonation 4(3 point bonus)
Sharpest PointRogueFalconerBladedancerMarksmanFalconer8You deal increased damage and have an additional chance to inflict bleed while wielding a spear.
  • Increased Damage With Spear 6% per point
  • Bleed Chance With Spear +10% per point
  • Increased Flurry Attack Speed With Spear 30%(5 point bonus)
  • Increased Puncture Range With Spear 60%(5 point bonus)
Coordinated FadeRogueFalconerFalconer5When you use a certain ability on your bar, you gain 3 stacks of Silver Shroud. This effect has a 10 second cooldown.
  • Health +6 per point
  • Ability (left to right) 1 per point
  • Silver Shroud on ability use (5 point bonus)
Deflect and WeaveRogueFalconerFalconer5You have additional block and a chance to receive a glancing blow. Additionally, you regain health whenever you block or recieve a glancing blow.
  • Block Chance +1% per point
  • Glancing Blow Chance +1% per point
  • Health On Block Or Glancing Blow 3 per point
  • Block Chance -> Glancing Blow Chance 100%(5 point bonus)
Evasion TacticsRogueFalconerFalconer6
  • Dexterity +1 per point
  • Increased Armor 2% per point
  • Increased Dodge Rating 2% per point
Final SouvenirRogueFalconerFalconer6You have additional dodge rating and you now have a chance to drop Caltrops around you when you dodge and there is an enemy within 4 meters of you. This effect has a 2 second cooldown.
  • Health +6 per point
  • Dodge Rating +6 per point
  • Chance To Throw Caltrops On Dodge 5% per point
Intuitive ConnectionRogueFalconerFalconer1Falcon Strikes and Dive Bomb are now instant cast. Additionally, Falcon Strikes and Dive Bomb have a longer cooldown.
  • Falcon Abilities Instant Cast
  • Increased Cooldown 5%
Relentless TalonsRogueFalconerFalconer5
  • Increased Damage 6% per point
  • Increased Minion Damage 6% per point
  • Health Gain on Falcon Hit Per 3 Dex 1(3 point bonus)
Leog's StratagemRogueFalconerFalconer8
  • Increased Throwing Damage 7% per point
  • Frailty Stacks From Caltrops 3(6 point bonus)
Needle Like PrecisionRogueFalconerFalconer6
  • Increased Crit Chance 6% per point
  • Increased Minion Crit Chance 6% per point
  • Critical Multiplier +6% per point
  • Minion Critical Multiplier +6% per point
Sky AssassinRogueFalconerFalconer7
  • Increased Damage Over Time 7% per point
  • Bleed And Poison Chance -> Falcon 50%(5 point bonus)
ExpediencyRogueFalconerFalconer5Haste on you has increased effect and you gain haste for a short duration whenever you use a potion.
  • Increased Haste Effect 4% per point
  • Haste Duration (seconds) 1 per point
  • Potion Slots +1(4 point bonus)
PoiseRogueFalconerFalconer5
  • Glancing Blow Chance +2% per point
  • Double Glancing Blow Chance If Not Hit (5 point bonus)
Stymphalian FeathersRogueFalconerFalconer6You have additional armor per point of Dexterity.
  • Armor Per 2 Dex +1 per point
  • Increased Armor On Falcon Hit 2%(4 point bonus)
Finesse ThemRogueFalconerFalconer7You regain health when you or your minions crits an enemy. You have additional critical strike avoidance.
  • Health Gain On Crit 3 per point
  • Crit Avoidance +5% per point
  • Minion Critical Multiplier per 3% Crit Avoidance +1%(5 point bonus)
Strike Their FlankRogueFalconerFalconer6
  • Increased Damage 6% per point
  • Increased Slow Duration 10% per point
  • More Damage Per Slow 2%(3 point bonus)
TailwindRogueFalconerFalconer6You take less damage while moving. Additionally, you have increased movement speed and dodge rating. These effects are doubled if your Falcon has hit an enemy recently.
  • Damage Taken While Moving -1% per point
  • Increased Movespeed 1% per point
  • Increased Dodge Rating 1% per point
  • Double Effects With Recent Falcon Hit (5 point bonus)
Assassin's QuiverRogueMarksmanBladedancerMarksmanFalconer8
  • Bow Damage +1 per point
  • Increased Critical Strike Chance 8% per point
  • Added Bow Critical Strike Chance +2%(5 point bonus)
Draining ArrowsRogueMarksmanBladedancerMarksmanFalconer8You have increased bow attack speed and when you use a bow attack and hit at least one enemy you regain health.
  • Increased Bow Attack Speed 3% per point
  • Health Gained 5 per point
Focus FireRogueMarksmanBladedancerMarksmanFalconer8You have additional Dexterity and when you hit a boss or rare enemy you reduce its dodge rating for 8 seconds.
  • Dexterity +1 per point
  • Dodge Rating Debuff 4% per point
  • Haste After Evade (5 point bonus)
ConcentrationRogueMarksmanBladedancerMarksmanFalconer8By default you have Concentration which grants you more damage (multiplicative with other modifiers). If you are hit by an enemy within 4m you lose concentration for 4 seconds. Subsequent hits do not reset the cooldown.
  • More Damage with Concentration 2% per point
  • Concentration cooldown 4
Elemental ArrowsRogueMarksmanBladedancerMarksmanFalconer8If you have a bow equipped you gain 1 Elemental Arrow per second, up to a maximum of 3. Using a bow attack expends an Elemental Arrow to deal additional bow fire damage and bow lightning damage.
  • Fire Damage with Elemental Arrow +3 per point
  • Lightning Damage with Elemental Arrow +3 per point
  • Elemental Arrows Per Second 1
  • Maximum Elemental Arrows 3
Missile MasteryRogueMarksmanBladedancerMarksmanFalconer10You have increased bow and throwing attack damage and you have a chance to shred armour on hit.
  • Increased Bow Damage 5% per point
  • Increased Throwing Damage 5% per point
  • Armor Shred Chance +5% per point
  • Armor Shred Effect +50%(5 point bonus)
Prolonged DemiseRogueMarksmanBladedancerMarksmanFalconer10You take less damage over time (multiplicative with other modifiers). While wielding a bow you deal increased damage over time.
  • Damage Over Time Taken -1% per point
  • Damage Over Time while wielding a Bow +7% per point
Storm FletcherRogueMarksmanBladedancerMarksmanFalconer8If you have a bow equipped you deal increased elemental damage and gain Elemental Arrows more frequently.
  • Increased Elemental Damage 7% per point
  • Elemental Arrow Generation Rate 7% per point
Wound MakerRogueMarksmanBladedancerMarksmanFalconer10You have a chance to inflict Critical Vulnerability on hit.
  • Critical Vulnerability Chance +10% per point
MeditationRogueMarksmanBladedancerMarksmanFalconer5
  • Dodge Rating 40 per point
  • Concentration cooldown -8% per point
Siege QuiverRogueMarksmanBladedancerMarksmanFalconer3You can hold additional Elemental Arrows and you gain ward per Elemental Arrow when you use them.
  • Maximum Elemental Arrows +1 per point
  • Ward Gain Per Elemental Arrow 15 per point
Elemental BarrageRogueMarksmanBladedancerMarksmanFalconer2You can consume [1] additional Elemental Arrow with each bow attack. If you consume 3 arrows with a single attack it has 200% additional shock and ignite chance
  • Elemental Arrow consumed per bow attack +1 per point
  • Shock and Ignite chance when consuming 3 Arrows 200%
Heightened SensesRogueMarksmanBladedancerMarksmanFalconer5You have a chance to avoid critical strikes and your critical strikes with bow attacks deal more damage.
  • Critical Strike Avoidance +7% per point
  • Bow Critical Strike Multiplier +5% per point
ReflectionRogueMarksmanBladedancerMarksmanFalconer5
  • Increased dodge rating with Concentration 5% per point
  • Increased movement speed with Concentration 2% per point
  • Less Hit Damage Taken With Concentration 10%(4 point bonus)
Arrow StormRogueMarksmanMarksman6When you use a bow attack you gain Arrow Storm which increases your bow attack speed for 3 seconds. You can only gain Arrow Storm once every 10 seconds.
  • Increased Bow Attack Speed with Arrow Storm 10% per point
  • Arrow Storm Duration 3
  • Arrow Storm Cooldown 10
Barbed ArrowsRogueMarksmanMarksman10
  • Increased Physical Damage 5% per point
  • Chance to inflict Bleed on Bow Hit 5% per point
  • Physical Res Shred Chance +50%(5 point bonus)
Fire and SteelRogueMarksmanMarksman8Non-elemental bow attacks cannot consume Elemental Arrows, but instead generate an Elemental Arrow on use. Consuming an Elemental Arrow also increases the elemental damage of the attack that consumes them.
  • Increased Elemental Damage with Elemental Arrow 25% per point
  • Non-Elemental Bow Attacks Generate Elemental Arrows
  • Only Elemental Bow Attacks Consume Elemental Arrows
Thief's QuiverRogueMarksmanMarksman10
  • Health +8 per point
  • Bow Damage Leeched as Health 0.5% per point
Covering FireRogueMarksmanMarksman10When you proc Arrowstorm you gain stacks of Silver Shroud. Silver Shroud is a buff that gives you 100% chance to dodge the next hit. Dodging a hit with Silver Shroud consumes all stacks, granting you 100 ward per stack.
  • Silver Shroud Stacks Gained 1 per point
Poison Tipped ArrowsRogueMarksmanMarksman10You have additional poison penetration and bow attacks have additional chance to poison on hit.
  • Poison Penetration +2% per point
  • Bow Poison Chance +8% per point
  • Poison Duration +20%(5 point bonus)
SharpshooterRogueMarksmanMarksman5Chance to gain a stack of Sharpshooter when you hit an enemy based on your how far you are from that enemy, up to a maximum at 10m. Each stack of Sharpshooter increases bow damage and lasts 8 seconds.
  • Maximum Chance to Gain Sharpshooter 10% per point
  • Maximum Sharpshooter stacks 10
  • Increased Bow Damage per Stack 25%
Sniper's GambitRogueMarksmanMarksman5
  • Bow Damage +6 per point
  • Increased damage taken from nearby enemies 1% per point
Barrage of PainRogueMarksmanMarksman5Adds Barrage of Pain to your Marksman Passive, Bow Mastery. You gain a stack and refresh all existing stacks of Bow Mastery by using a bow attack and hitting at least one enemy.
  • Increased Crit Chance per Stack 3% per point
  • Maximum Barrage of Pain Stacks 5
Ethereal ArrowsRogueMarksmanMarksman10You have increased mana and mana regen and your bow attacks deal more damage (multiplicative with other modifiers) equal to a portion of their mana cost.
  • Increased Mana 2% per point
  • Increased Mana Regen 2% per point
  • Bow Mana Cost -> More Damage 10% per point
Death from AfarRogueMarksmanMarksman5Each stack of Sharpshooter also increases stun chance and adds a chance to shred armour on hit
  • Increased Stun Chance per stack of Sharpshooter 4% per point
  • Armour Shred Chance per stack of Sharpshooter 4% per point
Mana WarpRogueMarksmanMarksman5When you directly use a skill that costs zero mana and hit an enemy you regain mana, but bow attacks cost more mana.
  • Mana Gain +3 per point
  • Bow Attack Mana Cost +15% per point
Rain of ArrowsRogueMarksmanMarksman4Adds a chance to cause a Rain of Arrows to descend upon your target when you proc Arrow Storm. Rain of Arrows is a physical bow attack that hits all enemies in an area around the target.
  • Rain of Arrows Chance 25% per point
Master ArcherRogueMarksmanMarksman2
  • Additional Multishot Arrows +2 per point
  • Increased Detonating Arrow Explosion Area +20% per point
  • Increased Hail of Arrows Area +20% per point
  • Heartseeker Recurve Chance +20% per point
Perfect AimRogueMarksmanMarksman5Each stack of Bow Mastery with Barrage of Pain also grants additional critical strike multiplier and health gained on crit.
  • Crit Multiplier per Stack 3% per point
  • Health on Crit per Stack 3 per point
FearlessSentinelSentinelVoid KnightForge GuardPaladin8
  • Vitality +1 per point
  • Increased Health Regen 5% per point
JuggernautSentinelSentinelVoid KnightForge GuardPaladin8
  • Strength +1 per point
  • Fire Resistance 4% per point
  • Void Resistance 4% per point
OverwhelmSentinelSentinelVoid KnightForge GuardPaladin5Adds physical damage to your melee attacks and increases their chance to stun.
  • Melee Physical Damage +1 per point
  • Increased Melee Stun Chance 8% per point
Armour CladSentinelSentinelVoid KnightForge GuardPaladin5Adds armour and reduces the damage you take from nearby enemies (multiplicative with other modifiers)
  • Armor +15 per point
  • Damage Taken From Nearby Enemies -2% per point
Counter AttackSentinelSentinelVoid KnightForge GuardPaladin5When you are hit you have a chance to counter attack enemies with Retribution, a melee physical attack that deals damage to nearby enemies. This effect has a 0.2 second cooldown.
  • Retribution Chance When Hit 6% per point
RelentlessSentinelSentinelVoid KnightForge GuardPaladin10
  • Increased Damage 5% per point
  • Stun Avoidance +50 per point
  • Increased Stun Immunity Duration 100%(5 point bonus)
StalwartSentinelSentinelVoid KnightForge GuardPaladin5You have a higher chance to block hits and take less damage from hits that you block.
  • Block Chance +3%
  • Block Effectiveness +30 per point
Valiant ChargeSentinelSentinelVoid KnightForge GuardPaladin5
  • Increased Cooldown Recovery Speed for Movement Skills 6% per point
  • Health +6 per point
Aegis of RenewalSentinelSentinelVoid KnightForge GuardPaladin5You have a 25% chance to gain health whenever you block.
  • Health Gained On Block 10 per point
BanishSentinelSentinelVoid KnightForge GuardPaladin4Retribution deals increased damage and has additional chance to critically strike.
  • Retribution Increased Damage 10% per point
  • Retribution Critical Strike Chance +25% per point
Time and FaithSentinelSentinelVoid KnightForge GuardPaladin5You regain mana and a portion of your missing health when you directly use RiveVengeanceSmite, or Multistrike.
  • Mana Gained 2 per point
  • Health Gain 2% per point
Axe ThrowerSentinelSentinelVoid KnightForge GuardPaladin5Whenever you hit an enemy you have a chance to throw an Axe at the nearest enemy, dealing physical damage to all enemies in its path. This effect has a 1 second cooldown.
  • Chance To Cast Axe Throw On Hit 8% per point
GladiatorSentinelSentinelVoid KnightForge GuardPaladin1You can dual wield melee weapons by equipping a sword in your off hand. While dual wielding, you have increased attack and cast speed, but take more damage (multiplicative with other modifiers).
  • Can Equip Swords in Offhand
  • Attack And Cast Speed While Dual Wielding +20%
  • Damage Taken While Dual Wielding +8%
BlademasterSentinelSentinelVoid KnightForge GuardPaladin5You have increased attack and cast speed while you have a sword or axe equipped.
  • Sword Attack And Cast Speed +6% per point
  • Axe Attack And Cast Speed +6% per point
Mail CrusherSentinelSentinelVoid KnightForge GuardPaladin10You deal increased damage while you have a mace or sceptre equipped.
  • Mace Increased Damage 12% per point
  • Sceptre Increased Damage 12% per point
Battle HardenedSentinelForge GuardVoid KnightForge GuardPaladin10If you have been hit recently you increased armor.
  • Increased Armor When Hit 6% per point
  • Physical Resistance +4% per point
Steel AegisSentinelForge GuardVoid KnightForge GuardPaladin5You have a higher chance to block hits and take less damage from hits that you block.
  • Armor +10 per point
  • Block Effectiveness +50 per point
  • Block Chance +3%(3 point bonus)
Weapons MasterSentinelForge GuardVoid KnightForge GuardPaladin10
  • Strength +1 per point
  • Increased Melee Attack Speed With Sword 10%(5 point bonus)
  • Bleed Chance With Axe +75%(5 point bonus)
  • More Melee Damage With Mace 5%(5 point bonus)
  • Critical Strike Chance With Spear +5%(5 point bonus)
Fresh from the ForgeSentinelForge GuardVoid KnightForge GuardPaladin10You have additional melee and throwing physical and fire damage.
  • Melee Physical Damage +1 per point
  • Throwing Physical Damage +1 per point
  • Melee Fire Damage +1 per point
  • Throwing Fire Damage +1 per point
  • Physical Penetration With Forge Strike and Smelter's Wrath +20%(5 point bonus)
  • Fire Penetration With Forge Strike and Smelter's Wrath +20%(5 point bonus)
PeltastSentinelForge GuardVoid KnightForge GuardPaladin10
  • Increased Throwing Attack Damage 6% per point
  • Increased Throwing Attack Stun Chance 6% per point
UnflinchingSentinelForge GuardVoid KnightForge GuardPaladin5
  • Health +6 per point
  • Stun Avoidance +100 per point
  • Received Stun Duration -3% per point
  • Minion Stun Immunity (3 point bonus)
GuardianSentinelForge GuardVoid KnightForge GuardPaladin10
  • Health +12 per point
  • Increased Stun Chance 10% per point
  • Increased Health Regen 8% per point
Rallying BlockSentinelForge GuardVoid KnightForge GuardPaladin8You have additional armor for each hit you have blocked recently (last 4 seconds).
  • Armor on Block +15 per point
  • Max Stacks 10
Shield BreakerSentinelForge GuardVoid KnightForge GuardPaladin6Your throwing attacks cost more mana, but shred physical and fire resistance.
  • Physical Shred Stacks 1 per point
  • Fire Shred Stacks 1 per point
  • Throwing Attack Mana Cost +3 per point
Champion of the ForgeSentinelForge GuardVoid KnightForge GuardPaladin8You have increased critical strike chance while wielding a 2 handed weapon.
  • Increased Critical Chance With 2h 10% per point
  • Critical Multiplier Per 2 Strength With 2h +1%(5 point bonus)
Siege CaptainSentinelForge GuardVoid KnightForge GuardPaladin8While you have a shield equipped your blocks are more effective and you deal additional physical damage with throwing attacks.
  • Block Effectiveness with a Shield +50 per point
  • Physical Throwing Attack Damage with a Shield +2 per point
Smelter's MightSentinelForge GuardVoid KnightForge GuardPaladin10You and your minions have a chance to inflict bleeding and ignite on hit. This bonus is doubled for you if you are using a two handed melee weapon.
  • Bleed Chance +7% per point
  • Ignite Chance +7% per point
  • Also Applies To Minions
  • Doubled for you with a 2h weapon
ThornmailSentinelForge GuardVoid KnightForge GuardPaladin8
  • Armor +30 per point
  • Damage Taken by Attackers when Hit 30 per point
  • Damage Reflected Per 1% Armor Mitigation 5(5 point bonus)
Crushing BlowsSentinelForge GuardVoid KnightForge GuardPaladin5You have increased mana regen and your melee and throwing attacks deal more damage (multiplicative with other modifiers) based on their mana cost.
  • More Damage Per 1 Mana Cost For Throwing Or Melee Attacks 0.1% per point
  • Increased Mana Regen 3% per point
Hammer and AnvilSentinelForge GuardVoid KnightForge GuardPaladin5
  • Armor Shred Chance 20% per point
  • Minion Armor Shred Chance 20% per point
  • Minion Increased Attack Speed On 20 Mana Cost Skill 30%(4 point bonus)
Iron AttunementSentinelForge GuardVoid KnightForge GuardPaladin8
  • Attunement +1 per point
  • Armor +8 per point
  • Minion Armor +16 per point
  • Damage Over Time Mitigation From Armor Per 2 Attunement 1%(5 point bonus)
Folded SteelSentinelForge GuardForge Guard10Your Manifest Armor and Forged Weapons deal additional physical damage with their melee attacks. Additionally, your Forged Weapons last longer.
  • Manifest Armor Melee Physical Damage +6 per point
  • Forged Weapon Melee Physical Damage +4 per point
  • Increased Forged Weapon Duration 2% per point
  • Maximum Forged Weapons +2(5 point bonus)
Iron ReflexesSentinelForge GuardForge Guard10You have additional Dexterity and you take reduced bonus damage from critical strikes.
  • Dexterity +2 per point
  • Reduced Bonus Damage Taken From Crits 2% per point
  • Dodge Rating -> Armor (5 point bonus)
MightSentinelForge GuardForge Guard6
  • Strength +1 per point
  • Increased Health 2% per point
CrusaderSentinelForge GuardForge Guard8
  • Increased Throwing Attack Critical Strike Chance 15% per point
DuelistSentinelForge GuardForge Guard8
  • Increased Melee Critical Strike Chance 15% per point
Flawless DefenderSentinelForge GuardForge Guard4While you are using a shield you have additional armor.
  • Armor with a Shield +75 per point
Infinite BulwarkSentinelForge GuardForge Guard5You and your minions have increased armor and chance to find potions if you have used a potion recently (last 4 seconds).
  • Shared Increased Armor On Potion Use 20% per point
  • Increased Chance To Find Potions On Potion Use 20% per point
  • 100% Armor -> Minion Healing (4 point bonus)
Walls of SolarumSentinelForge GuardForge Guard5You take less damage, and this effect is double if you have at least 50% block chance. Additionally, you have an additional chance to block hits.
  • Less Damage Taken 1% per point
  • Doubled Less Damage Taken With 50% Block Chance
  • Block Chance +3%
JavelineerSentinelForge GuardForge Guard6
  • Throwing Attack Critical Multiplier +10% per point
  • Throwing Crit Chance Per 5 Dexterity +1%(4 point bonus)
Lethal StrikesSentinelForge GuardForge Guard6
  • Melee Critical Multiplier +10% per point
  • Fire Penetration Per 5 Strength +1%(4 point bonus)
  • Physical Penetration Per 5 Strength +1%(4 point bonus)
Liquid IronSentinelForge GuardForge Guard5You take less damage over time (multiplicative with other modifiers) and have additional physical resistance. These bonuses are doubled if you have used a potion recently.
  • Less Damage over Time Taken 3% per point
  • Physical Resistance 3% per point
  • Doubled if you have used a potion recently
OsprixbaneSentinelForge GuardForge Guard8While you are using a shield you have additional elemental resistance and deal increased fire damage over time. These effects also affect your minions.
  • Shared Elemental Resistance with a Shield +3% per point
  • Shared Increased Fire Damage over Time with a Shield 12% per point
  • Less Fire Damage Taken Per 10% Overcapped Fire Res 1%(5 point bonus)
  • Maximum Less Fire Damage Taken From Overcapped Fire Res 40%(5 point bonus)
Avatar of WarSentinelForge GuardForge Guard8You and your minions gain increased fire and physical damage.
  • Shared Increased Fire Damage 8% per point
  • Shared Increased Physical Damage 8% per point
  • Increased Area Per Stalwart Stack Consumed 10%(5 point bonus)
Forgemaster's MightSentinelForge GuardForge Guard1You can equip a shield alongside a two handed axe, mace, sword, or spear. While you have a two handed weapon and a shield equipped, you and your minions deal less damage and have less attack and cast speed, and Haste grants you block chance instead of increased movement speed.
  • Equip Shield and Two Handed Axe, Mace, Sword, or Spear
  • Haste instead grants Added Block Chance +10%
  • Less Damage for You and Your Minions 20%
  • Less Attack and Cast Speed for You and Your Minions 10%
Master of ArmsSentinelForge GuardForge Guard8You gain a bonus depending on the type of weapon you are wielding.
  • Parry Chance While Dual Wielding +1% per point
  • Increased Attack Speed While Dual Wielding 3% per point
  • Strength With 2h Weapon +2 per point
  • Frailty Chance With Shield +6% per point
  • Reduced Bonus Damage Taken From Crits With Shield 3% per point
Shield CrafterSentinelForge GuardForge Guard5You have a chance to cast a shield from Ring of Shields when you block a hit and you have additional block effectiveness per shield from Ring of Shields. This effect can trigger up to 3 times every 6 seconds. Additionally, your minions have increased health and armor.
  • Chance To Cast Shield On Block 10% per point
  • Block Effectiveness Per Shield +20 per point
  • Increased Minion Health 40% per point
  • Increased Minion Armor 40% per point
ConvictionSentinelPaladinVoid KnightForge GuardPaladin8
  • Increased Physical Damage 4% per point
  • Increased Fire Damage 4% per point
  • Increased Lightning Damage 4% per point
  • Physical Penetration +2% per point
  • Fire Penetration +2% per point
  • Lightning Penetration +2% per point
DefianceSentinelPaladinVoid KnightForge GuardPaladin8
  • Attunement +1 per point
  • Elemental Resistance +3% per point
  • Endurance Threshold Per 2% Uncapped Elemental Resistance +1(5 point bonus)
HonorSentinelPaladinVoid KnightForge GuardPaladin5You are less likely to be stunned, you have a higher chance to block hits and you take less damage from hits that you block.
  • Block Effectiveness +50 per point
  • Stun Avoidance +50 per point
  • Block Chance +3%(3 point bonus)
Divine BoltSentinelPaladinVoid KnightForge GuardPaladin4Whenever you hit an enemy with a melee attack you have a chance to cast Divine Bolt, a blast of holy energy that deals fire damage to a random nearby enemy. This effect can trigger up to twice per second.
  • Chance To Cast Divine Bolt On Melee Hit 25% per point
  • Additional Divine Bolts +1(3 point bonus)
Holy SymbolSentinelPaladinVoid KnightForge GuardPaladin6When you block you cast Holy Symbol, healing yourself and granting you ward over 3 seconds. This effect has a 3 second cooldown.
  • Cast Holy Symbol On Block
  • Healing 15 per point
  • Holy Symbol Ward Per Second 5 per point
Phoenix StrikeSentinelPaladinVoid KnightForge GuardPaladin10Your hits have a chance to ignite.
  • Ignite Chance +12% per point
  • Fire Penetration with Ignite +20%(5 point bonus)
ValorSentinelPaladinVoid KnightForge GuardPaladin10
  • Endurance +2% per point
  • Increased Healing Effectiveness 5% per point
  • Health 12 per point
Blinding LightSentinelPaladinVoid KnightForge GuardPaladin7
  • Blind Chance +7% per point
  • Electrify Chance +7% per point
  • Blind Duration +25%(5 point bonus)
  • Electrify Duration +25%(5 point bonus)
Heaven's BulwarkSentinelPaladinVoid KnightForge GuardPaladin10You have additional spell damage while you have a shield equipped.
  • Spell Damage With A Shield +3 per point
  • Reduced Bonus Damage Taken From Crits 30%(5 point bonus)
Holy IconSentinelPaladinVoid KnightForge GuardPaladin7
  • Increased Healing Effectiveness 7% per point
  • Necrotic Resistance +7% per point
  • Health +7 per point
  • Health Regen +7(5 point bonus)
Holy NovaSentinelPaladinVoid KnightForge GuardPaladin1Holy Symbol also heals allies in an area around you.
  • Holy Symbol Heals Nearby Allies
Rahyeh's StrengthSentinelPaladinVoid KnightForge GuardPaladin8You have additional strength, and you have a chance to shred enemy fire resistance scaling with your Strength.
  • Strength +1 per point
  • Fire Res Shred Chance Per 2 Strength +1% per point
Shared DivinitySentinelPaladinVoid KnightForge GuardPaladin6Divine Bolt deals more damage.
  • More Divine Bolt Damage 10% per point
  • Additional Divine Bolts +1(4 point bonus)
AlignmentSentinelPaladinVoid KnightForge GuardPaladin8
  • Increased Healing Effectiveness 15% per point
  • Doubled With 10 Mana Cost Spells (5 point bonus)
Force of DevotionSentinelPaladinVoid KnightForge GuardPaladin6
  • Throwing Attack Damage +3 per point
  • Throwing Frailty Chance +10% per point
  • Throwing Armor Shred Chance +20% per point
PietySentinelPaladinVoid KnightForge GuardPaladin6
  • Lightning Penetration +3% per point
  • Lightning Resistance +6% per point
  • More Damage To Electrified 5%(5 point bonus)
DedicationSentinelPaladinPaladin10
  • Attunement +1 per point
  • Increased Mana 1% per point
  • Increased Mana Regen Per 1% Block Chance Above 50% 1%(5 point bonus)
Faith ArmourSentinelPaladinPaladin8
  • Increased Armor 8% per point
  • Health Regen +2 per point
  • Increased Health Regen Per Attunement 2%(5 point bonus)
Sanctuary GuardianSentinelPaladinPaladin8
  • Armor While With A Shield +50 per point
  • Cast Speed With A Shield +3% per point
  • All Resistances With A Shield +15%(5 point bonus)
Holy PrecisionSentinelPaladinPaladin10You have an increased chance to critically strike and additional critical strike multiplier.
  • Increased Crit Chance 10% per point
  • Crit Multiplier +5% per point
  • Critical Chance +3%(5 point bonus)
PenanceSentinelPaladinPaladin8Your melee and throwing attacks have a chance to cause enemies to bleed, but you have a chance to inflict bleed when an enemy hits you with a melee attack.
  • Melee Bleed Chance +15% per point
  • Throwing Bleed Chance +15% per point
  • Bleed Duration Per 20 Endurance Threshold +1%(5 point bonus)
  • Chance to Inflict Bleed When Hit 3% per point
Shield WallSentinelPaladinPaladin4You have a higher chance to block, you regain heath on block and stuns on you last a shorter duration, but you have a lower chance to dodge.
  • Block Chance +2% per point
  • Health Gained on Block 4 per point
  • Less Stun Duration On You 5% per point
  • Less Dodge Chance 30%
Judgement of the StormSentinelPaladinPaladin8
  • Shock Chance +5% per point
  • Lightning Res Shred Chance +5% per point
  • Electrify Chance +5% per point
  • More Lightning Damage Over Time Per 2% Crit Multi 1%(5 point bonus)
Prayer AegisSentinelPaladinPaladin8You have additional health and endurance threshold.
  • Health +15 per point
  • Endurance Threshold +5 per point
  • Haste On Heal When Below Endurance Threshold (5 point bonus)
  • Endurance Threshold Per 2 Attunement +7(5 point bonus)
Righteous FirebrandSentinelPaladinPaladin5
  • Increased Melee Attack Speed 2% per point
  • Fire Penetration Per 100% Increased Healing Effectiveness +1% per point
Covenant of LightSentinelPaladinPaladin5Holy Aura and Symbols of Hope have increased effect of their passive benefits.
  • Increased Holy Aura And Symbols Of Hope Effect 4% per point
Divine EssenceSentinelPaladinPaladin5You have a chance to be granted a Divine Essence each second while at high health (above 65% of max health). Divine Essences last 10 seconds and grant 15% increased armor and healing effectiveness. They also reduce damage over time you take by 5%. You can have a maximum of 3 Divine Essences at once.
  • Attunement +1 per point
  • Divine Essence Chance Per Second On High Health 10% per point
RedemptionSentinelPaladinPaladin7Bleed you inflict penetrates physical resistance, and you have a chance to be granted increased damage over time if you have received a stack of bleeding from Penance recently (last 4 seconds).
  • Physical Penetration with Bleed +7% per point
  • Chance To Be Granted Damage +7% per point
  • Increased Damage Over Time Granted 7% per point
Reverence of DualitySentinelPaladinPaladin12
  • Increased Health 2% per point
  • Increased Damage 2% per point
  • Increased Healing Effectiveness 2% per point
  • Increased Mana 2% per point
Covenant of DominionSentinelPaladinPaladin7
  • Increased Physical Damage 8% per point
  • Increased Fire Damage 8% per point
  • Increased Lightning Damage 8% per point
  • Movespeed +1% per point
  • Increased Mana Regen From Holy Aura 25%(5 point bonus)
Covenant of ProtectionSentinelPaladinPaladin7
  • Increased Armor 8% per point
  • Armor Mitigation Applies To Damage Over Time 2% per point
  • Health Regen From Symbols Of Hope +5(5 point bonus)
Sword of RahyehSentinelPaladinPaladin7
  • Melee Ignite Chance +20% per point
  • More Ignite Damage 50%(5 point bonus)
Abyssal EnduranceSentinelVoid KnightVoid KnightForge GuardPaladin10
  • Health +8 per point
  • Void Resistance +4% per point
  • Physical Resistance +4% per point
  • Void And Physical Damage Taken -5%(5 point bonus)
Devouring BladeSentinelVoid KnightVoid KnightForge GuardPaladin10
  • Increased Damage 5% per point
  • Health Leech +0.1% per point
  • Doubled Effects On Recent Kill (5 point bonus)
Temporal CorruptionSentinelVoid KnightVoid KnightForge GuardPaladin6Your spells and attacks deal additional void damage.
  • Void Damage +2 per point
Sorrow and SteelSentinelVoid KnightVoid KnightForge GuardPaladin10
  • Increased Melee Damage 8% per point
  • Armor +16 per point
  • Area With Melee Area Skills +25%(5 point bonus)
World EaterSentinelVoid KnightVoid KnightForge GuardPaladin6You leech a portion of your melee and void damage as health.
  • Melee Damage Leeched as Health +0.5% per point
  • Void Damage Leeched as Health +0.5% per point
  • Increased Leech Rate 20%(5 point bonus)
Dark MawSentinelVoid KnightVoid KnightForge GuardPaladin5You have increased health. Whenever you kill an enemy, you have a chance to absorb 5% of their health.
  • Increased Health 2% per point
  • Chance To Absorb Health On Kill 5% per point
Void BladesSentinelVoid KnightVoid KnightForge GuardPaladin8
  • Melee Void Damage +3 per point
Void CorruptionSentinelVoid KnightVoid KnightForge GuardPaladin8Your critical strikes deal more damage for each passive point you have invested in the Void Knight tree.
  • Increased Critical Chance 10% per point
  • Critical Multiplier Per Point Spent In Void Knight 1%(5 point bonus)
Void WavesSentinelVoid KnightVoid KnightForge GuardPaladin8
  • Throwing Void Damage +3 per point
  • Increased Spell Void Damage 10% per point
Chaotic ReverbSentinelVoid KnightVoid KnightForge GuardPaladin10
  • Increased Spell Damage 7% per point
  • Area For Area Spells +3% per point
  • Echo Chance For Abyssal Echoes +15%(8 point bonus)
Doom KnightSentinelVoid KnightVoid KnightForge GuardPaladin8
  • Strength +1 per point
  • Health +6 per point
  • More Armor 5%(5 point bonus)
Unending HungerSentinelVoid KnightVoid KnightForge GuardPaladin5
  • Health Leech +0.2% per point
  • Increased Leech Rate 10% per point
FinalitySentinelVoid KnightVoid KnightForge GuardPaladin5Your melee hits deal increased void damage and instantly kill enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node, then the highest threshold is used.
  • Increased Melee Void Damage 8% per point
  • Melee Kill Threshold 2% per point
Patient DoomSentinelVoid KnightVoid KnightForge GuardPaladin6
  • Increased Void Damage Over Time 8% per point
  • Reduced Bonus Damage Taken From Crits 5% per point
Rot RipplesSentinelVoid KnightVoid KnightForge GuardPaladin6Your hits have a chance to inflict enemies with Time Rot and whenever you kill an enemy afflicted with Time Rot, nearby enemies have a chance to be inflicted with Time Rot.
  • Time Rot Chance +10% per point
  • Time Rot Spread On Kill Chance 17# per point
  • Time Rot Duration +25%(5 point bonus)
RenouncementSentinelVoid KnightVoid Knight8You have increased cast speed and you have a chance to cast a Void Beam at the target when you directly cast Smite. This effect can occur up to 2 times per 2 seconds.
  • Increased Cast Speed 3% per point
  • Chance To Cast Void Beam +5% per point
  • Smite Scaling Attunement -> Vitality 1(5 point bonus)
  • Smite Void Spell Damage per Vitality +1(5 point bonus)
Rot GripSentinelVoid KnightVoid Knight5Your hits have a chance to inflict enemies with Time Rot. Additionally, Time Rot deals more damage per 1% global chance to slow with void skills, more damage per 1% global Time Rot chance with void skills and more damage per 1% increased melee attack, throwing or cast speed, whichever is lowest, (all multiplicative with each other and with all other modifiers).
  • Time Rot Chance +6% per point
  • Time Rot Damage Per 1% Slow Chance With Void Skills +0.2% per point
  • Time Rot Damage Per 1% Time Rot Chance With Void Skills +0.4% per point
  • Time Rot Damage Per 1% Attack Or Cast Speed +0.2% per point
Temporal VelocitySentinelVoid KnightVoid Knight8
  • Vitality +1 per point
  • Increased Cooldown Recovery Speed 3% per point
  • Devouring Orb Creates Void Rift On Cast (5 point bonus)
WoeSentinelVoid KnightVoid Knight8
  • Physical Penetration +3% per point
  • Void Penetration +3% per point
  • Frailty Chance +50%(5 point bonus)
  • Slow Chance +50%(5 point bonus)
Echoing StrikesSentinelVoid KnightVoid Knight5Your melee attacks, throwing attacks, and void spells have a higher chance to be echoed 1 second later.
  • Echo Chance +2% per point
  • Time Rot Chance +4% per point
  • Time Rot Chance On Skill Echo +50%(4 point bonus)
Essence of the EndSentinelVoid KnightVoid Knight5You have a chance to gain a Void Essence on kill. Void Essences last 8 seconds and grant 3% more void damage and 3% more melee damage (both multiplicative with other modifiers), and 15% reduced duration of stuns on you. You can have a maximum of 3 Void Essences at once, and you cannot gain more than 1 every 4 seconds.
  • Void Essence Chance On Kill +12% per point
  • Void Essence Chance On Boss Or Rare Hit +4% per point
Future MindSentinelVoid KnightVoid Knight8
  • Mana +5 per point
  • Increased Mana Regen 4% per point
  • Mana Gain When Skill Echoes 14(5 point bonus)
Singular PurposeSentinelVoid KnightVoid Knight5You deal more void damage (multiplicative with other modifiers). This effect is doubled if you have less than 30% block chance.
  • More Void Damage 2% per point
  • Damage Taken From Slowed Enemies -5%(4 point bonus)
  • Damage Taken From Time Rotting Enemies -5%(4 point bonus)
Eternal FormSentinelVoid KnightVoid Knight10
  • Vitality +1 per point
  • Increased Health 2% per point
  • Health Per Vitality +2(5 point bonus)
Void AegisSentinelVoid KnightVoid Knight5If you take a hit that deals at least 25% of your max health as damage, consume a Void Essence to gain Void Aegis for 4 seconds, which grants a portion of your maximum health gained as endurance threshold.
  • Void Aegis When Taking Big Hit
  • Max Health -> Endurance Threshold With Buff 3% per point
Dread FormSentinelVoid KnightVoid Knight10
  • Increased Void Damage 8% per point
  • Movespeed +1% per point
  • Slow Effect On You -50%(5 point bonus)
  • Chill Effect On You -50%(5 point bonus)
Time LegionSentinelVoid KnightVoid Knight10You have increased melee and throwing attack speed. Your melee attacks, throwing attacks, and void spells have a higher chance to be echoed 1 second later.
  • Increased Melee And Throwing Attack Speed 3% per point
  • Echo Chance +1% per point
Void WellSentinelVoid KnightVoid Knight1While you have 3 or more Void Essences, if you drop below 0 mana, you consume 3 void essences to set your mana to 30% of your maximum mana pool. This effect has a 4 second cooldown.
  • Consume 3 Void Essences To Refund Mana
Abyssal FluctuationSentinelVoid KnightVoid Knight5
  • Elemental Damage Taken As Void 10% per point
  • Void Damage Taken -4% per point
Avatar of RegretSentinelVoid KnightVoid Knight1Your melee attacks, throwing attacks, and void spells have a much higher chance to echo, you have increased armor, but you have reduced melee attack speed and throwing attack speed and your skills cost more mana.
  • Echo Chance +10%
  • Increased Armor 10%
  • Reduced Attack Speed 10%
  • Increased Mana Cost 10%
Mortal CleaveSentinelVoid KnightVoid Knight5
  • Critical Chance +1% per point
  • Gain Mortal Cleave On Hit Against Low Health Enemy (4 point bonus)
  • More Damage With Buff 10%(4 point bonus)
Skill3,863 rows
SkillClassMasteryNameUsablePointsEffect
Bone CurseAcolyteAcolyteAcute InflictionNecromancerLichWarlock1Bone Curse deals more damage (multiplicative with other modifiers), but falls off after a few hits.
  • Damage +40%
  • Hits Before Fall-off 4
Bone CurseAcolyteAcolyteBarbed ConstructNecromancerLichWarlock1All minion buffs from Bone Curse have 200% increased effect on Bone Golems.
  • Increased Effect On Bone Golem 200%
Bone CurseAcolyteAcolyteBitter WinterNecromancerLichWarlock5Adds a freeze rate to Bone Curse, granting it a chance to freeze enemies.
  • Freeze Rate +20 per point
Bone CurseAcolyteAcolyteBone CurseNecromancerLichWarlock0Apply a curse to enemies in an area for 8 seconds that causes physical damage when hit. The damage is tripled if you inflicted the hit yourself.
    Bone CurseAcolyteAcolyteBone EruptionNecromancerLichWarlock1Shortly after casting Bone Curse, it causes a Bone Eruption beneath the target area, causing enemies to take spell physical damage, but Bone Curse Costs more mana.
    • Bone Eruption Beneath Target
    • Mana Cost +15
    Bone CurseAcolyteAcolyteBone FeastNecromancerLichWarlock2When Marrow Thief triggers you are also healed. The healing scales with healing effectiveness.
    • Healing Amount 15 per point
    Bone CurseAcolyteAcolyteBone PrisonNecromancerLichWarlock1When you directly cast Bone Curse you summon a Bone Prison around the target area, trapping enemies inside. Bone Prison lasts a long time, but can be attacked and destroyed. Bone Curse has a significantly longer cooldown.
    • Bone Prison On Cast
    • Bone Prison Duration (seconds) 8
    • Cooldown (seconds) +20
    Bone CurseAcolyteAcolyteBrittle BonesNecromancerLichWarlock3Bone Curse deals more damage (multiplicative with other modifiers) and instantly kills enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node then the highest threshold is used.
    • Kill Threshold 4% per point
    • Damage +4% per point
    Bone CurseAcolyteAcolyteChilblainsNecromancerLichWarlock3Bone Curse has a chance to apply chill when the enemy is hit.
    • Chill Chance +12% per point
    Bone CurseAcolyteAcolyteCloven FleshNecromancerLichWarlock5Bone Curse has a chance to cause enemies to bleed.
    • Bleed Chance +15% per point
    Bone CurseAcolyteAcolyteConflationNecromancerLichWarlock5Bone Curse affects a larger area.
    • Area +30% per point
    Bone CurseAcolyteAcolyteCrimson EnlightenmentNecromancerLichWarlock1When Bone Curse times out, you cast Rip Blood on that enemy, a spell dealing physical damage. This effect can occur a limited number of times per second.
    • Rip Blood On Bone Curse Time Out
    • Limit Per Second 3
    Bone CurseAcolyteAcolyteCrippling AnguishNecromancerLichWarlock4Bone Curse slows enemies within its area of effect
    • Slow Duration (seconds) 2 per point
    Bone CurseAcolyteAcolyteCultist's FervorNecromancerLichWarlock4Bone Curse costs less mana and has increased cast speed.
    • Mana Efficiency +10% per point
    • Cast Speed +5% per point
    Bone CurseAcolyteAcolyteCursed GroundNecromancerLichWarlock5When you cast Bone Curse, it now also leaves behind Cursed Ground for a short duration. Enemies that walk into the Cursed Ground are afflicted with Bone Curse.
    • Cursed Ground On Area
    • Cursed Ground Duration (seconds) +1 per point
    Bone CurseAcolyteAcolyteCursed LimbsNecromancerLichWarlock5After directly casting Bone Curse, you also cast Bone Curse on hit for the next few seconds, but Bone Curse costs more mana. This cast on hit effect can't occur more than once per second.
    • Bone Curse On Hit After Direct Cast
    • Duration (seconds) 1 per point
    • Mana Cost +10
    Bone CurseAcolyteAcolyteDefile DefensesNecromancerLichWarlock5Bone Curse has a chance to reduce enemy armor.
    • Armor Shred Chance 20% per point
    Bone CurseAcolyteAcolyteEntreat the DamnedNecromancerLichWarlock1Killing an enemy with Bone Curse has a chance to summon a Skeleton Vanguard, a minion that deals melee physical damage using a spear. You are limited to 3 Skeleton Vanguards by default.
    • Skeleton Vanguard On Kill Chance 10%
    • Vanguard Limit 3
    Bone CurseAcolyteAcolyteIllusion of PainNecromancerLichWarlock1Bone Curse falls off after only 1 hit, but it always crits and deals significantly more damage (multiplicative with other modifiers). Bone Curse now has a cooldown. This is not compatible with the Signet of Agony node. The duration of Cursed Limbs and Cursed Ground are significantly reduced.
    • Always Crits
    • Damage +150%
    • Bone Curse Maximum Hits 1
    • Cooldown (seconds) 6
    • Cursed Limbs and Cursed Ground duration -50%
    Bone CurseAcolyteAcolyteIron MaidenNecromancerLichWarlock5Bone Curse deals more damage (multiplicative with other modifiers).
    • Damage +10% per point
    Bone CurseAcolyteAcolyteMarrow ThiefNecromancerLichWarlock3If you kill an enemy affected by Bone Curse you have a chance to gain Bone Armor for 4 seconds, which grants less damage taken (multiplicative with other modifiers).
    • Bone Armor Chance On Kill 10% per point
    Bone CurseAcolyteAcolyteMercilessNecromancerLichWarlock5You may cast Bone Curse on your minions, which grants them more physical damage (multiplicative with other modifiers), but also applies Bone Curse's negative effects. This effect lasts 4 seconds and does not stack.
    • Cast On Minion
    • Minion Physical Damage +10% per point
    • Buff Duration (seconds) 4
    Bone CurseAcolyteAcolyteMiseryNecromancerLichWarlock1Bone Curse's base physical damage is converted to necrotic. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage.
    • Physical -> Necrotic Damage
    Bone CurseAcolyteAcolyteOppressive GazeNecromancerLichWarlock1Bone Curse deals more damage (multiplicative with other modifiers), but now only affects a single target. Bone Curse and Mark for Death have unlimited duration. This is not compatible with the Signet of Agony node.
    • Damage +40%
    • Unlimited Duration
    • Single Target
    Bone CurseAcolyteAcolyteOssifyNecromancerLichWarlock4Your Bone Prison takes less damage (multiplicative with other modifiers).
    • Damage Taken -15% per point
    Bone CurseAcolyteAcolyteReaper's MarkNecromancerLichWarlock4Mark for Death lasts longer.
    • Mark Duration +50% per point
    Bone CurseAcolyteAcolyteRuptured CorpseNecromancerLichWarlock1Enemies afflicted with Bone Curse have a chance to explode on death, dealing damage to nearby enemies, but Bone Curse costs more mana.
    • Explosion Chance 25%
    • Mana Cost +5
    Bone CurseAcolyteAcolyteShattered PrisonNecromancerLichWarlock1Bone Curse has a significantly shorter cooldown, but Bone Prison now has gaps.
    • Reduced Cooldown Duration 70%
    • Bone Prison Has Gaps
    Bone CurseAcolyteAcolyteSigil of MortalityNecromancerLichWarlock1Bone Curse applies Mark for Death for 2 seconds, but costs more mana. This effect overwrites Mark for Death's normal duration.
    • Mark For Death On Cast
    • Marked Duration (seconds) 2
    • Mana Cost +5
    Bone CurseAcolyteAcolyteSignet of AgonyNecromancerLichWarlock1Bone Curse becomes a toggled aura which surrounds you, but it has reduced area and drains your mana over time. You are also inflicted with Bone Curse. This is not compatible with the Oppressive Gaze and Illusion of Pain nodes.
    • Bone Curse Aura
    • Bone Curse On Self
    • Area -40%
    • Mana Drain 15
    Bone CurseAcolyteAcolyteSpiked BonesNecromancerLichWarlock4Casting Bone Curse on minions causes them to reflect a flat amount damage to attackers. This effect lasts 4 seconds and does not stack.
    • Damage Reflected 15 per point
    • Duration (seconds) 4
    Bone CurseAcolyteAcolyteSwift ReleaseNecromancerLichWarlock3Bone Curse deals more damage (multiplicative with other modifiers), but lingers for a shorter duration on enemies if not reapplied. The duration reduction only applies to Bone Curse applied by the aura.
    • Damage +13% per point
    • Bone Curse Duration -30% per point
    HarvestAcolyteAcolyteAgonizing SiphonNecromancerLichWarlock4When Harvest kills an enemy or hits at least one boss or rare enemy, you have a chance to gain a stack of Stolen Spirit, up to 5. At 5 stacks, your next Harvest hit against a boss or rare enemy consumes all stacks to release a Wandering Spirit per stack.
    • Chance to Gain Stack on Kill +25% per point
    • Chance to Gain Stack on Boss or Rare Hit +25% per point
    • Spirits Released on Harvest Hit at 5 Stacks 5
    HarvestAcolyteAcolyteBlood BringerNecromancerLichWarlock4Harvest has a chance to cause enemies to bleed.
    • Bleed Chance +25% per point
    HarvestAcolyteAcolyteBlood SculptorNecromancerLichWarlock4Harvest has a chance to summon a Blood Specter when it kills an enemy. You cannot summon more than one Blood Specter every 2 seconds.
    • Blood Specter Chance +15% per point
    HarvestAcolyteAcolyteCrimson DeathNecromancerLichWarlock1Harvest's base necrotic damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage. Harvest now gains bleed chance per point of intelligence. Harvest's added damage per dexterity scaling is now added physical melee damage. Swaps Harvest's Necrotic tag for a Physical tag.
    • Base Necrotic Damage -> Physical
    • Physical Melee Damage per Dexterity 2
    • Bleed Chance per Intelligence 4%
    HarvestAcolyteAcolyteDeath InsideNecromancerLichWarlock3Harvest hits deal more hit damage per unique ailment on the target (multiplicative with other modifiers), up to a maximum benefit.
    • Hit Damage per Unique Ailment +5% per point
    • Maximum Damage Bonus 30% per point
    HarvestAcolyteAcolyteDouble Edged ScytheNecromancerLichWarlock1When you hit an enemy with Harvest both you and the enemy are inflicted with bleed. Bleed stacks on enemies inflicted by Harvest have additional Physical Penetration. The self-inflicted bleed does not scale with your stats.
    • Bleed Chance +100%
    • Physical Penetration with Bleed +50%
    • Self Bleed Chance +100%
    HarvestAcolyteAcolyteFinalityNecromancerLichWarlock3Harvest hits instantly kill enemies that are below a health threshold (a percentage of their maximum health), and Harvest deals more damage (multiplicative with other modifiers).
    • Kill Threshold 4% per point
    • Damage +6% per point
    HarvestAcolyteAcolyteGhost ConduitNecromancerLichWarlock2When you directly use Harvest, you restore mana for each enemy killed or each boss or rare enemy hit.
    • Mana Restored on Kill 1 per point
    • Mana Restored on Boss or Rare Enemy Hit 1 per point
    HarvestAcolyteAcolyteGreat ScytheNecromancerLichWarlock4Harvest has increased area of effect, and is increased further if using a two handed weapon.
    • Area +20% per point
    • Area With Two Handed Weapon +10% per point
    HarvestAcolyteAcolyteHarrowing BladeNecromancerLichWarlock4Harvest hits have a chance to reduce enemy necrotic resistance, and Harvest deals more damage over time.
    • Necrotic Resistance Shred Chance +25% per point
    • Damage Over Time +10% per point
    HarvestAcolyteAcolyteHarvestNecromancerLichWarlock0A melee attack that hits all enemies in an area in front of you, dealing double damage to those that are Cursed.
      HarvestAcolyteAcolyteIron MouthsNecromancerLichWarlock5Harvest has additional critical strike chance and critical multiplier, but a percentage of your current health is also consumed on use.
      • Critical Chance +2% per point
      • Critical Multiplier +20% per point
      • Percent Current Health Consumed On Use 5% per point
      HarvestAcolyteAcolyteLearned WeaknessNecromancerLichWarlock4You have increased critical strike chance and critical strike multiplier if you have hit a Cursed enemy with Harvest recently (past 4 seconds).
      • Global Increased Crit Chance 25% per point
      • Global Critical Multiplier +8% per point
      HarvestAcolyteAcolyteLegion of the LichNecromancerLichWarlock5Minions have increased critical strike chance if you have landed a critical strike with Harvest recently (past 4 seconds).
      • Increased Minion Crit Chance +50% per point
      HarvestAcolyteAcolyteLife EaterNecromancerLichWarlock1Harvest grants you health each time it hits a cursed enemy. Health gained scales with your intelligence stat.
      • Health Gained Per Point Of Intelligence 1
      HarvestAcolyteAcolyteMark of the LocustNecromancerLichWarlock1When Harvest hits a target afflicted by Spirit Plague, it applies Withering and has a chance to spread Spirit Plague to an additional target.
      • Withering Chance 100%
      • Spirit Plague Spread Chance 13%
      HarvestAcolyteAcolyteMind HarvestNecromancerLichWarlock3Harvest grants you ward when it hits a Cursed enemy. This effect can occur a limited number of times per 5 seconds. Harvest also deals more damage (multiplicative with other modifiers).
      • Ward Gained +6 per point
      • Damage +6% per point
      • Ward Gain Limit per 5 Seconds 10
      HarvestAcolyteAcolyteMorbid FuryNecromancerLichWarlock4Harvest has increased attack speed, and is increased further if dual wielding.
      • Attack Speed +4% per point
      • Attack Speed While Dual Wielding +2% per point
      HarvestAcolyteAcolyteNecrotic BloodNecromancerLichWarlock5Blood Specters summoned by Harvest deal additional melee necrotic damage.
      • Blood Specter Necrotic Damage +7 per point
      HarvestAcolyteAcolytePutrid ReaperNecromancerLichWarlock4Harvest hits have a chance to poison enemies.
      • Poison Chance +25% per point
      HarvestAcolyteAcolyteRed ReapersNecromancerLichWarlock3Blood Specters summoned by Harvest have a significantly increased critical strike chance.
      • Blood Specter Increased Crit Chance 100% per point
      HarvestAcolyteAcolyteSeeds of UndeathNecromancerLichWarlock5When Harvest kills an enemy or hits a boss or rare enemy, you have a chance to summon a Volatile Zombie, consuming a percentage of its mana cost. This effect can occur a limited number of times per 3 seconds.
      • Volatile Zombie Chance +10% per point
      • Limit per 3 Seconds 5
      • Percent of Volatile Zombie Mana Cost Consumed 50%
      HarvestAcolyteAcolyteShatterNecromancerLichWarlock1Harvest's base necrotic damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to necrotic damage. Harvest now gains frostbite chance per point of intelligence. Harvest gains added cold melee damage per dexterity instead of added necrotic melee damage. Bleed chance from all sources is converted to frostbite chance. Swaps Harvest's Necrotic tag for a Cold tag.
      • Base Necrotic Damage -> Cold
      • Cold Melee Damage per Dexterity 2
      • Frostbite Chance per Intelligence 4%
      • Bleed Chance -> Frostbite Chance
      HarvestAcolyteAcolyteSpectral FeastNecromancerLichWarlock2Blood Specters summoned by Harvest leech a signficant portion of the damage they deal as health.
      • Blood Specter Health Leech +50% per point
      HarvestAcolyteAcolyteSpectral WhetstoneNecromancerLichWarlock3Improves Harvest's base critical strike chance, and increases Harvest's attack speed.
      • Base Crit Chance +3% per point
      • Attack Speed +2% per point
      HarvestAcolyteAcolyteSteal YouthNecromancerLichWarlock2Critical hits with Harvest have a chance to grant Haste for 2 seconds.
      • Haste Chance on Crit +25% per point
      HarvestAcolyteAcolyteSymbol of LossNecromancerLichWarlock4Harvest hits deal more damage against Cursed enemies (multiplicative with other modifiers).
      • Damage Against Cursed Enemies +13% per point
      HarvestAcolyteAcolyteUndead HarvestNecromancerLichWarlock1Harvest hits leave a trace on enemies, causing enemies to take increased damage and be prioritized by your minions. Traces last for 5 seconds.
      • Minions Prioritize Target
      • Enemy Damage Taken +5%
      HarvestAcolyteAcolyteWraith SkinNecromancerLichWarlock1When you directly use Harvest and hit at least one enemy, gain a percentage of your missing health as ward.
      • Percent Missing Health Gained as Ward 5%
      Hungering SoulsAcolyteAcolyteCaustic WretchesNecromancerLichWarlock5Souls have a chance to poison enemies.
      • Poison Chance +15% per point
      Hungering SoulsAcolyteAcolyteDecayed MindNecromancerLichWarlock5Souls have an increased chance to poison enemies, and they cost less mana.
      • Poison Chance +5% per point
      • Mana Cost -1 per point
      Hungering SoulsAcolyteAcolyteDescent Into MadnessNecromancerLichWarlock5Souls deal more damage over time (multiplicative with other modifiers).
      • Damage Over Time +20% per point
      Hungering SoulsAcolyteAcolyteDominion Of UndeathNecromancerLichWarlock4Hungering Souls costs less mana, and fires projectiles in a wider cone.
      • Cone Width +15% per point
      • Mana Cost -2 per point
      Hungering SoulsAcolyteAcolyteEternal PyreNecromancerLichWarlock5Ignites inflicted by Hungering Souls last longer and have additional Fire Penetration
      • Ignite Duration +20% per point
      • Fire Penetration with Ignite +20% per point
      Hungering SoulsAcolyteAcolyteFire SkullNecromancerLichWarlock1Hungering Souls' base damage is increased and converted to fire and its hits ignite instead of possessing. Consequently this damage scales with increases to fire damage, but not increases to necrotic damage. Souls deal more hit damage.
      • Base Damage Converted To Fire
      • Possess -> Ignite
      • Hit Damage +50%
      Hungering SoulsAcolyteAcolyteFocused WrathNecromancerLichWarlock2Hungering Souls fires projectiles in a narrower cone.
      • Cone Width -35% per point
      Hungering SoulsAcolyteAcolyteForbidden PactNecromancerLichWarlock1Souls deal additional spell damage based on your maximum mana, but fewer Souls are created with each cast.
      • Spell Damage per 20 Max Mana +1
      • Extra Projectiles -2
      Hungering SoulsAcolyteAcolyteGrave BondNecromancerLichWarlock4Souls deal more damage (multiplicative with other modifiers) if you have at least one minion.
      • Damage +15% per point
      Hungering SoulsAcolyteAcolyteGreat SoulNecromancerLichWarlock4Souls are larger and deal more hit damage, but Hungering Souls costs more mana.
      • Hit Damage +25% per point
      • Size +20% per point
      • Mana Cost +2 per point
      Hungering SoulsAcolyteAcolyteHungering EyesNecromancerLichWarlock2Souls' critical strikes deal more damage.
      • Critical Multiplier +30% per point
      Hungering SoulsAcolyteAcolyteHungering SoulsNecromancerLichWarlock0Calls forth five hungering souls that seeks out enemies, on hit they deal necrotic damage and then possesses the target. Possessed enemies take necrotic damage over time for 1.5 seconds. Enemies cannot be possessed by multiple souls at once.
        Hungering SoulsAcolyteAcolyteInspired HungerNecromancerLichWarlock5Directly casting Hungering Souls causes you to deal more damage over time against Possessed Enemies for 8 seconds. This effect does not stack.
        • Damage Over Time vs Possessed +8% per point
        • Buff Duration (Seconds) 8
        Hungering SoulsAcolyteAcolyteIsolationNecromancerLichWarlock1Souls are significantly larger and deal more hit damage, but only one is created with each cast.
        • Hit Damage +100%
        • Size +100%
        • Soul Limit 1
        Hungering SoulsAcolyteAcolyteLamentNecromancerLichWarlock3You have a higher chance to cast Hungering Souls when hit. When you directly cast Hungering Souls you gain Ward.
        • Chance To Cast Hungering Souls When Hit +3% per point
        • Ward Gain on Direct Cast 13 per point
        Hungering SoulsAcolyteAcolyteLife HuntNecromancerLichWarlock4Hungering Souls has increased cast speed and its souls travel faster, causing them to go further before they expire.
        • Cast Speed +5% per point
        • Speed and Range +10% per point
        Hungering SoulsAcolyteAcolyteMind HarvestNecromancerLichWarlock5Souls grant you more mana when they kill an enemy.
        • Mana Gained +2 per point
        Hungering SoulsAcolyteAcolyteNecromantic EmanationNecromancerLichWarlock3Souls deal more damage (multiplicative with other modifiers) for each minion you have.
        • Damage Per Minion +2% per point
        Hungering SoulsAcolyteAcolytePiercing GazeNecromancerLichWarlock5Improves Hungering Souls' base critical strike chance.
        • Base Crit Chance +3% per point
        Hungering SoulsAcolyteAcolyteRavenousNecromancerLichWarlock5Souls deal additional necrotic damage on Hit.
        • Necrotic Damage on Hit +6 per point
        Hungering SoulsAcolyteAcolyteReaper's GazeNecromancerLichWarlock3Souls hits instantly kill enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node then the highest threshold is used.
        • Kill Threshold 5% per point
        Hungering SoulsAcolyteAcolyteRisen CemeteryNecromancerLichWarlock2Hungering Souls has a chance to fire additional projectiles.
        • Extra Projectiles 6
        • Chance Of Extra Projectiles +20% per point
        Hungering SoulsAcolyteAcolyteRisen HatredNecromancerLichWarlock3You have a higher chance to cast Hungering Souls when hit. When you directly cast Hungering Souls you have a chance to cast it twice in quick succession.
        • Chance To Cast Hungering Souls When Hit +4% per point
        • Doublecast Chance 4% per point
        Hungering SoulsAcolyteAcolyteSoul CatcherNecromancerLichWarlock3Hungering Souls cost less mana and has a chance to grant ward on kill.
        • Mana Cost -1 per point
        • Ward On Kill Chance 15% per point
        • Ward Amount 30
        Hungering SoulsAcolyteAcolyteSoul DrainNecromancerLichWarlock1Souls have a chance to grant you mana when they kill an enemy.
        • Chance To Grant Mana On Kill 10%
        • Mana Gained 3
        Hungering SoulsAcolyteAcolyteSoul SwarmNecromancerLichWarlock2Hungering Souls fires additional projectiles, but costs more mana.
        • Extra Projectiles +2 per point
        • Mana Cost +2 per point
        Hungering SoulsAcolyteAcolyteUnholy TrinityNecromancerLichWarlock3Souls deal more damage (multiplicative with other modifiers) if you have exactly three minions.
        • Damage with Three Minions +50% per point
        Hungering SoulsAcolyteAcolyteVengeful SoulsNecromancerLichWarlock1You have a chance to cast Hungering Souls when hit, but Souls cast this way have a 70% chance to only have one projectile.
        • Chance To Cast Hungering Souls When Hit 7%
        • Chance for Single Projectile When Hit 70%
        Infernal ShadeAcolyteAcolyteBanefulNecromancerLichWarlock2Ignited inflicted by Infernal Shade has additional Fire Penetration
        • Fire Penetration with Ignite +20% per point
        Infernal ShadeAcolyteAcolyteBlaze ShadeNecromancerLichWarlock1You have a chance to create a Blaze Shade which deals more damage in a significantly larger area (multiplicative with other modifiers).
        • Chance for Blaze Shade +20%
        • More Damage with Blaze Shade 20%
        • Area of Effect with Blaze Shade +200%
        Infernal ShadeAcolyteAcolyteBlood ShadeNecromancerLichWarlock1Infernal Shade's base fire damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to fire damage. All ignite chance from this tree is converted to bleed chance and effects related to ignite now depend on bleed instead.
        • Fire Damage -> Physical Damage
        • Ignite Chance -> Bleed Chance
        Infernal ShadeAcolyteAcolyteBrimstoneNecromancerLichWarlock4Infernal Shade has a chance to slow nearby enemies each second.
        • Slow Chance +25% per point
        Infernal ShadeAcolyteAcolyteBurn TrailNecromancerLichWarlock1Your minions gain Haste while they have an Infernal Shade attached to them.
        • Hastes Minions
        Infernal ShadeAcolyteAcolyteCackling FlamesNecromancerLichWarlock5Infernal Shade has increased duration.
        • Increased Duration 15% per point
        Infernal ShadeAcolyteAcolyteCombustionNecromancerLichWarlock1When Infernal Shade expires there is a large explosion which deals fire damage to nearby enemies.
        • Explodes at End
        Infernal ShadeAcolyteAcolyteCorrosionNecromancerLichWarlock4Infernal Shade has a chance to shred the armor of nearby enemies each second.
        • Armour Shred Chance Per Second +50% per point
        Infernal ShadeAcolyteAcolyteDevour in FlamesNecromancerLichWarlock1Infernal Shade can now only attach to your minions, but your minions are also damaged by Infernal Shade.
        • Minion Targetable
        Infernal ShadeAcolyteAcolyteFanning the FlamesNecromancerLichWarlock5Infernal Shade deals more damage (multiplicative with other modifiers) in a larger area.
        • More Damage 8% per point
        • Increased Area 12% per point
        Infernal ShadeAcolyteAcolyteFiend HunterNecromancerLichWarlock2Infernal Shade has a shorter cooldown.
        • Cooldown Recovery Speed +35% per point
        Infernal ShadeAcolyteAcolyteFiery ConclusionNecromancerLichWarlock5The explosion which occurs when the Infernal Shade expires deals more damage (multiplicative with other modifiers) and affects a larger area.
        • Explosion Damage +40% per point
        • Explosion Area +20% per point
        Infernal ShadeAcolyteAcolyteFlame BurstNecromancerLichWarlock1Infernal Shade has reduce duration and the explosion which occurs when the Infernal Shade expires has added critical strike chance.
        • Reduced Duration 24%
        • Explosion Critical Chance +8%
        Infernal ShadeAcolyteAcolyteFleeting ShadeNecromancerLichWarlock1Blaze Shade deals more damage, but has a shorter duration (multiplicative with other modifiers).
        • More Blaze Shade Damage 150%
        • Blaze Shade Duration -60%
        Infernal ShadeAcolyteAcolyteFlight of FireNecromancerLichWarlock1You can cast an additional Infernal Shade or Dread Shade.
        • Maximum Shades +1
        Infernal ShadeAcolyteAcolyteHeart of FireNecromancerLichWarlock4Infernal Shade deals more damage (multiplicative with other modifiers), but in a smaller area.
        • More Damage 20% per point
        • Reduced Radius 12% per point
        Infernal ShadeAcolyteAcolyteHellfireNecromancerLichWarlock1Infernal Shade is now ground targeted and cannot attach to any targets. Infernal Shade applies a stack of Fire Resistance Shred each second but now has a cooldown. Prevents additional Shades from the Legion node being created.
        • Remains on Ground
        • Shreds Fire Resistance
        • Cooldown (seconds) +3
        Infernal ShadeAcolyteAcolyteIgnitionNecromancerLichWarlock5Infernal Shade costs less mana and has increased cast speed.
        • Mana Efficiency +7% per point
        • Cast Speed +7% per point
        Infernal ShadeAcolyteAcolyteInfernal ShadeNecromancerLichWarlock0Target enemy and all nearby enemies take fire damage per second. Each enemy can only have one Infernal Shade attached at a time. Expires after 5 seconds. Max 4 active shades.
          Infernal ShadeAcolyteAcolyteInfluenceNecromancerLichWarlock3Infernal Shade deals damage in a larger area.
          • Increased Area 25% per point
          Infernal ShadeAcolyteAcolyteLegionNecromancerLichWarlock2When directly casting Infernal Shade you will create extra shades if there are nearby enemies. Infernal Shade costs more mana to cast. Has no effect if you have taken the Hellfire node.
          • Additional Shades +1 per point
          • Increased Mana Cost 85% per point
          Infernal ShadeAcolyteAcolyteLingering FlamesNecromancerLichWarlock1If no target is within range of your target location the shade will wait up to 10 seconds for a target to come within range and then attach to it.
          • Waits on Ground
          Infernal ShadeAcolyteAcolyteManic PyreNecromancerLichWarlock3Minions which have an Infernal Shade attached to them gain increased movement, attack and cast speed each second up to a maximum.
          • Increased Movespeed Per Second 3% per point
          • Increased Attack Speed Per Second 3% per point
          • Increased Cast Speed Per Second 3% per point
          • Max Speed Increase 54%
          Infernal ShadeAcolyteAcolytePurgatoryNecromancerLichWarlock1Infernal Shade gains 15% fire penetration each second that it is unattached to a target.
          • Fire Penetrationper second spent Unattached 15%
          Infernal ShadeAcolyteAcolyteShifting DoomNecromancerLichWarlock4When Infernal Shade's target dies it has a chance to move to a new target.
          • Chance to Reattach +25% per point
          Infernal ShadeAcolyteAcolyteSoulfireNecromancerLichWarlock1Infernal Shades which attach to minions have unlimited increased duration.
          • Unlimited Duration On Minions
          Infernal ShadeAcolyteAcolyteSubjugationNecromancerLichWarlock1Infernal Shade deals more direct damage (multiplicative with other modifiers) for each second it has been active, up to a maximum.
          • Direct Damage gained each second 10%
          • Maximum Damage gained 180%
          Infernal ShadeAcolyteAcolyteTorment BeaconNecromancerLichWarlock5Infernal Shade has a chance to ignite nearby enemies each second.
          • Ignite Chance Per Second +40% per point
          Infernal ShadeAcolyteAcolyteWildfiresNecromancerLichWarlock5Infernal Shade deals more damage (multiplicative with other modifiers), but has reduced duration.
          • More Damage 18% per point
          • Reduced Duration 10% per point
          Marrow ShardsAcolyteAcolyteApathyNecromancerLichWarlock1Marrow Shards deals more damage, but Marrow Shards can hit and damage your own minions. On hit effects, such as health gained on hit, do not proc when you hit your minions.
          • Damage +25%
          • Minion Friendly Fire
          Marrow ShardsAcolyteAcolyteBlood AssassinNecromancerLichWarlock3Marrow Shards has additional critical strike chance and critical strike multiplier.
          • Crit Chance +1% per point
          • Critical Multiplier +15% per point
          Marrow ShardsAcolyteAcolyteBlood ReverieNecromancerLichWarlock2You leech a portion of physical damage as life if you have killed with Marrow Shards recently (past 4 seconds).
          • Global Physical Leech +4% per point
          Marrow ShardsAcolyteAcolyteBone KnivesNecromancerLichWarlock1Marrow Shards deals significantly more damage (multiplicative with other modifiers), but no longer pierces.
          • Damage 75%
          • Cannot Pierce
          Marrow ShardsAcolyteAcolyteBone SplintersNecromancerLichWarlock1Marrow Shards creates Bone Splinters in a cone when destroyed, which damage enemies, but Marrow Shards travels less far and costs more health.
          • Bone Splinters On Hit
          • Projectile Range -20%
          • Health Cost +40%
          Marrow ShardsAcolyteAcolyteBones Of The FollowerNecromancerLichWarlock1Marrow Shards deals significantly more damage, but consumes one of your minions when you cast it.
          • Damage +100%
          • Consumes Minion
          Marrow ShardsAcolyteAcolyteCarvingNecromancerLichWarlock5Bone Splinters deal more damage.
          • Bone Splinters Damage +30% per point
          Marrow ShardsAcolyteAcolyteCrimson IvoryNecromancerLichWarlock4Bone Splinters hits deal more hit damage against bleeding enemies (multiplicative with other modifiers).
          • Hit Damage Against Bleeding +25% per point
          Marrow ShardsAcolyteAcolyteDark PrecisionNecromancerLichWarlock3Bone Splinters have additional critical strike chance.
          • Crit Chance +2% per point
          Marrow ShardsAcolyteAcolyteDark ReverieNecromancerLichWarlock2Grants you increased critical strike chance if you have killed with Marrow Shards recently (past 4 seconds).
          • Global Increased Crit Chance +30% per point
          Marrow ShardsAcolyteAcolyteDead WeightNecromancerLichWarlock5Marrow Shards deals more damage, but its range is reduced.
          • Damage +15% per point
          • Projectile Range -13% per point
          Marrow ShardsAcolyteAcolyteDemiseNecromancerLichWarlock5Marrow Shards deals more hit damage against bleeding enemies (multiplicative with other modifiers).
          • Hit Damage Against Bleeding +20% per point
          Marrow ShardsAcolyteAcolyteFemoral OfferingNecromancerLichWarlock1Marrow Shards has additional critical strike multiplier, but you lose health when you critically strike with Marrow Shards.
          • Critical Multiplier +30%
          • Health Lost On Crit 1%
          Marrow ShardsAcolyteAcolyteFrigid ShardsNecromancerLichWarlock1Marrow Shards's base physical damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not to physical damage. It also gains a base freeze rate. Bleed chance from all sources is converted to frostbite chance. Swaps Marrow Shards's physical tag for a cold tag.
          • Physical -> Cold +100%
          • Freeze Rate 50
          • Bleed Effects -> Frostbite Effects
          Marrow ShardsAcolyteAcolyteGhost SplintersNecromancerLichWarlock4Bone Splinters travel faster and further.
          • Bone Splinters Speed and Range +30% per point
          Marrow ShardsAcolyteAcolyteGouging SplintersNecromancerLichWarlock4Bone Splinters have a chance to cause enemies to bleed.
          • Bone Splinters Bleed Chance +50% per point
          Marrow ShardsAcolyteAcolyteIvory ObliterationNecromancerLichWarlock1Bone Splinters have additional critical strike multiplier.
          • Critical Multiplier +35%
          Marrow ShardsAcolyteAcolyteLife BloodNecromancerLichWarlock2Marrow Shards hits have a higher chance to create a Marrow Orb.
          • Marrow Orb Chance +10% per point
          Marrow ShardsAcolyteAcolyteMarrow CasterNecromancerLichWarlock1Marrow Shards are now instantly destroyed, creating a Splinter Nova around you instead of Bone Splinters. Splinter Nova hits all enemies in an area around you. Splinter Nova is affected by all modifiers to Marrow Shards and Bone Splinters. Modifiers to the projectile speed of Bone Splinters grant increased area for Splinter Nova.
          • Creates Splinter Nova
          • Marrow Shards Destroyed Instantly
          Marrow ShardsAcolyteAcolyteMarrow DeathNecromancerLichWarlock2Marrow Shards has additional critical strike multiplier.
          • Critical Multiplier +20% per point
          Marrow ShardsAcolyteAcolyteMarrow EaterNecromancerLichWarlock3Marrow Orbs return more health.
          • Marrow Orb Health Gained +7 per point
          Marrow ShardsAcolyteAcolyteMarrow HungerNecromancerLichWarlock3You leech a portion of physical damage as health if you have cast Marrow Shards recently (past 4 seconds).
          • Physical Leech +3% per point
          Marrow ShardsAcolyteAcolyteMarrow ShardsNecromancerLichWarlock0Fires sharpened bones from your body. The bones pierce through enemies inflicting physical damage. Instead of mana, this spell costs 9% of your current health.
            Marrow ShardsAcolyteAcolyteOssumancyNecromancerLichWarlock5When you directly cast Marrow Shards, you have a chance to immediately cast a second instance of Marrow Shards. Indirect casts of Marrow Shards, such as from this effect, do not cost health.
            • Doublecast Chance +20% per point
            Marrow ShardsAcolyteAcolyteRip MarrowNecromancerLichWarlock1Marrow Shards has a chance to create a Marrow Orb on hit that returns 15 health to you. This effect can occur a limited number of times per second.
            • Marrow Orb Chance +20%
            • Marrow Orb Health Gained +15
            • Limit Per Second 3
            Marrow ShardsAcolyteAcolyteSecond SightNecromancerLichWarlock1The second cast of Marrow Shards from Ossumancy will target a random enemy within 15 meters.
            • Second Cast Targets Nearby Enemy
            Marrow ShardsAcolyteAcolyteShredding BonesNecromancerLichWarlock4Marrow Shards hits have a chance to shred enemy armor.
            • Armor Shred Chance +25% per point
            Marrow ShardsAcolyteAcolyteSoul BloodNecromancerLichWarlock4Marrow Shards has a chance to cause enemies to bleed, but costs more health.
            • Bleed Chance +25% per point
            • Health Cost +10% per point
            Marrow ShardsAcolyteAcolyteSpirit FeastNecromancerLichWarlock1Marrow Orbs also replenish mana.
            • Marrow Orb Mana Gained 5
            Marrow ShardsAcolyteAcolyteSplintering ImpactNecromancerLichWarlock1Marrow Shards creates Bone Splinters in a cone behind the enemy when destroyed, damaging other enemies, but Marrow Shards no longer pierces and costs more health.
            • Bone Splinters On Hit
            • Cannot Pierce
            • Health Cost +50%
            Marrow ShardsAcolyteAcolyteTreacheryNecromancerLichWarlock7You gain health when you kill one of your own minions.
            • Health Gained +10 per point
            Rip BloodAcolyteAcolyteArcane AbsorptionNecromancerLichWarlock4When you directly cast Rip Blood and hit at least one enemy you gain additional spell damage for 6 seconds. The amount of spell damage gained is doubled for Rip Blood. This effect can stack.
            • Global Spell Damage on Hit +1 per point
            • Buff Duration (Seconds) 6
            • Doubled for Rip Blood
            Rip BloodAcolyteAcolyteArcane FortressNecromancerLichWarlock1Blood Orbs now grant ward instead of health, equal to half of the health they would have restored. Being at or close to full health does not affect the amount of the ward the Blood Orbs grant.
            • Health Granted -> Ward Granted
            Rip BloodAcolyteAcolyteBlood BondNecromancerLichWarlock1When you directly cast Rip Blood and hit a boss or rare enemy it attaches a Blood Tether, dealing physical spell damage over time.
            • Blood Tether on Boss or Rare
            Rip BloodAcolyteAcolyteBlood CatalystNecromancerLichWarlock1When you directly cast Rip Blood and it kills at least one enemy, it will recast from that position towards another enemy, consuming Rip Blood's mana cost. These recasts can also trigger this effect. Rip Blood no longer creates Blood Orbs.
            • Automatically Recasts On Kill
            • Percent of Rip Blood Mana Cost Consumed 100%
            • No Blood Orbs
            Rip BloodAcolyteAcolyteBlood InfusionNecromancerLichWarlock1Blood Splatter grants your minions Blood Infusion when it hits them. The Blood Infusion buff grants 15% more damage for 4 seconds (multiplicative with other modifiers).
            • Grants Minions Blood Infusion
            Rip BloodAcolyteAcolyteCarnageNecromancerLichWarlock1When you directly use Rip Blood and hit a boss or rare enemy or hit at least 3 enemies, you cast Marrow Shards in the same direction.
            • Marrow Shards on Boss, Rare, or Multi Hit
            Rip BloodAcolyteAcolyteCarrion HungerNecromancerLichWarlock1When you are out of mana Rip Blood is free.
            • Out-of-Mana Mana Cost 0
            Rip BloodAcolyteAcolyteCoagulationNecromancerLichWarlock1When a blood orb grants health, you gain a stack of Coagulated Blood. Upon reaching at least 6 stacks, your next cast of Rip Blood consumes 6 stacks to form a Coagulated Blood Orb that seeks out a nearby enemy, dealing spell physical damage in a small area. Additionally, Blood Tethers such as from Blood Bond grant 3 stacks each second.
            • Create Coagulated Blood Orbs
            • Coagulated Blood Stacks Needed 6
            • Max Coagulated Blood Stacks 12
            Rip BloodAcolyteAcolyteCrimson FloodNecromancerLichWarlock4Blood Splatter deals damage in a larger area.
            • Blood Splatter Area +25% per point
            Rip BloodAcolyteAcolyteGushing WoundNecromancerLichWarlock4Rip Blood hits have a chance to cause enemies to bleed. .
            • Bleed Chance +25% per point
            Rip BloodAcolyteAcolyteHematologyNecromancerLichWarlock1Blood Orbs restore more health based on your Intelligence stat.
            • Health Restored Per Intelligence +5%
            Rip BloodAcolyteAcolyteHemomancerNecromancerLichWarlock5Rip Blood has increased cast speed.
            • Cast Speed +6% per point
            Rip BloodAcolyteAcolyteHemophagyNecromancerLichWarlock3Blood Infusion causes your minions to leech a portion of the physical damage they deal as health.
            • Blood Infusion Physical Leech +5% per point
            Rip BloodAcolyteAcolyteInfused FrenzyNecromancerLichWarlock3Blood Infusion grants increased attack and cast speed.
            • Blood Infusion Attack Speed +8% per point
            • Blood Infusion Cast Speed +8% per point
            Rip BloodAcolyteAcolyteMana FeastNecromancerLichWarlock3Blood Orbs now also grant you mana when you directly cast Rip Blood. The amount of mana is tripled for orbs from bosses and rare enemies.
            • Mana Granted 1 per point
            • Tripled Against Bosses and Rare Enemies
            Rip BloodAcolyteAcolyteMarrow DrinkerNecromancerLichWarlock1Rip Blood can be cast on your minions, but no longer can be cast on enemies. Blood Orbs restore significantly more health.
            • Health Granted +100%
            • Targets Minions Instead
            Rip BloodAcolyteAcolyteNecrotic InspirationNecromancerLichWarlock2Rip Blood deals more damage for each minion you currently control (multiplicative with other modifiers), up to a maximum benefit.
            • Damage Per Minion +2% per point
            • Maximum Damage Gained +20% per point
            Rip BloodAcolyteAcolyteNecrotic UnityNecromancerLichWarlock1Blood Splatter has increased area for each minion you currently control, up to a maximum benefit.
            • Increased Area Per Minion +2%
            • Maximum Area Increase 40%
            Rip BloodAcolyteAcolyteQuenchingNecromancerLichWarlock5Blood Orbs grant additional health and the Blood Orb returns faster.
            • Health Granted +2 per point
            • Blood Orb Travel Speed +20% per point
            Rip BloodAcolyteAcolyteRevileNecromancerLichWarlock4Rip Blood deals more damage over time (multiplicative with other modifiers).
            • Damage Over Time +10% per point
            Rip BloodAcolyteAcolyteRip BloodNecromancerLichWarlock0Rips blood out of a target enemy dealing physical damage to it. An orb of the blood is drawn back to you, restoring 5 health when it reaches you.
              Rip BloodAcolyteAcolyteRip SpiritNecromancerLichWarlock1Rip Blood and Blood Splatter's base physical damage are converted to necrotic damage. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage. Bleed chance from all sources is converted to Damned chance.
              • Physical -> Necrotic Damage
              • Bleed -> Damned
              Rip BloodAcolyteAcolyteRun DryNecromancerLichWarlock5Rip Blood deals more damage (multiplicative with other modifiers) .
              • Damage +8% per point
              Rip BloodAcolyteAcolyteSplatterNecromancerLichWarlock4Rip Blood hits have a chance to create a Blood Splatter at the target, dealing damage to other enemies around it that were not hit by Rip Blood. This effect can occur a limited number of times per cast of Rip Blood.
              • Blood Splatter chance +25% per point
              • Limit per Cast 1 per point
              Rip BloodAcolyteAcolyteStench of BloodNecromancerLichWarlock1Rip Blood has increased cast speed leaves a stench on the target enemy that causes your minions to prioritise attacking it.
              • Cast Speed +5%
              • Minions Prioritize Target
              Rip BloodAcolyteAcolyteThirstNecromancerLichWarlock3Rip Blood costs less mana and has increased cast speed.
              • Mana Cost -1 per point
              • Cast Speed +3% per point
              Rip BloodAcolyteAcolyteVaricose VeinsNecromancerLichWarlock3The Coagulated Blood Orb deals more damage in a larger area (multiplicative with other modifiers).
              • Coagulated Blood Orb Explosion Damage 35% per point
              • Coagulated Blood Orb Explosion Area 35% per point
              Rip BloodAcolyteAcolyteVolatilityNecromancerLichWarlock3Rip Blood has additional critical strike chance. .
              • Critical Chance +3% per point
              Spirit PlagueAcolyteAcolyteAgonizing ExpanseNecromancerLichWarlock1Spirit Plague spreads when you critically strike an afflicted target.
              • Plague Spreads On Crit Against Afflicted Target
              Spirit PlagueAcolyteAcolyteCalamitousNecromancerLichWarlock3Spirit Plague spreads to additional targets, but costs more mana.
              • Additional Targets On Spread +1 per point
              • Mana Cost +6 per point
              Spirit PlagueAcolyteAcolyteConcentrated RotNecromancerLichWarlock2Spirit Plague deals more damage (multiplicative with other modifiers), but spreads in a smaller area.
              • More Damage 25% per point
              • Spread Range -15% per point
              Spirit PlagueAcolyteAcolyteConductor of PlaguesNecromancerLichWarlock1Spirit Plague is now a combo skill. Directly recasting Spirit Plague within 2 seconds will cause up to 3 inflicted enemies to spread Spirit Plague to other enemies around them.
              • Spread On Recast
              Spirit PlagueAcolyteAcolyteContagionNecromancerLichWarlock1Spirit Plague is now cast in an area around the target, but costs more mana.
              • Cast In Area
              • Mana Cost +20
              Spirit PlagueAcolyteAcolyteDefilementNecromancerLichWarlock2You gain mana when Spirit Plague kills an enemy.
              • Mana Gain On Kill +3 per point
              Spirit PlagueAcolyteAcolyteDischargeNecromancerLichWarlock1Spirit Plague spreads after a duration. (This does not affect the maximum number of spreads.)
              • Spreads After Duration (Seconds) 3
              Spirit PlagueAcolyteAcolyteEfficacious ApplicationNecromancerLichWarlock5Spirit Plague costs less mana and lasts longer.
              • Mana Efficiency +8% per point
              • Increased Duration 12% per point
              Spirit PlagueAcolyteAcolyteEndless DecayNecromancerLichWarlock3You gain increased poison damage when you afflict an enemy with Spirit Plague. This effect lasts 4 seconds and can stack up to 13 times.
              • Increased Poison Damage 7% per point
              • Maximum Stacks 13
              Spirit PlagueAcolyteAcolyteEnfeeblementNecromancerLichWarlock3Enemies you inflict with Spirit Plague are also inflicted with Frailty.
              • Frailty Stacks Inflicted 1 per point
              Spirit PlagueAcolyteAcolyteExsanguinationNecromancerLichWarlock5Bleed inflicted by Spirit Plague has additional Bleed Penetration, but you are now also inflicted with bleeding.
              • Physical Penetration with Bleed +50% per point
              • Bleed Stacks On You 1 per point
              Spirit PlagueAcolyteAcolyteGift of DeathNecromancerLichWarlock1Spirit Plague has a chance to summon a Poison Wisp when it kills an enemy, a minion which lasts for 15 seconds and poisons nearby enemies.
              • Poison Wisp Chance 5%
              Spirit PlagueAcolyteAcolyteHemorrhageNecromancerLichWarlock3Enemies you inflict with Spirit Plague are also inflicted with bleeding for the same duration.
              • Bleed Stacks Inflicted 1 per point
              Spirit PlagueAcolyteAcolyteHindering AfflictionNecromancerLichWarlock3Enemies afflicted by Spirit Plague are now also slowed.
              • Spirit Plague Slows
              • Slow Duration (Seconds) 2 per point
              Spirit PlagueAcolyteAcolyteLacerationNecromancerLichWarlock5You have a chance to apply bleed when you hit an enemy afflicted by Spirit Plague.
              • Chance To Inflict Bleed On Afflicted Enemies On Hit 30% per point
              Spirit PlagueAcolyteAcolytePerpetuityNecromancerLichWarlock3Spirit Plague has increased cast speed and lasts longer.
              • Increased Cast Speed 20% per point
              • Increased Duration 20% per point
              Spirit PlagueAcolyteAcolytePestilenceNecromancerLichWarlock3You gain increased global damage over time when you afflict an enemy with Spirit Plague. This effect lasts 4 seconds and can stack up to 13 times.
              • Increased Global Damage Over Time 5% per point
              • Maximum Stacks 13
              Spirit PlagueAcolyteAcolytePlague BearerNecromancerLichWarlock1Enemies you inflict with Spirit Plague are also inflicted by Plague for the same duration. Plague is an ailment that deals poison damage over time, spreads between enemies, and does not stack.
              • Inflicts Plague
              Spirit PlagueAcolyteAcolytePlague BurstNecromancerLichWarlock3You have a chance to spread Spirit Plague when you hit an afflicted enemy.
              • Chance To Spread On Hitting Afflicted Enemy +10% per point
              Spirit PlagueAcolyteAcolytePlague of EyesNecromancerLichWarlock1Spirit Plague has additional spell necrotic damage for each point of Intelligence
              • Spell Necrotic Damage per Intelligence +1
              Spirit PlagueAcolyteAcolytePlague's PurviewNecromancerLichWarlock5Spirit Plague is cast in a larger area.
              • Increased Area 35% per point
              Spirit PlagueAcolyteAcolytePutrid RecoveryNecromancerLichWarlock3You gain ward when hitting an enemy afflicted by Spirit Plague, up to a limited number of times per second.
              • Ward Gained 12 per point
              • Times Per 2 Seconds 10
              Spirit PlagueAcolyteAcolyteQueen of PlaguesNecromancerLichWarlock3Plague inflicted by Spirit Plague has additional Poison Penetration.
              • Poison Penetration with Plague 50% per point
              Spirit PlagueAcolyteAcolyteRotten to the CoreNecromancerLichWarlock5Spirit Plague deals more damage (multiplicative with other modifiers).
              • More Damage 10% per point
              Spirit PlagueAcolyteAcolyteScourgeNecromancerLichWarlock1Spirit Plague deals significantly more damage (multiplicative with other modifiers), but no longer spreads.
              • More Damage 75%
              • No Longer Spreads
              Spirit PlagueAcolyteAcolyteSpirit PlagueNecromancerLichWarlock0Curses a target with a powerful necrotic damage over time effect which lasts 3 seconds. Spreads to a single nearby target on target death.
                Spirit PlagueAcolyteAcolyteSpookedNecromancerLichWarlock2Enemies afflicted by Spirit Plague are also feared.
                • Fear For Duration (seconds) +1 per point
                Spirit PlagueAcolyteAcolyteToxic TransmissionNecromancerLichWarlock3Enemies you inflict with Spirit Plague are also inflicted with poison for the same duration.
                • Poison Stacks Per Cast 1 per point
                Summon Bone GolemAcolyteAcolyteAmalgam of MagesNecromancerLichWarlock4Your Golem deals more spell damage (multiplicative with other modifiers), and has an increased chance to stun.
                • Spell Damage +15% per point
                • Increased Stun Chance 15% per point
                Summon Bone GolemAcolyteAcolyteAmalgam of PrimalistsNecromancerLichWarlock5Your Golem grants additional armor to nearby minions, including itself.
                • Armor Granted To Nearby Minions +80 per point
                Summon Bone GolemAcolyteAcolyteAmalgam of RoguesNecromancerLichWarlock4Your Golem has increased attack speed, cast speed, and movement speed.
                • Melee Attack Speed +8% per point
                • Cast Speed +8% per point
                • Movespeed +8% per point
                Summon Bone GolemAcolyteAcolyteAmalgam of SentinelsNecromancerLichWarlock4Your Golem deals more damage and has more health and armor (each multiplicative with other modifiers).
                • Damage +8% per point
                • Health and Armor +15% per point
                Summon Bone GolemAcolyteAcolyteBetrayalNecromancerLichWarlock1If you only control one Golem, it has a much higher chance to retaliate with Bone Shatter when damaged by hits from allies.
                • Triple Bone Shatter Chance From Ally Hits
                Summon Bone GolemAcolyteAcolyteBladed FistsNecromancerLichWarlock5Your Golem deals more damage with melee attacks (multiplicative with other modifers), and has an increased chance to stun with melee attacks.
                • Melee Damage +10% per point
                • Increased Melee Stun Chance 10% per point
                Summon Bone GolemAcolyteAcolyteBlood GolemNecromancerLichWarlock1You now summon a Blood Golem instead of a Bone Golem. Blood Golems can also cast Sanguine Orb, a spell that deals physical damage to nearby enemies over 2 seconds.
                • Blood Golem Replaces Bone Golem
                • Blood Golem Casts Sanguine Orb
                Summon Bone GolemAcolyteAcolyteBone GrowthNecromancerLichWarlock5Your Golem has additional health regeneration based on your total amount of health regeneration.
                • Portion of your Health Regen 30% per point
                Summon Bone GolemAcolyteAcolyteBone HailNecromancerLichWarlock5Your Golem has a higher chance to retaliate with Bone Shatter when hit and its Bone Shatter deals more damage (multiplicative with other modifiers).
                • Bone Shatter Chance +5% per point
                • Bone Shatter Damage +12% per point
                Summon Bone GolemAcolyteAcolyteBone KindlingNecromancerLichWarlock1Your Skeletons and Skeletal Mages which die within 18 meters of your Bone Golem grant it more fire damage over time to ignited enemies (multiplicative with other modifiers) for 10 seconds. This effect can occur a limited number of times per 10 seconds.
                • Infernal Aura Damage Per Skeleton or Skeletal Mage +25%
                • Limit Per 10 seconds 10
                Summon Bone GolemAcolyteAcolyteBreath of FormosusNecromancerLichWarlock1Your Golem's Freezing Grasp spell now has additional spell damage and base freeze rate per point of Vitality.
                • Freezing Grasp Freeze Rate per Vitality +1
                • Freezing Grasp Damage per Vitality +1
                Summon Bone GolemAcolyteAcolyteBurning BonesNecromancerLichWarlock5Your Golem has a chance to ignite enemies, additional fire resistance, and deals more damage over time (multiplicative with other modifiers).
                • Melee Ignite Chance +20% per point
                • Fire Resistance +10% per point
                • Damage Over Time +10% per point
                Summon Bone GolemAcolyteAcolyteCharred BonesNecromancerLichWarlock5Your Golem deals additional fire damage with spells and melee attacks.
                • Melee Fire Damage +5 per point
                • Spell Fire Damage +5 per point
                Summon Bone GolemAcolyteAcolyteCold VengeanceNecromancerLichWarlock5Your Golem deals additional melee cold damage and it has a chance to chill attackers when hit.
                • Melee Cold Damage +10 per point
                • Chill Chance When Hit +10% per point
                • Cold Resistance +10% per point
                Summon Bone GolemAcolyteAcolyteDeathchill GolemNecromancerLichWarlock1You now summon a Deathchill Golem instead of a Bone Golem. The base physical damage of Deathchill Golems' melee attacks is converted to cold. Consequently this damage scales with increases to minion cold damage, but not increases to minion physical damage. Death Chill Golems' melee attacks gain a Freeze Rate equal to twice their base damage. Deathchill Golem also casts Freezing Grasp, a spell that deals cold damage and has high freeze rate. Bosses cannot be frozen by this.
                • Deathchill Golem Replaces Bone Golem
                • Melee Base Damage -> Cold
                • Deathchill Golem Casts Freezing Grasp
                Summon Bone GolemAcolyteAcolyteFlight of the FemursNecromancerLichWarlock1Your Golem's Bone Shatter has a chance to repeat from enemies hit by it. This effect can occur a limited number of times per second.
                • Bone Shatter Repeat Chance 10%
                • Limit Per Second 2
                Summon Bone GolemAcolyteAcolyteFragments of the FallenNecromancerLichWarlock1Your Golems have increased size and deal more damage (multiplicative with other modifiers) if you have no other living golems when you summon them. Your Golems have significantly higher armor for the first 15 seconds of their life when summoned near the corpse of another Golem.
                • Starting Armour Near Dead Golem +9500
                • Size if no other living Golems +15%
                • Damage if no other living Golems +25%
                Summon Bone GolemAcolyteAcolyteHungerNecromancerLichWarlock5Your Golem's hits restore health to you and itself. This effect restores additional health per 2 Vitality.
                • Health Gain On Hit 13 per point
                • Additional Health Per 2 Vitality +1
                Summon Bone GolemAcolyteAcolyteInfected RemainsNecromancerLichWarlock5Your Golem has a chance to grant you a stack of Putrid Coating when it is hit. Each stack lasts for 8 seconds and grants you a chance to poison enemies.
                • Poison Chance Per Stack +10% per point
                • Chance To Grant Putrid Coating When Hit 10%
                Summon Bone GolemAcolyteAcolyteIvory TwinNecromancerLichWarlock1Your Golems deal more damage (multiplicative with other modifiers). If Bone Golems have been replaced by another type of Golem, you now have an equal chance to summon a Bone Golem.
                • Damage +10%
                • Golem Summons Also Summon A Bone Golem
                Summon Bone GolemAcolyteAcolyteMarrow EaterNecromancerLichWarlock2Your Skeletons which die within 18 meters of your Bone Golem grant it more armor and melee damage (both multiplicative with other modifiers) for 10 seconds. This effect can occur a limited number of times per 10 seconds.
                • Armor On Skeleton Death +5% per point
                • Melee Damage On Skeleton Death +5% per point
                • Limit Per 10 Seconds 10
                Summon Bone GolemAcolyteAcolytePyre GolemNecromancerLichWarlock1You now summon a Pyre Golem instead of a Bone Golem. The base physical damage of Pyre Golems' melee attacks is converted to fire. Consequently this damage scales with increases to minion fire damage, but not increases to minion physical damage. Pyre Golems also cast Infernal Aura, a spell that deals a burst of fire damage on cast and fire damage over time afterwards. Infernal Aura also ignites nearby enemies every second.
                • Pyre Golem Replaces Bone Golem
                • Melee Base Damage -> Fire
                • Pyre Golem Casts Infernal Aura
                Summon Bone GolemAcolyteAcolyteSummon Bone GolemNecromancerLichWarlock0Summons a bone golem, which attacks slowly, but has a 15% chance to retaliate with Bone Shatter when hit.
                  Summon Bone GolemAcolyteAcolyteTower of BonesNecromancerLichWarlock4Your Golem is larger (multiplicative with other modifiers), has increased area of effect, and generates more threat, which increases the likelihood of enemies targeting it.
                  • Size +6% per point
                  • Area +20% per point
                  • Threat Generated +15% per point
                  Summon Bone GolemAcolyteAcolyteTwinned GolemsNecromancerLichWarlock1You summon an additional Golem, but each Golem has reduced maximum health, is smaller, and deals less damage (all multiplicative with other modifiers).
                  • Maximum Number Of Golems +1
                  • Health -25%
                  • Size -35%
                  • Damage -45%
                  Summon Bone GolemAcolyteAcolyteUnnatural SpeedNecromancerLichWarlock4Your Golem causes all nearby minions to move faster, including themselves. This bonus is doubled for the Golems themselves.
                  • Movespeed To Other Nearby Minions +4% per point
                  • Movespeed +8% per point
                  Summon Bone GolemAcolyteAcolyteWorld PyreNecromancerLichWarlock5Your Golem deals more damage over time (multiplicative with other modifiers), and Pyre GolemsInfernal Aura deals damage in a larger area.
                  • Damage Over Time +20% per point
                  • Infernal Aura Area +40% per point
                  Summon SkeletonAcolyteAcolyteAegis of DeathNecromancerLichWarlock1When one of your Skeletons dies, another Skeleton is healed to full health.
                  • Heal Skeleton On Death
                  Summon SkeletonAcolyteAcolyteAsh and FrostNecromancerLichWarlock1Skeleton Archers will randomly use Fire Arrow or Ice Arrow, but have additional chance to ignite or inflict frostbite depending on the arrow used.
                  • Randomly Use Fire or Ice Arrow
                  • Ignite or Frostbite Chance +30%
                  Summon SkeletonAcolyteAcolyteBone ArmorNecromancerLichWarlock1Skeleton Warriors can now cast Bone Armor for 4 seconds, which grants less damage taken (multiplicative with other modifiers). This effect has a 4 second cooldown.
                  • Skeleton Warriors Cast Bone Armor
                  Summon SkeletonAcolyteAcolyteBone ShareNecromancerLichWarlock1Skeleton Warriors can target allies with Bone Armor.
                  • Bone Armor Can Target Allies
                  Summon SkeletonAcolyteAcolyteDread PhalanxNecromancerLichWarlock1Skeletons deal more damage and have more health (both multiplicative with other modifiers) and are larger, but you can only summon half as many as you could before (rounded up).
                  • Damage +100%
                  • Health +50%
                  • Size +20%
                  • Maximum Number Of Skeletons -50%
                  Summon SkeletonAcolyteAcolyteEmpty the GravesNecromancerLichWarlock2You summon multiple Skeletons in a single cast, but Summon Skeleton costs more mana. This does not affect your maximum number of Skeletons.
                  • Skeletons Summoned Per Cast +1 per point
                  • Mana Cost +110% per point
                  Summon SkeletonAcolyteAcolyteFire ArrowNecromancerLichWarlock1Skeleton Archers have their basic attack replaced with Fire Arrow, which is a more powerful bow attack that deals fire damage and ignites on hit. Skeleton Archers have less attack speed (multiplicative with other modifiers).
                  • Archers Gain Fire Arrow
                  • Archer Attack Speed -20%
                  Summon SkeletonAcolyteAcolyteGrave WalkersNecromancerLichWarlock1You can summon more Skeletons.
                  • Maximum Number Of Skeletons +1
                  Summon SkeletonAcolyteAcolyteHollow WalkersNecromancerLichWarlock1You can summon more Skeletons.
                  • Maximum Number Of Skeletons +1
                  Summon SkeletonAcolyteAcolyteIce ArrowNecromancerLichWarlock1Converts Fire Arrow into Ice Arrow, converting its base fire damage to cold damage. Ignite chance from all sources is converted to frostbite chance for Ice Arrow.
                  • Fire Arrow -> Ice Arrow
                  • Ice Arrow Freeze Rate 52
                  • Ignite -> Frostbite Chance for Ice Arrow
                  Summon SkeletonAcolyteAcolyteImmortalNecromancerLichWarlock4When a Skeleton dies, there is a chance to summon a random new one at the same location after 3 seconds.
                  • Skeleton Resummon Chance 10% per point
                  Summon SkeletonAcolyteAcolyteIndividual OperatorNecromancerLichWarlock4Skeleton Rogues deal more damage (multiplicative with other modifiers) for each Skeleton Warrior or Archer you control.
                  • Rogue Damage per Skeleton Warrior or Archer +25% per point
                  Summon SkeletonAcolyteAcolyteLone GuardianNecromancerLichWarlock1Your Skeletons have increased critical strike chance, but you can only have one Skeleton Warrior summoned at once.
                  • Increased Crit Chance +30%
                  • Warriors Limited To 1
                  Summon SkeletonAcolyteAcolyteMarrow TapNecromancerLichWarlock4Skeletons leech a portion of the damage they deal as health and they have additional physical resistance.
                  • Health Leech +1.5% per point
                  • Physical Resistance +15% per point
                  Summon SkeletonAcolyteAcolyteMarrow WalkersNecromancerLichWarlock1You can summon more Skeletons.
                  • Maximum Number Of Skeletons +1
                  Summon SkeletonAcolyteAcolyteMemory CatcherNecromancerLichWarlock4You have increased spell damage if one of your Skeletons has died recently (past 4 seconds).
                  • Global Increased Spell Damage +25% per point
                  Summon SkeletonAcolyteAcolyteMightier than the SwordNecromancerLichWarlock1Skeleton Warriors are removed from the pool of Skeletons that can be summoned.
                  • Removes Warriors
                  Summon SkeletonAcolyteAcolyteMind CatcherNecromancerLichWarlock3You gain mana whenever one of your Skeletons dies.
                  • Mana Gained 5 per point
                  Summon SkeletonAcolyteAcolyteMultishotNecromancerLichWarlock3Fire Arrow has a chance to shoot additional projectiles.
                  • Multishot Chance +10% per point
                  • Number Of Arrows +4
                  Summon SkeletonAcolyteAcolyteNecrotic ConvictionNecromancerLichWarlock5Skeleton Warriors have more maximum health, while Skeleton Rogues and Archers deal more damage (all multiplicative with other modifiers).
                  • Warrior Maximum Health +15% per point
                  • Archer Damage +15% per point
                  • Rogue Damage +15% per point
                  Summon SkeletonAcolyteAcolyteShambling SteelNecromancerLichWarlock1Skeleton Archers are removed from the pool of Skeletons that can be summoned.
                  • Removes Archers
                  Summon SkeletonAcolyteAcolyteSkeleton RogueNecromancerLichWarlock1Adds Skeleton Rogues to the pool of Skeletons that can be summoned. Rogues dash to distant enemies, throw shurikens, use melee attacks, and they poison enemies on hit.
                  • Adds Rogues
                  Summon SkeletonAcolyteAcolyteSoul CatcherNecromancerLichWarlock4You gain ward whenever one of your Skeletons dies.
                  • Ward Gained 10 per point
                  Summon SkeletonAcolyteAcolyteSummon SkeletonNecromancerLichWarlock0Summons a skeleton warrior or skeleton archer to guard you. You are limited to 3 skeletons at a time.
                    Summon SkeletonAcolyteAcolyteSweeping StrikesNecromancerLichWarlock5Skeletons have an increased area of effect with melee attacks, and your Skeletons deal more damage (multiplicative with other modifiers).
                    • Melee Area Of Effect +12% per point
                    • Damage +12% per point
                    Summon SkeletonAcolyteAcolyteUnbound NecromancyNecromancerLichWarlock4Summon Skeletons costs less mana, and your Skeletons have improved base critical strike chance.
                    • Mana Efficiency +20% per point
                    • Base Crit Chance +2% per point
                    Summon SkeletonAcolyteAcolyteUnholy RageNecromancerLichWarlock4Skeletons have increased attack speed, cast speed, and movement speed.
                    • Attack Speed +7% per point
                    • Cast Speed +7% per point
                    • Movespeed +7% per point
                    Summon SkeletonAcolyteAcolyteVile FlaskNecromancerLichWarlock1Skeleton Rogues can now throw a Vile Flask, which inflicts poison and armor shred on hit. Vile Flask has a 5 second cooldown.
                    • Rogues Use Vile Flask
                    Summon Volatile ZombieAcolyteAcolyteArmy of NightmaresNecromancerLichWarlock3The explosion now fears enemies for a short duration.
                    • Fear Duration (seconds) 1 per point
                    Summon Volatile ZombieAcolyteAcolyteArmy of RotNecromancerLichWarlock5The explosion has a chance to poison enemies.
                    • Poison Chance +30% per point
                    Summon Volatile ZombieAcolyteAcolyteAwakening PresenceNecromancerLichWarlock3When a minion dies you have a chance to cast Volatile Zombie at its location, expending its mana cost.
                    • Chance to Cast Volatile Zombie On Minion Death +10% per point
                    Summon Volatile ZombieAcolyteAcolyteBone PactNecromancerLichWarlock3When a Zombie dies you have a chance to cast Marrow Shards from the Zombie towards a nearby enemy. Marrow Shards does not cost health when cast this way.
                    • Marrow Shards On Death Chance 34# per point
                    • No Health Cost For Marrow Shards
                    Summon Volatile ZombieAcolyteAcolyteCorpse BaneNecromancerLichWarlock1The explosion applies Mark for Death to enemies hit, but Volatile Zombie costs more mana.
                    • Mark For Death On Explosion Hit
                    • Mana Cost +10
                    Summon Volatile ZombieAcolyteAcolyteCorrosive GutsNecromancerLichWarlock4Vomit has a chance to shred enemy armor each second.
                    • Armor Shred Chance Per Second +50% per point
                    Summon Volatile ZombieAcolyteAcolyteDreadful HordeNecromancerLichWarlock2You summon additional Zombies per cast, but Volatile Zombie costs more mana and has additional cooldown duration.
                    • Zombies Per Cast +2 per point
                    • Mana Cost +50% per point
                    • Cooldown (seconds) +5 per point
                    • Chance to For Additional Zombies from Indirect Casts 10%
                    Summon Volatile ZombieAcolyteAcolyteEffigy of CombustionNecromancerLichWarlock4When a Zombie dies you have a chance to cast Infernal Shade on an enemy near the zombie. This consumes mana equal to a percentage of Infernal Shade's mana cost.
                    • Infernal Shade Chance On Death 25% per point
                    • Percent of Infernal Shade Mana Cost Consumed 50%
                    Summon Volatile ZombieAcolyteAcolyteEmerging TerrorsNecromancerLichWarlock3You have a chance to cast Dread Shade on Zombies created by a direct cast of Volatile Zombie. This consumes mana equal to a percentage of Dread Shade's mana cost.
                    • Dread Shade Chance for Direct Casts 34# per point
                    • Percent of Dread Shade Mana Cost Consumed 50%
                    Summon Volatile ZombieAcolyteAcolyteFerocious HordeNecromancerLichWarlock1Zombies have increased movement speed per point of missing health, but their health decays faster.
                    • Increased Movespeed Per 1% Missing Health +3%
                    • Health Decay +30%
                    Summon Volatile ZombieAcolyteAcolyteFervorNecromancerLichWarlock4Zombies deal more damage and have more movement speed (both multiplicative with other modifiers).
                    • Damage +10% per point
                    • More Movespeed +10% per point
                    Summon Volatile ZombieAcolyteAcolyteFlammable VitaeNecromancerLichWarlock1The explosion's base physical damage and Vomit's base physical and poison damage are converted to fire. Consequently their damage scales with increases to fire damage, but not increases to physical or poison damage. Poison chance from all sources is converted to ignite chance and effects related to poison now depend on ignite instead.
                    • Physical and Poison -> Fire Damage
                    • Poison -> Ignite Chance
                    Summon Volatile ZombieAcolyteAcolyteForceful CommanderNecromancerLichWarlock4You summon Zombies faster and Volatile Zombie costs less mana.
                    • Summoning Speed +8% per point
                    • Mana Efficiency +15% per point
                    Summon Volatile ZombieAcolyteAcolyteGiant ZombieNecromancerLichWarlock1You now summon a single large zombie with more health, that deals more damage in a larger area (all multiplicative with other modifiers), but Volatile Zombie costs more mana.
                    • Health +100%
                    • Damage +100%
                    • More Area 80%
                    • Mana Cost +120%
                    • Chance to Summon from Indirect Casts 10%
                    Summon Volatile ZombieAcolyteAcolyteGrand SacrificeNecromancerLichWarlock4When a Zombie dies you have a chance to cast Sacrifice on another nearby minion. This consumes mana equal to a percentage of Sacrifice's mana cost.
                    • Sacrifice Chance 25% per point
                    • Percent of Sacrifice Mana Cost Consumed 50%
                    Summon Volatile ZombieAcolyteAcolyteGrave AttunementNecromancerLichWarlock3Zombies deal more damage (multiplicative with other modifiers) and the Zombies' health decays slower, but they also move slower.
                    • Damage +15% per point
                    • Health Decay -15% per point
                    • Reduced Movespeed 15% per point
                    Summon Volatile ZombieAcolyteAcolyteHorrific VesselsNecromancerLichWarlock1The explosion's base physical and fire damage and Vomit's base physical damage are converted to necrotic. Consequently their damage scales with increases to necrotic damage, but not increases to physical or fire damage.
                    • Physical and Fire -> Necrotic Damage
                    Summon Volatile ZombieAcolyteAcolyteLeap AttackNecromancerLichWarlock3Zombies now leap towards their targets, up to a maximum distance.
                    • Leap Distance (meters) 3 per point
                    Summon Volatile ZombieAcolyteAcolyteNecromantic FervorNecromancerLichWarlock2You are healed for a portion of the Zombies' maximum health when they explode. The amount healed is affected by your increased healing effectiveness.
                    • Healing From Zombie Max Health 0.4% per point
                    Summon Volatile ZombieAcolyteAcolytePath of DestructionNecromancerLichWarlock4The explosion deals damage in a larger area.
                    • Increased Explosion Area 30% per point
                    Summon Volatile ZombieAcolyteAcolytePull of the GraveNecromancerLichWarlock2Zombies instantly kill enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node then the highest threshold is used.
                    • Kill Threshold 8% per point
                    Summon Volatile ZombieAcolyteAcolytePutridityNecromancerLichWarlock4Vomit has a chance to poison enemies each second based on your maximum mana.
                    • Poison Chance Per Second Per 2 Maximum Mana +1% per point
                    Summon Volatile ZombieAcolyteAcolyteRavenousNecromancerLichWarlock2The explosion's hit deals more damage (multiplicative with other modifiers) against bosses and rare enemies.
                    • Hit Damage to Bosses And Rare Enemies +30% per point
                    Summon Volatile ZombieAcolyteAcolyteRepulsive VomitNecromancerLichWarlock1Zombies will now Vomit on enemies before exploding, dealing physical and poison damage over time. Zombies lose 33% of their maximum health per second while vomiting.
                    • Zombies Vomit On Enemies
                    • Max Health Lost Per Second 33%
                    Summon Volatile ZombieAcolyteAcolyteRite of the GraveNecromancerLichWarlock1The explosion deals damage in a larger area, but Zombies no longer move.
                    • More Explosion Radius 20%
                    • Explosion Damage +20%
                    • Stationary Zombies
                    Summon Volatile ZombieAcolyteAcolyteShepherd of ThrallsNecromancerLichWarlock1The explosion deals damage in a larger area and when a Zombie dies it creates a Skeleton Vanguard, but Volatile Zombie costs more mana.
                    • Increased Explosion Area 25%
                    • Summon Skeleton Warrior On Death
                    • Mana Cost +10
                    Summon Volatile ZombieAcolyteAcolyteVile ForceNecromancerLichWarlock2When a Zombie dies it creates Corpse Parasites for 4 seconds, but Volatile Zombie costs more mana.
                    • Corpse Parasites On Zombie Death 1 per point
                    • Mana Cost +5 per point
                    Summon Volatile ZombieAcolyteAcolyteVital WardNecromancerLichWarlock1Necromantic Fervor now grants ward rather than health. The amount of ward gained is not affected by increased healing effectiveness.
                    • Health -> Ward From Zombie Max Health
                    Summon Volatile ZombieAcolyteAcolyteVolatile ZombieNecromancerLichWarlock0Summons a Volatile Zombie which trudges towards the nearest enemy. When it reaches an enemy or dies, it explodes dealing physical and fire damage to surrounding enemies.
                      Summon Volatile ZombieAcolyteAcolyteWretched InnardsNecromancerLichWarlock4Vomit deals more damage (multiplicative with other modifiers).
                      • Vomit Damage +40% per point
                      TransplantAcolyteAcolyteAcolyte's FervorNecromancerLichWarlock3Casting Transplant grants you Haste and Frenzy for a short duration.
                      • Haste Duration (Seconds) 1 per point
                      • Frenzy Duration (Seconds) 1 per point
                      TransplantAcolyteAcolyteAnemiaNecromancerLichWarlock4Transplant costs less health (multiplicative with other modifiers).
                      • Health Cost -8% per point
                      TransplantAcolyteAcolyteApostasyNecromancerLichWarlock3Bone Armor lasts longer.
                      • Bone Armor Duration (seconds) +1 per point
                      TransplantAcolyteAcolyteAzure VeinsNecromancerLichWarlock2When you hit an enemy with Transplant you regain mana, but lose a portion of your current health and ward.
                      • Mana Gain on Hit 1 per point
                      • Current Health Lost on Hit 0.5% per point
                      • Ward Lost on Hit 0.5% per point
                      TransplantAcolyteAcolyteBone ArmorNecromancerLichWarlock1When you use Transplant you are granted Bone Armor for 4 seconds, which causes you to take less damage. This effect has a 10 second cooldown.
                      • Bone Armor On Teleport
                      TransplantAcolyteAcolyteCursed ExileNecromancerLichWarlock5Transplant deals more hit damage to cursed enemies. Transplant hits against enemies afflicted with Bone Curse restore health. Transplant hits against enemies afflicted with Spirit Plague grant ward.
                      • Damage vs Cursed +40% per point
                      • Health Gain vs Bone Cursed 8 per point
                      • Ward Gain vs Spirit Plagued 8 per point
                      TransplantAcolyteAcolyteDance of BloodNecromancerLichWarlock3You automatically cast Rip Blood at enemies nearby where you depart, but Transplant costs more health (multiplicative with other modifiers). An enemy cannot be hit by multiple instances of Rip Blood created this way.
                      • Number Of Rip Bloods Cast +1 per point
                      • Health Cost +8% per point
                      TransplantAcolyteAcolyteDoom BringerNecromancerLichWarlock1You cast Bone Curse around the target location after you arrive.
                      • Bone Curse on Arrival
                      TransplantAcolyteAcolyteDrink DeepNecromancerLichWarlock1Transplant's health cost is regenerated over 4 seconds, but costs significantly more health (multiplicative with other modifiers).
                      • Health Cost Regenerated
                      • Health Cost +50%
                      TransplantAcolyteAcolyteEthereal BodyNecromancerLichWarlock1Transplant's base physical damage is converted to necrotic damage. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage.
                      • Physical Damage -> Necrotic Damage
                      TransplantAcolyteAcolyteFleeting FormNecromancerLichWarlock3Transplant has increased cast speed and cooldown recovery speed.
                      • Cast Speed +5% per point
                      • Cooldown Recovery Speed +5% per point
                      TransplantAcolyteAcolyteFlesh MarquisNecromancerLichWarlock3Transplant detonation hits deal more damage, especially to bleeding enemies.
                      • Detonation Hit Damage +10% per point
                      • Detonation Hit Damage vs Bleeding +10% per point
                      TransplantAcolyteAcolyteForced FruitionNecromancerLichWarlock3When you are out of mana, Transplant detonations deal more damage.
                      • Out-Of-Mana Damage +30% per point
                      TransplantAcolyteAcolyteFrozen FormNecromancerLichWarlock1Transplant's base physical damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not increases to physical damage.
                      • Physical Damage -> Cold Damage
                      • Freeze Rate 100
                      TransplantAcolyteAcolyteHemophiliaNecromancerLichWarlock4Explosions cause enemies to bleed, but using Transplant also causes you to bleed.
                      • Bleed Chance +100% per point
                      • Bleed Chance On Self +100%
                      TransplantAcolyteAcolyteIvory CourtNecromancerLichWarlock3You can summon more Bone Minions.
                      • Maximum Number of Bone Minions +1 per point
                      TransplantAcolyteAcolyteMarrow BladesNecromancerLichWarlock3Your minions deal additional melee damage for 4 seconds after you cast Transplant.
                      • Minion Melee Damage +5 per point
                      • Buff Duration (Seconds) 4
                      TransplantAcolyteAcolytePale BloodNecromancerLichWarlock3Transplant restores mana, but has a longer cooldown.
                      • Missing Mana Restored +10 per point
                      • Cooldown Duration +10% per point
                      TransplantAcolyteAcolytePurgatoryNecromancerLichWarlock1Bone Minions last until killed, but you may have only 1 active at a time.
                      • Bone Minions Last Until Killed
                      • Maximum Bone Minions 1
                      TransplantAcolyteAcolyteReign of BloodNecromancerLichWarlock1Transplant creates an additional body that detonates on arrival.
                      • Additional Detonations At Arrival 1
                      TransplantAcolyteAcolyteScarlet RainNecromancerLichWarlock4Transplant’s detonations deal damage in a larger area.
                      • Area +20% per point
                      TransplantAcolyteAcolyteSimulacrumNecromancerLichWarlock1You leave behind a Bone Minion, which is a temporary melee minion, when you use Transplant, but your previous body no longer detonates. Other detonations still behave normally.
                      • Bone Minion On Transplant
                      TransplantAcolyteAcolyteSiphonNecromancerLichWarlock3Pools of Blood heal you for a percentage of your total health when you walk on them.
                      • Pool of Blood Maximum Health Heal +3% per point
                      TransplantAcolyteAcolyteSqueamishNecromancerLichWarlock1Transplant inflicts surrounding enemies with Fear on departure.
                      • Fear On Departure
                      TransplantAcolyteAcolyteSticky BloodNecromancerLichWarlock1Transplant detonations leave a Pool of Blood for 3 seconds that slows enemies.
                      • Detonations Leave Pool Of Blood
                      TransplantAcolyteAcolyteThanatophobiaNecromancerLichWarlock1Transplant inflicts surrounding enemies with Fear on arrival.
                      • Fear On Arrival
                      TransplantAcolyteAcolyteTransfusionNecromancerLichWarlock1You may Transplant to minions, which sacrifices the minion. Sacrifice cast this way uses your Sacrifice Tree and deals more damage than usual (multiplicative with other modifiers).
                      • Transplant To Minions
                      • Sacrifice Minion
                      • Sacrifice Damage +15%
                      TransplantAcolyteAcolyteTransplantNecromancerLichWarlock0Creates a new body for you at the target location, then detonates your old body to deal physical damage to enemies around it. Instead of mana, this spell costs 13% of your current health.
                        TransplantAcolyteAcolyteViolent EmergenceNecromancerLichWarlock3Transplant explosions instantly kill enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node, then the highest threshold is used.
                        • Kill Threshold 5% per point
                        Wandering SpiritsAcolyteAcolyteDaunting PresenceNecromancerLichWarlock5Each Spirit is larger and deals damage in a larger area. If you have Terrifying Presence, the area for inflicting fear is also increased.
                        • Increased Size +12% per point
                        • Area +30% per point
                        Wandering SpiritsAcolyteAcolyteDrained WillNecromancerLichWarlock5Wandering Spirits shred the necrotic resistance of enemies near them.
                        • Necrotic Resistance Shred Chance Per Second 30% per point
                        Wandering SpiritsAcolyteAcolyteDrifting SpiritsNecromancerLichWarlock4Spirits are revealed in a larger radius around you.
                        • Reveal Range +15% per point
                        Wandering SpiritsAcolyteAcolyteEternal HauntNecromancerLichWarlock5Wandering Spirits continues to reveal Spirits for a longer duration, but has a longer cooldown.
                        • Reveal Duration (seconds) +1 per point
                        • Cooldown Duration (seconds) +1 per point
                        Wandering SpiritsAcolyteAcolyteFalse CourageNecromancerLichWarlock5Spirits deal more damage (multiplicative with other modifiers), but the fear they apply to enemies via the Terrifying Presence node has a shorter duration.
                        • Damage +12% per point
                        • Fear Duration -10% per point
                        Wandering SpiritsAcolyteAcolyteFamiliar SoulsNecromancerLichWarlock3Spirits are revealed in a smaller radius around the player and deal more damage (multiplicative with other modifiers).
                        • Reveal Range -15% per point
                        • Damage +5% per point
                        Wandering SpiritsAcolyteAcolyteHarrowing AuraNecromancerLichWarlock3Spirits can Fear enemies in a larger radius. If spirits inflict Necrotic Resistance Shred or Damned those ailments are also inflicted in a larger radius.
                        • Fear Range +15% per point
                        • Ailment Range +15% per point
                        Wandering SpiritsAcolyteAcolyteHauntingNecromancerLichWarlock5Fear applied to enemies via the Terrifying Presence node lasts longer, but affects a smaller area.
                        • Fear Duration +10% per point
                        Wandering SpiritsAcolyteAcolyteInfectious DeadNecromancerLichWarlock1The base necrotic damage dealt by Wandering Spirits is converted to poison damage. Consequently this damage scales with increases to poison damage, but not increases to necrotic damage.
                        • Necrotic Damage -> Poison Damage
                        Wandering SpiritsAcolyteAcolyteInfusing SoulsNecromancerLichWarlock2You have a chance to gain mana whenever a Spirit expires.
                        • Mana Gain Chance 15%
                        • Mana Gained 4 per point
                        Wandering SpiritsAcolyteAcolyteLingering SoulsNecromancerLichWarlock3Spirits last longer when they are revealed.
                        • Spirit Duration +13% per point
                        Wandering SpiritsAcolyteAcolyteLocus MortisNecromancerLichWarlock1Spirits are now revealed around a target location, rather than around you. Spirits deal more damage (multiplicative with other modifiers).
                        • Targeted
                        • Damage +15%
                        Wandering SpiritsAcolyteAcolyteMediumNecromancerLichWarlock4Wandering Spirits has increased cast speed and costs less mana.
                        • Cast Speed +5% per point
                        • Mana Efficiency +8% per point
                        Wandering SpiritsAcolyteAcolytePoisoned MindsNecromancerLichWarlock3Spirits deal more damage to poisoned enemies (multiplicative with other modifiers).
                        • Damage To Poisoned Enemies +12% per point
                        Wandering SpiritsAcolyteAcolytePrey On FearNecromancerLichWarlock5Spirits deal more damage to feared or possessed enemies (multiplicative with other modifiers).
                        • Damage To Feared Or Possessed Enemies +16% per point
                        Wandering SpiritsAcolyteAcolyteReap the DamnedNecromancerLichWarlock5Spirits deal more damage to cursed enemies and damned enemies (multiplicative with other modifiers).
                        • Damage To Cursed Enemies +12% per point
                        • Damage To Damned Enemies +12% per point
                        Wandering SpiritsAcolyteAcolyteSheltering SpiritsNecromancerLichWarlock2You gain Ward whenever a Spirit expires.
                        • Ward Gain Per Spirit +3 per point
                        Wandering SpiritsAcolyteAcolyteSins of the ForgottenNecromancerLichWarlock3Wandering Spirits inflict enemies around them with Damned.
                        • Damned Chance per Second +30% per point
                        Wandering SpiritsAcolyteAcolyteSong of the Lost ChantryNecromancerLichWarlock1Wandering Spirits is now a channelled skill, has a much shorter cooldown, and creates Spirits much more frequently. You can regenerate mana while channelling this skill.
                        • Wandering Spirits is Channelled
                        • Reveal Rate +120%
                        • Cooldown Duration -90%
                        Wandering SpiritsAcolyteAcolyteSoul Of FilthNecromancerLichWarlock2Spirits can cast Spectral Putrescence more frequently.
                        • Spectral Putrescence Frequency +10% per point
                        Wandering SpiritsAcolyteAcolyteSouls of RageNecromancerLichWarlock5Spirits move faster and deal more damage (multiplicative with other modifiers).
                        • Spirit Movespeed +15% per point
                        • Damage +8% per point
                        Wandering SpiritsAcolyteAcolyteSpectral PutrescenceNecromancerLichWarlock1Spirits have a chance to cast Spectral Putrescence at nearby enemies each second. Spectral Putrescence is a projectile with 100% chance to poison on hit.
                        • Spectral Putrescence Chance 30%
                        Wandering SpiritsAcolyteAcolyteSpectral ScornNecromancerLichWarlock4Spirits cast Spectral Putrescence at enemies from further away.
                        • Spectral Putrescence Range +10% per point
                        Wandering SpiritsAcolyteAcolyteSpirit SwarmNecromancerLichWarlock3Wandering Spirits has a shorter cooldown
                        • Increased Cooldown Recovery Speed 10% per point
                        Wandering SpiritsAcolyteAcolyteTerrifying PresenceNecromancerLichWarlock1Enemies near Spirits are Feared for 0.5 to 0.9 seconds, causing them to flee from the spirit that feared them.
                        • Enemies Are Feared
                        Wandering SpiritsAcolyteAcolyteTethered ExistenceNecromancerLichWarlock5Spirits deal more damage when they pass through enemies (multiplicative with other modifiers), but move slower.
                        • Damage +10% per point
                        • Spirit Movespeed -10% per point
                        Wandering SpiritsAcolyteAcolyteThin VeilNecromancerLichWarlock5Wandering Spirits reveals Spirits more frequently.
                        • Reveal Rate +7% per point
                        Wandering SpiritsAcolyteAcolyteWandering SpiritsNecromancerLichWarlock0Reveals wandering spirits around you for 6 seconds. The spirits wander at random dealing necrotic damage over time to enemies they pass through. 4 spirits are revealed immediately after casting the skill and 17 more are revealed over the next 6 seconds. The spirits individually last up to 4 seconds, but all remaining spirits fade once the reveal duration ends.
                          Aura Of DecayAcolyteLichAbsence of LifeNecromancerLichWarlock4Allies within range are healed by Aura of Decay each second. Aura of Decay heals more health the less health you currently have.
                          • Heals Allies
                          • Percent Of Missing Health Healed 1% per point
                          Aura Of DecayAcolyteLichAura of DecayNecromancerLichWarlock0Toggles Aura of Decay, which poisons you every second, and leaves a trail of decay. Enemies near you or in the trail are poisoned four times a second, and your chance to poison on hit applies to each of these instances at 100% effectiveness. While Aura of Decay is active you take 30% less poison damage. Additionally, you take 50% less damage from your own Aura of Decay.
                            Aura Of DecayAcolyteLichBlood FontNecromancerLichWarlock1Aura of Decay is converted to physical, inflicting bleed instead of poison. Your chance to inflict bleed applies to Aura of Decay at 75% effectiveness. All of its effects related to poison and poison resistance are converted to bleed and physical resistance. Effects from Aura of Decay which granted less poison damage taken instead grant less physical damage over time taken. Swaps Aura of Decay's Poison tag for a Physical tag.
                            • Poison -> Physical
                            • Poison Resistance -> Physical Resistance
                            • Bleed Chance Effectiveness 75%
                            Aura Of DecayAcolyteLichBubonic AuraNecromancerLichWarlock3Aura of Decay has a chance to inflict nearby enemies with Plague each second, and Aura of Decay deals more damage (multiplicative with other modifiers).
                            • Plague Chance +20% per point
                            • Damage +5% per point
                            Aura Of DecayAcolyteLichChill to the BoneNecromancerLichWarlock4Aura of Decay has a chance to chill nearby enemies every second.
                            • Chill Chance +25% per point
                            Aura Of DecayAcolyteLichCold DeathNecromancerLichWarlock1Aura of Decay is converted to cold, inflicting frostbite instead of poison. Your chance to inflict frostbite applies to Aura of Decay at 100% effectiveness. All of its effects related to poison and poison resistance are converted to frostbite and cold resistance. Effects from Aura of Decay which granted less poison damage taken instead grant less cold damage over time taken. Swaps Aura of Decay's Poison tag for a Cold tag.
                            • Poison -> Cold
                            • Frostbite Chance Effectiveness 100%
                            • Poison Resistance -> Cold Resistance
                            Aura Of DecayAcolyteLichCorrosive AuraNecromancerLichWarlock4Aura of Decay has a chance to shred the armor of nearby enemies every second. A percentage of your chance to shred armor on hit also contributes to this chance per second.
                            • Armor Shred Chance +25% per point
                            • Percent of Armor Shred Chance on Hit Contribution +10% per point
                            Aura Of DecayAcolyteLichCorruptionNecromancerLichWarlock3Enemies that die within Aura of Decay’s area of effect have a chance to emit a Poison Nova, which poisons all enemies it hits. This effect can occur a limited number of times per 3 seconds.
                            • Poison Nova Chance 20% per point
                            • Limit per 3 Seconds 2
                            Aura Of DecayAcolyteLichDeath BloomNecromancerLichWarlock2Poison Nova can occur an additional number of times per 3 seconds.
                            • Additional Limit per 3 Seconds +1 per point
                            Aura Of DecayAcolyteLichFesterNecromancerLichWarlock3While Aura of Decay is active and you are stationary, you gain two stacks of Fester per second, up to a maximum. You lose two stacks per second while moving. Fester grants your active Aura of Decay more damage per stack (multiplicative with other modifiers).
                            • Maximum Fester Stacks 3 per point
                            • Aura of Decay Damage per Stack 6%
                            • Stack Change Rate per Second 2
                            Aura Of DecayAcolyteLichFrozen TouchNecromancerLichWarlock3While Aura of Decay is active, you have a chance when hit to cast Freezing Blast. This effect has a 4 second cooldown.
                            • Freezing Blast Chance When Hit +10% per point
                            Aura Of DecayAcolyteLichFume WeaverNecromancerLichWarlock1You and Enemies within Aura of Decay’s area of effect have less poison resistance for each point of intelligence you have.
                            • Enemy Poison Resistance Per Int -1%
                            • Poison Resistance Per Int -1%
                            Aura Of DecayAcolyteLichIncipient DecayNecromancerLichWarlock3Aura of Decay consumes mana every 15 seconds to emit a powerful Defiling Nova, as long as there is a boss or rare enemy nearby. This effect occurs with increased frequency based on your uncapped poison resistance.
                            • Defiling Nova
                            • Mana Consumed 10
                            • Increased Frequency per 10% Poison Resistance 2% per point
                            Aura Of DecayAcolyteLichInfectious BonesNecromancerLichWarlock3Minions within Aura of Decay’s area of effect deal more poison damage (multiplicative with other modifiers).
                            • Nearby Minion Poison Damage +25% per point
                            Aura Of DecayAcolyteLichInoculationNecromancerLichWarlock4You take less poison damage while Aura of Decay is active (multiplicative with other modifiers).
                            • Poison Damage Taken -5% per point
                            Aura Of DecayAcolyteLichMana BlightNecromancerLichWarlock3Aura of Decay applies Poison and other ailments to enemies more frequently, but drains mana each second.
                            • Ailment Frequency +12% per point
                            • Mana Drain 2 per point
                            Aura Of DecayAcolyteLichPlague BearersNecromancerLichWarlock1Minions within Aura of Decay’s area of effect have a chance to poison on hit, but are poisoned every second.
                            • Minion Poison Chance +100%
                            • Minions Poisoned Every Second
                            Aura Of DecayAcolyteLichPlague RatNecromancerLichWarlock3Aura of Decay affects a larger area.
                            • Area +25% per point
                            Aura Of DecayAcolyteLichPoison BoltNecromancerLichWarlock1When you lose a stack of Fester or gain a stack while already at maximum stacks, you fire a Poison Bolt at a nearby enemy.
                            • Poison Bolt on Stack Loss
                            • Poison Bolt on Stack Gain at Max Stacks
                            Aura Of DecayAcolyteLichPoison SkinNecromancerLichWarlock3Enemies are inflicted with multiple stacks of poison when they hit you, but you also gain poison stacks when hit.
                            • Poison Stacks Inflicted 3 per point
                            • Poison Stacks Received 1 per point
                            Aura Of DecayAcolyteLichPoisoned SoulNecromancerLichWarlock1Aura of Decay applies poison and other ailments to enemies more frequently, but also applies poison to yourself more frequently.
                            • Ailment Frequency +50%
                            • Self-Poison Frequency +50%
                            Aura Of DecayAcolyteLichPutrid BombsNecromancerLichWarlock1While Aura of Decay is active, when using a traversal skill or Evade you leave behind a Putrid Bomb. Putrid Bombs explode after a 1 second delay and Poison all enemies they hit.
                            • Creates Putrid Bombs
                            Aura Of DecayAcolyteLichRespiteNecromancerLichWarlock4You have additional poison resistance while in Aura of Decay and you have increased health regeneration if you have deactivated Aura of Decay recently (past 4 seconds).
                            • Poison Resistance in Aura of Decay +15% per point
                            • Increased Health Regen On Deactivate 50% per point
                            Aura Of DecayAcolyteLichRot WeaverNecromancerLichWarlock3Aura of Decay applies poison and other ailments to enemies more frequently.
                            • Ailment Frequency +8% per point
                            Aura Of DecayAcolyteLichRotten CoreNecromancerLichWarlock2Fester's maximum stacks is increased, and the rate at which you lose stacks while moving is reduced.
                            • Fester Maximum Stacks +2 per point
                            • Fester Stack Loss Rate While Moving -10% per point
                            Aura Of DecayAcolyteLichUnchecked GrowthNecromancerLichWarlock3You have a chance when you would lose a stack of Fester to instead gain a stack. Additionally, you lose Fester stacks at an increased rate while moving.
                            • Chance to Gain Fester Stack Instead of Losing +8% per point
                            • Fester Stack Loss Rate While Moving +10% per point
                            Aura Of DecayAcolyteLichUndertowNecromancerLichWarlock4Aura of Decay has a chance to slow nearby enemies every second.
                            • Slow Chance +25% per point
                            Aura Of DecayAcolyteLichUnending SicknessNecromancerLichWarlock3Poison and other ailments inflicted by Aura of Decay last longer. This does not include ailments that slow.
                            • Ailment Duration +15% per point
                            Aura Of DecayAcolyteLichVirulenceNecromancerLichWarlock2You gain Fester stacks faster while channeling.
                            • Fester Stack Gain Rate while Channeling +50% per point
                            Aura Of DecayAcolyteLichVulnerabilityNecromancerLichWarlock3Enemies within Aura of Decay’s area of effect have less Poison Resistance.
                            • Enemy Poison Resistance -5% per point
                            Death SealAcolyteLichBlood BondLich5Minions hit by a Wave of Death deal more damage for 4 seconds (multiplicative with other modifiers).
                            • Minion Damage +10% per point
                            Death SealAcolyteLichCarrion BreathLich4The Wave of Death has increased area of effect and additional critical strike chance.
                            • Wave of Death Area +30% per point
                            • Wave of Death Critical Chance +4% per point
                            Death SealAcolyteLichCondemnationLich2Death Seal's waves of death instantly kill enemies that are below a health threshold.
                            • Death Wave Kill Threshold 8% per point
                            Death SealAcolyteLichCorporeal CascadeLich1Wave of Death's base damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage. All of its effects related to necrotic resistance and necrotic resistance shred are converted to physical resistance and physical resistance shred.
                            • Necrotic Damage > Physical Damage
                            • Necrotic Resistance -> Physical Resistance
                            • Necrotic Resistance Shred Chance -> Physical Resistance Shred Chance
                            Death SealAcolyteLichCorrupted ConsciousnessLich5When Death Seal ends, a percentage of all of your delayed damage is cleared.
                            • Delayed Damage Cleared on End 5% per point
                            Death SealAcolyteLichCurdled FleshLich1Wave of Death hits deal more damage per stack of poison up to a maximum (multiplicative with other modifiers).
                            • Death Wave Hit Damage Per Poison +2%
                            • More Damage Cap 60%
                            Death SealAcolyteLichCycle of DecayLich3Wave of Death hits deal more damage against poisoned targets (multiplicative with other modifiers).
                            • Death Wave Hit Damage To Poisoned Enemies +20% per point
                            Death SealAcolyteLichDeadlockLich1If your health is above 33% of your maximum when you activate Death Seal, it is reduced to 33% of your maximum health.
                            • Health Reduced On Activation
                            Death SealAcolyteLichDeath SealLich0Toggle to seal your health, preventing it from going above its current value for 3 seconds. While sealed you take less damage equal to half your percent missing health, and 90% of hit damage taken is dealt over 4 seconds. Reactivate to unleash a Wave of Death dealing damage based on how long Death Seal has been active and your current percent missing health.
                              Death SealAcolyteLichDeath StrandedLich1Minions targeted by Death Seal are rooted in place for its duration. When Death Seal is released, the minion explodes in addition to releasing the wave of death at its location.
                              • Targeted Minion Explodes On Death
                              • Minion Rooted
                              Death SealAcolyteLichDesperate ShroudLich3For the duration of Death Seal, you gain armor and stun avoidance for each 10 health you were missing when Death Seal was activated.
                              • Armor Per 10 Missing Health +2 per point
                              • Stun Avoidance Per 10 Missing Health +2 per point
                              Death SealAcolyteLichDevouring ReleaseLich1You now repeatedly cast Hungering Souls while you are sealed. Hungering Souls cast this way has a 70% chance to have only 1 projectile.
                              • Hungering Souls Interval (Seconds) 1
                              • Single Projectile Chance 70%
                              Death SealAcolyteLichDoomcallLich5You gain a stack of Damned for each second you remain sealed. Waves of Death hits now deal more damage per stack of Damned on you (multiplicative with other modifiers), up to a maximum benefit. You are cleansed of all Damned stacks when you release Death Seal.
                              • Death Wave Damage Per Damned Stack +20%
                              • Cleanse Damned On Release
                              • Maximum Damage Benefit 400%
                              • Damned Stacks Per Second +1 per point
                              Death SealAcolyteLichEntreat The DamnedLich3If Wandering Spirits is active when you activate Death Seal it is granted additional duration.
                              • Duration To Wandering Spirits (Seconds) +2 per point
                              Death SealAcolyteLichFlesh PactLich1When you release Death Seal, you recover a percentage of your missing health.
                              • Percent of Missing Health Recovered 30%
                              Death SealAcolyteLichFrenzied AccordLich5When used on a minion, Death Seal also grants it more damage and critical strike chance (both multiplicative with other modifiers).
                              • Minion Damage +70% per point
                              • More Minion Critical Strike Chance 70% per point
                              Death SealAcolyteLichFrozen FormLich1The Wave of Death's base damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to necrotic damage. All of its effects related to necrotic resistance and necrotic resistance shred are converted to cold resistance and cold resistance shred.
                              • Necrotic Damage -> Cold Damage
                              • Necrotic Resistance -> Cold Resistance
                              • Necrotic Resistance Shred -> Cold Resistance Shred
                              Death SealAcolyteLichGlimpse of PainLich3When you kill an enemy while sealed, a percentage of all of your delayed damage is cleared.
                              • Delayed Damage Cleared on Kill 4% per point
                              Death SealAcolyteLichInsatiable SoulLich3You release Hungering Souls more frequently. Additionally, whenever you cast Reap or Evade, you gain this effect for a percentage of Death Seal's maximum duration. Death Seal must be on your action bar for this effect to occur.
                              • Hungering Souls Frequency +34% per point
                              • Percent Effect Duration on Reap or Evade +25% per point
                              Death SealAcolyteLichLethal ReleaseLich5Wave of Death deals more damage (multiplicative with other modifiers).
                              • Wave of Death Damage +10% per point
                              Death SealAcolyteLichLife TapLich1If you drop below 10% health while you are sealed, Death Seal is released automatically.
                              • Death Seal Automatically Releases
                              Death SealAcolyteLichMoratoriumLich3Death Seal's maximum duration is increased.
                              • Duration +12% per point
                              Death SealAcolyteLichMortal PulseLich1You release a Wave of Death each second while sealed and upon activation, in addition to when you release Death Seal, but your waves of death deal less damage (multiplicative with other modifiers).
                              • Death Wave Cast Every Second While Sealed
                              • Death Wave Damage -40%
                              Death SealAcolyteLichPustulent PresenceLich4While sealed, you take less poison damage per 10% missing health, up to 50% missing health.
                              • Less Poison Damage Taken per 10% Missing Health 3% per point
                              • Maximum Less Poison Damage Taken 15% per point
                              Death SealAcolyteLichRadiated SufferingLich4The Wave of Death has a chance to shred necrotic resistance.
                              • Wave of Death Necrotic Resistance Shred Chance +25% per point
                              Death SealAcolyteLichSanguine WaveLich3Wave of Death hits now leech a portion of the damage they deal as health.
                              • Wave of Death Leech +1% per point
                              Death SealAcolyteLichSeal of ServitudeLich1Death Seal now targets only minions.
                              • Targets Minions Only
                              Death SealAcolyteLichSkeletal SheathLich1When you release Death Seal, you are granted Bone Armor, which grants less damage taken for the duration that Death Seal was active.
                              • Bone Armor On Release
                              Death SealAcolyteLichSoul StabilityLich1Death Seal prevents health loss from effects that continously drain a percentage of your current health.
                              • Current Health Drain -100%
                              Death SealAcolyteLichTachycardiaLich1You release a Wave of Death when you cast Reap or Evade. Death Seal must be on your action bar for this effect to work.
                              • Wave of Death on Reap or Evade
                              Death SealAcolyteLichThe Quick And The DeadLich1When you release Death Seal, you are granted Haste for 4 seconds.
                              • Haste Duration On Release (seconds) 4
                              Drain LifeAcolyteLichBlood PactNecromancerLichWarlock1Drain Life no longer costs mana. Instead, it drains a portion of your current health per second while channelling. Nodes that modify mana drain now modify this health drain instead.
                              • Mana Cost 0
                              • Current Health Drain Per Second 10%
                              Drain LifeAcolyteLichChilling DemiseNecromancerLichWarlock5When a target is killed by Drain Life, you chill enemies in an area around them for a duration.
                              • Chill Duration (Seconds) 1 per point
                              Drain LifeAcolyteLichCircle of SacrificeNecromancerLichWarlock3You gain ward over time while channelling based on your maximum mana. Drain Life can affect enemies in a wider area. This does not affect the maximum number of enemies you can drain from at a time.
                              • Ward Per Second per 10 Mana +2 per point
                              • Increased Area 15% per point
                              Drain LifeAcolyteLichCloak of SolitudeNecromancerLichWarlock1Increased Area stats from this tree and other sources has no effect on Drain Life's area of effect, but instead grants you additional Ward Retention while channelling Drain Life.
                              • Ward Retention per 1% Increased Area +1%
                              • Increased Area Stats no longer affect Area
                              Drain LifeAcolyteLichCondemnationNecromancerLichWarlock4Drain Life applies stacks of Damned each second. Damned is an ailment that deals necrotic damage over time.
                              • Damned Stacks Applied 2 per point
                              Drain LifeAcolyteLichContemptNecromancerLichWarlock1You gain a stack of Contempt when you have channelled on the same enemy for 2 seconds. Contempt grants more armor (multiplicative with other modifiers) and adds to all resistances. All stacks of Contempt are lost when you stop channelling.
                              • Armor per Stack +10%
                              • All Resistances per Stack +10%
                              • Maximum Stacks 5
                              Drain LifeAcolyteLichDark ShacklesNecromancerLichWarlock1Drain Life is now cast instead of channelled. Lasts for 3 seconds. Adds an up-front mana cost, and this cost is affected by modifiers to mana drain, except for the Blood Pact node.
                              • Drain Life Is Cast
                              • Dark Shackle Duration (Seconds) +3
                              • Mana Cost +60
                              Drain LifeAcolyteLichDeath's BarrierNecromancerLichWarlock1You are granted ward when Drain Life kills an enemy.
                              • Ward Gain On Kill 18
                              Drain LifeAcolyteLichDrain LifeNecromancerLichWarlock0Channelled spell that targets up to 3 enemies around the target location, dealing necrotic damage over time and leeching 30% of that damage back as health.
                                Drain LifeAcolyteLichEmpowered DrainNecromancerLichWarlock5Drain Life deals more damage (multiplicative with other modifiers).
                                • Damage +5% per point
                                Drain LifeAcolyteLichEnduring ContemptNecromancerLichWarlock4Contempt stacks last for a duration after you stop channelling Drain Life.
                                • Contempt Duration (Seconds) 2 per point
                                Drain LifeAcolyteLichEnduring NightNecromancerLichWarlock2Dark Shackles lasts longer, but Drain Life costs more mana.
                                • Dark Shackle Duration (Seconds) +1 per point
                                • Mana Cost +5 per point
                                Drain LifeAcolyteLichEternal ServitudeNecromancerLichWarlock1If Wandering Spirits is active when you start channeling Drain Life it does not expire until you stop channeling.
                                • Wandering Spirits does not expire while channeling
                                Drain LifeAcolyteLichGrasp Of The DamnedNecromancerLichWarlock1Dark Shackles can hit up to 10 additional targets, and slows enemies hit each second, but Drain Life costs significantly more mana.
                                • Additional Targets +10
                                • Slow Chance +100%
                                • Mana Cost +20
                                Drain LifeAcolyteLichHecatombNecromancerLichWarlock1Drain Life can now target your minions. You gain 10 mana per second for each minion you are draining.
                                • Can Target Minions
                                • Mana Gained Per Second 10
                                Drain LifeAcolyteLichHorrifyNecromancerLichWarlock4Drain Life has a chance to slow and fear its targets each second.
                                • Slow Chance +25% per point
                                • Fear Chance +25% per point
                                Drain LifeAcolyteLichInsatiableNecromancerLichWarlock3Drain Life leeches a higher percentage of damage as health, but costs more mana per second.
                                • Health Leech +4% per point
                                • Channel Cost +8% per point
                                Drain LifeAcolyteLichLay WasteNecromancerLichWarlock1Drain Life deals significantly more damage (multiplicative with other modifiers), but the health leech from its base effect and nodes on this tree is removed.
                                • Damage +40%
                                • No Base Health Leech
                                Drain LifeAcolyteLichMalignant DischargeNecromancerLichWarlock5Soul Blast deals more damage (multiplicative with other modifiers) in a larger area.
                                • Necrotic Explosion Damage +40% per point
                                • Necrotic Explosion Area +40% per point
                                Drain LifeAcolyteLichNecrotic FeastNecromancerLichWarlock1Drain Life can now only target minions. Drain Life leeches a higher percentage of damage as health.
                                • Health Leech +15%
                                • Can Only Target Minions
                                Drain LifeAcolyteLichRavenousNecromancerLichWarlock4Drain Life leeches a higher percentage of damage as health and deals more damage (multiplicative with other modifiers) to targets that are on low health.
                                • Health Leech +2% per point
                                • Damage vs Low Health +7% per point
                                Drain LifeAcolyteLichShadowy TendrilNecromancerLichWarlock1Drain Life can drain an additional target.
                                • Additional Target
                                Drain LifeAcolyteLichSoul BlastNecromancerLichWarlock1When a target is killed by Drain Life you cast Soul Blast at their location, dealing spell necrotic damage to enemies in an area around them.
                                • Soul Blast On Kill
                                Drain LifeAcolyteLichSoul BondNecromancerLichWarlock2Drain Life has a chance to summon a Soul Wisp when it kills an enemy, a minion that deals necrotic damage to enemies.
                                • Soul Wisp Chance On Kill 6% per point
                                Drain LifeAcolyteLichStaggerNecromancerLichWarlock1When Drain Life has channelled on the same target for 2 seconds, it stuns them for 2 seconds.
                                • Stuns Enemies After 2 Seconds
                                • Stun Duration (Seconds) 2
                                • Cooldown (Seconds) 8
                                Drain LifeAcolyteLichStupefyNecromancerLichWarlock2The stun inflicted by Stagger lasts longer and Drain Life deals more damage (multiplicative with other modifiers) against bosses and rare enemies.
                                • Stun Duration +25% per point
                                • Damage vs Bosses and Rares +25% per point
                                Drain LifeAcolyteLichThoughtstealNecromancerLichWarlock3Drain Life costs less mana per second.
                                • Channel Cost -10% per point
                                Drain LifeAcolyteLichUnholy MassNecromancerLichWarlock3Drain Life deals 3% more damage per stack of Damned on enemies affected by Damned, up to a cap (multiplicative with other modifiers).
                                • Damage Cap 21% per point
                                • Damage Per Damned Stack +3%
                                Drain LifeAcolyteLichVirulenceNecromancerLichWarlock1Drain Life's base necrotic damage is converted to poison damage. Consequently this damage scales with increases to poison damage, but not increases to necrotic damage. Swaps Drain Life's Necrotic tag for a Poison tag.
                                • Necrotic -> Poison Damage
                                Drain LifeAcolyteLichWord Of ConvictionNecromancerLichWarlock3Damned inflicted by Drain Life lasts longer.
                                • Damned Duration +20% per point
                                FlayAcolyteLichBlood RevelryLich4When you create a Blood Eruption, you gain a stack of Blood Revelry, up to 5. Direct uses of Harvest or Rip Blood can consume a stack of Blood Revelry to deal more damage and gain increased area of effect. Blood Eruptions have a significantly reduced delay before erupting.
                                • Max Blood Revelry Stacks 5
                                • Harvest or Rip Blood Damage on Stack Consumed +10% per point
                                • Harvest or Rip Blood Area on Stack Consumed +10% per point
                                • Blood Eruption Delay -70%
                                FlayAcolyteLichBlood WaltzLich3Blood Eruption spreads all bleeds on that enemy to a limited amount of other enemies within its range.
                                • Maximum Spreads 1 per point
                                FlayAcolyteLichBloodsoaked BladeLich2A percentage of the melee damage on your equipped axes or daggers is also applied as spell damage for the Blood Eruption.
                                • Melee Damage On Axes Or Daggers As Spell Damage 25% per point
                                FlayAcolyteLichChaos RipLich2Directly using Flay and hitting at least one enemy with the melee attack has a chance per 1 maximum mana to release a Chaos Bolt towards an enemy. This effect consumes 2 mana per Chaos Bolt released.
                                • Chaos Bolt Chance per 1 Maximum Mana 0.5% per point
                                • Mana Consumed per Chaos Bolt 2
                                FlayAcolyteLichChill of the GraveLich4Flay deals more hit damage (multiplicative with other modifiers) to chilled or frozen enemies. Flay has additional freeze rate per active skeleton or bone golem.
                                • Hit Damage to Chilled or Frozen +10% per point
                                • Freeze Rate per Skeleton or Golem +10 per point
                                FlayAcolyteLichCorrosive SlashLich1Flay inflicts Exposed Flesh on hit, a Curse which reduces cold resistance and armor, and increases the target's chance to be frozen.
                                • Exposed Flesh on Hit
                                FlayAcolyteLichCorrupted BloodLich1Bleed chance from all sources is converted to poison chance. This node has no effect if Soul Ripper or Frostblight are allocated.
                                • Bleed -> Poison
                                FlayAcolyteLichDeadly PlotLich4Flay and all skills triggered by its skill tree deal more spell damage per 100 maximum mana. Flay has additional mana cost.
                                • Spell Damage per 100 Maximum Mana +5% per point
                                • Mana Cost +2 per point
                                FlayAcolyteLichDecree of SlaughterLich4Flay deals more hit damage (multiplicative with other modifiers), doubled against low life enemies.
                                • Hit Damage +8% per point
                                • Doubled Against Low Life
                                FlayAcolyteLichDismemberLich4Flay has a chance to inflict bleed on hit, and Flay deals more damage over time (multiplicative with other modifiers). Flay has less attack speed (multiplicative with other modifiers).
                                • Bleed Chance +25% per point
                                • Damage Over Time +15% per point
                                • Attack Speed -3% per point
                                FlayAcolyteLichDoom WhispererLich1The Spirit Step is removed, and Flay has increased attack speed.
                                • Attack Speed 10%
                                • Spirit Step Removed
                                FlayAcolyteLichExquisite BloodLich1Flay's melee attack is removed. Flay becomes a spell that directly creates the Blood Eruption, and is now affected by cast speed instead of attack speed. Any modifiers to Flay's attack speed in its skill tree instead apply to cast speed.
                                • Casts Blood Eruption Directly
                                • Attack Speed on Tree -> Cast Speed
                                • No Melee Attack
                                FlayAcolyteLichFlayLich0Spirit Step up to 3 meters towards an enemy if not within range, then perform a narrow rending slash. Each enemy killed by the melee attack will release a Blood Eruption, a spell dealing physical damage in an area. Enemies can be hit by both Flay and all Blood Eruptions that occur.
                                  FlayAcolyteLichFrostblightLich1Flay's base damage is converted to cold and it now has a chance to freeze. Consequently this damage scales with increases to cold damage, but not increases to physical damage. Bleed chance from all sources is converted to frostbite chance. This node has no effect if Soul Ripper is allocated.
                                  • Physical -> Cold Conversion
                                  • Bleed -> Frostbite Conversion
                                  • Freeze Rate 80
                                  FlayAcolyteLichGo For The ThroatLich3Flay has additional critical strike chance, and leeches a percentage of damage dealt as health.
                                  • Critical Strike Chance +2% per point
                                  • Damage Leeched as Health 0.5% per point
                                  FlayAcolyteLichGravecrawlerLich4Flay deals more damage (multiplicative with other modifiers), and has a chance to chill on hit.
                                  • Damage +8% per point
                                  • Chill Chance +25% per point
                                  FlayAcolyteLichHemorrhageLich3Flay has a chance to inflict bleed on hit, and bleeds inflicted by Flay have increased duration.
                                  • Bleed Chance +25% per point
                                  • Bleed Duration +10% per point
                                  FlayAcolyteLichHewLich3Flay deals more melee damage (multiplicative with other modifiers) and has a lower mana cost. Flay has less attack speed (multiplicative with other modifiers).
                                  • Melee Damage +12% per point
                                  • Mana Cost -1 per point
                                  • Attack Speed -3% per point
                                  FlayAcolyteLichMacabre DanceLich2Flay deals more melee damage (multiplicative with other modifiers). Directly using Flay and hitting at least one enemy reduces the remaining cooldown of Reaper Form by a percentage. This can occur a limited number of times per use of Reaper Form or Reap.
                                  • Melee Damage +8% per point
                                  • Remaining Cooldown Recovered 6% per point
                                  • Limit per Use of Reaper Form or Reap 3 per point
                                  FlayAcolyteLichMarrow GnawerLich4Flay has additional critical strike multiplier. Critically hitting at least one enemy with Flay's melee attack has a chance to release Marrow Shards towards another nearby enemy within 6 meters.
                                  • Critical Strike Multiplier +15% per point
                                  • Chance To Cast Marrow Shards 25% per point
                                  FlayAcolyteLichMisfortuneLich4Blood Eruption has increased area of effect and deals more hit damage (multiplicative with other modifiers) for each of your curses that were on the enemy.
                                  • Blood Eruption Increased Area per Curse +8% per point
                                  • Blood Eruption Hit Damage per Curse +8% per point
                                  FlayAcolyteLichOccult OfferingsLich4Directly using Flay consumes a percentage of your current health and ward. Flay gains additional melee damage per 30 health consumed and additional spell damage per 30 ward consumed by this effect, up to a limited amount of each.
                                  • Melee Damage per 30 Health Consumed +1 per point
                                  • Spell Damage per 30 Ward Consumed +1 per point
                                  • Maximum Added Damage from Consumption +12 per point
                                  • Percent of Current Health and Ward Consumed 9%
                                  FlayAcolyteLichOpen WoundsLich3When you directly use Flay and hit at least one enemy with the melee attack, your active Aura of Decay is granted more ailment frequency (multiplicative with other modifiers) and increased radius for 4 seconds.
                                  • Aura of Decay More Ailment Frequency 2% per point
                                  • Aura of Decay Increased Radius 2% per point
                                  FlayAcolyteLichPlasma FountainLich3Every second melee attack with Flay which hits a boss or rare enemy has a chance to trigger a Blood Eruption.
                                  • Blood Eruption Chance Every Second Attack +34# per point
                                  • Blood Eruption Damage +8% per point
                                  FlayAcolyteLichPrince of PainLich1If you directly use Flay and hit at least one enemy, but do not hit a boss or rare enemy, a spectral copy of Flay strikes a random nearby boss or rare enemy.
                                  • Spectral Flay on nearby Boss or Rare
                                  FlayAcolyteLichScent of DeathLich4Enemies hit by Flay are inflicted with Marked for Death for a duration, and Flay hits instantly kill enemies that are below a health threshold (a percentage of their maximum health).
                                  • Marked For Death Duration (seconds) 1 per point
                                  • Kill Threshold 3% per point
                                  FlayAcolyteLichSoul RipperLich1Flay's base damage is converted to necrotic. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage. Bleed chance from all sources is converted to damned chance.
                                  • Physical -> Necrotic Damage
                                  • Bleed -> Damned
                                  FlayAcolyteLichSpectral NightmareLich3Directly using Flay and hitting at least one enemy has a chance to trigger a spectral copy of Flay against a nearby enemy if one would not be triggered otherwise. Spectral copies of Flay have increased area of effect.
                                  • Spectral Flay Chance 10% per point
                                  • Spectral Flay Increased Area +20% per point
                                  FlayAcolyteLichSpirit GeyserLich3Blood Eruption consumes mana to release a Wandering Spirit. This effect can trigger a limited number of times per 4 seconds.
                                  • Limit per 4 Seconds 2 per point
                                  • Mana Consumed 2
                                  FlayAcolyteLichSpirit LeapLich1Flay is now a traversal skill with a cooldown. The Spirit Step can move you from a much further distance and no longer requires a target.
                                  • Counts as Traversal Skill
                                  • Maximum Spirit Step Distance (meters) 12
                                  • Cooldown (seconds) 5
                                  FlayAcolyteLichSpirit StrideLich3When you directly use Flay and hit at least one enemy, you have a chance to gain Haste for 2 seconds. This chance is tripled if Flay is a traversal skill. Flay's Spirit Step can move you from a further distance.
                                  • Haste Chance 12% per point
                                  • Increased Spirit Step Maximum Distance 20%
                                  • Haste Chance Tripled if Flay is Traversal
                                  FlayAcolyteLichThirst of DreadLich3Flay has increased area of effect and additional spell damage. These effects are doubled if there is a bleeding enemy within 15 meters.
                                  • Area +15% per point
                                  • Spell Damage +5 per point
                                  • Doubled with a Bleeding Enemy Within Distance (meters) 15
                                  FlayAcolyteLichTransferenceLich1Hitting a boss or rare enemy with Flay's melee attack transfers your active Aura of Decay to them for up to 6 seconds. While the aura is attached to an enemy, you can move away from it to avoid the self-inflicted ailments.
                                  • Aura of Decay Transferable to Boss or Rare Enemies
                                  FlayAcolyteLichTrepidation BladeLich3While using a dagger, Flay has increased attack speed.
                                  • Attack Speed With a Dagger 16% per point
                                  Reaper FormAcolyteLichBlood TethersLich3While in Reaper Form, you have a chance to retaliate with Blood Tether when you are hit.
                                  • Chance To Cast Blood Tether When Hit 6% per point
                                  Reaper FormAcolyteLichBloodmoon ReaverLich1All of Reap's base damage and its added melee damage from intelligence are converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage. You have additional physical penetration while in Reaper Form. All poison related effects from this tree now affect bleed for Reap. Reap loses its Necrotic tag and gains a Physical tag instead.
                                  • Necrotic -> Physical Conversion
                                  • Poison -> Bleed
                                  • Physical Penetration In Form +10%
                                  Reaper FormAcolyteLichDark HarvestLich3Reap hits instantly kill enemies that are below a health threshold (a percentage of their maximum health).
                                  • Reap Kill Threshold 6% per point
                                  Reaper FormAcolyteLichDeath's DoorLich4Reap deal more damage for each percent of health you are missing (multiplicative with other modifiers). You deal increased damage at low health while in Reaper Form.
                                  • Reap Damage Per Missing Health Percent +1% per point
                                  • Increased Damage At Low Health +25% per point
                                  Reaper FormAcolyteLichDeathtouch ScytheLich4While in Reaper Form, you deal additional necrotic damage. This bonus is doubled for Reap.
                                  • Necrotic Damage +2 per point
                                  Reaper FormAcolyteLichElixir of DeathLich1While in Reaper Form, potions grant twice as much health as normal.
                                  • Double Potion Health Gain
                                  Reaper FormAcolyteLichExecutionerLich5While in Reaper Form, your critical strikes deal more damage. This bonus is doubled for Reap.
                                  • Critical Multiplier +10% per point
                                  Reaper FormAcolyteLichFrom the GraveLich3Entering Reaper Form summons Skeletons, unless you are already at your maximum number of Skeletons.
                                  • Skeletons Summoned 1 per point
                                  Reaper FormAcolyteLichGhastly FlowLich4You move faster for 4 seconds after using Reap while below half health.
                                  • Movespeed +2% per point
                                  Reaper FormAcolyteLichGravechillLich1All of Reap's base damage and its added melee damage from intelligence are converted to cold. Consequently this damage scales with increases to cold damage, but not increases to necrotic damage. Poison chance from all sources is converted to Frostbite for Reap, and Reap gains a freeze rate equal to four times your intelligence. Reap loses its Necrotic and Poison tags and gains a Cold tag instead.
                                  • Poison Chance -> Frostbite Chance
                                  • Reap Base Damage -> Cold Damage
                                  • Reap Necrotic Damage per Intelligence -> Cold
                                  • Reap Freeze Rate per Intelligence 4
                                  Reaper FormAcolyteLichHarbinger of BloodLich4While in Reaper Form you have increased healing effectiveness and leech more of the damage you deal. You gain additional health on hit with Reap.
                                  • Increased Health Leech +10% per point
                                  • Increased Healing Effectiveness +10% per point
                                  • Reap Health Gained +2 per point
                                  Reaper FormAcolyteLichHauntingLich3While in Reaper Form, you have a chance apply Mark For Death to enemies on hit. This chance is doubled for Reap.
                                  • Marked For Death Chance +5% per point
                                  Reaper FormAcolyteLichHerald of RotLich5Entering Reaper Form poisons all nearby enemies. While in Reaper Form, you have a chance to poison enemies that you hit.
                                  • Poison Stacks To Nearby Enemies On Transform 1 per point
                                  • Global Poison Chance +10% per point
                                  Reaper FormAcolyteLichMercy in UndeathLich1Hitting minions with Reap heals them for the same amount that Reap would heal you if an enemy was hit.
                                  • Reap Heals Minions
                                  Reaper FormAcolyteLichMistress of DecayLich4While in Reaper Form, your health decays more slowly and you deal increased damage over time.
                                  • Health Drain -10% per point
                                  • Increased Damage Over Time +10% per point
                                  Reaper FormAcolyteLichPestilenceLich1Reap poisons enemies. It also gains the Poison tag.
                                  • Poison Chance +100%
                                  Reaper FormAcolyteLichPhantom RestorationLich5While in Reaper Form, you have more ward retention. Reap grants ward on hit.
                                  • Ward Retention +10% per point
                                  • Reap Ward Gained +2 per point
                                  Reaper FormAcolyteLichProtective SpiritLich1Reaper’s Blessing also grants ward when you transform back to your human form.
                                  • Reaper's Blessing For Human Form
                                  Reaper FormAcolyteLichRapid DestructionLich3You have increased attack, cast speed and movement speed while in Reaper Form.
                                  • Attack Speed +8% per point
                                  • Cast Speed +8% per point
                                  • Movespeed +2% per point
                                  Reaper FormAcolyteLichRavenous DoomLich3While in Reaper Form you gain health from kills. This bonus is doubled for kills using Reap.
                                  • Health Gained On Kill +5 per point
                                  Reaper FormAcolyteLichReaper FormLich0Take on the mantle of death itself and transform into a Reaper, temporarily gaining the Reap ability. While in Reaper Form, your health regen does not apply and your health decays over time. When your health reaches 0 instead of dying you transform back to human form and are healed to full health.
                                    Reaper FormAcolyteLichReaper's AscendanceLich4Gain a stack of Reaper’s Ascendance every 5 seconds you spend in Reaper Form, which grants you increased spell damage. You can have up to 25 stacks of Reaper’s Ascendance at a time.
                                    • Gain Reaper's Ascendance
                                    • Increased Spell Damage Per Stack 1% per point
                                    Reaper FormAcolyteLichReaper's BlessingLich4You gain ward when entering Reaper Form.
                                    • Ward On Transform 40 per point
                                    Reaper FormAcolyteLichReaper's CurseLich4While in Reaper Form, you deal increased damage and have increased critical strike chance, but lose health when you kill an enemy.
                                    • Increased Damage 25% per point
                                    • Increased Crit Chance 25% per point
                                    • Health Lost On Kill 0.5% per point
                                    Reaper FormAcolyteLichReaper's SupremacyLich3You gain stacks of Reaper’s Ascendence more frequently.
                                    • Reaper's Ascendance Frequency +40% per point
                                    Reaper FormAcolyteLichSanguine ReaperLich3Reap deals damage in a larger area and you leech a portion of the damage its hits deal as health.
                                    • Reap Health Leech +2% per point
                                    • Reap Area +18% per point
                                    Reaper FormAcolyteLichSoul for a SoulLich4While in Reaper Form, you deal increased damage but have reduced healing effectiveness.
                                    • Increased Damage +20% per point
                                    • Healing Effectiveness -10% per point
                                    Reaper FormAcolyteLichSoul ReleaseLich3You have a chance to cast Hungering Souls whenever you kill an enemy with Reap.
                                    • Hungering Souls Chance +5% per point
                                    Reaper FormAcolyteLichSoul ShroudLich4While in Reaper Form, you gain additional armor proportional to your intelligence.
                                    • Armor Per Point Of Intelligence +1 per point
                                    Reaper FormAcolyteLichSweeping ScythesLich2Reap moves you further.
                                    • Reap Range +15% per point
                                    Reaper FormAcolyteLichSwift HarbingerLich3Reap has increased cooldown recovery speed.
                                    • Reap Cooldown Recovery Speed +30% per point
                                    Reaper FormAcolyteLichUnholy DominionLich1Reap has a much longer cooldown, but no longer shares a cooldown with other traversal skills.
                                    • Reap No Shared Cooldown
                                    • Reap Cooldown Duration +200%
                                    Reaper FormAcolyteLichVenomous CoatingLich3Reap has a chance to poison enemies, and poisons you inflict while in Reaper Form last longer.
                                    • Reap Poison Chance +35% per point
                                    • Poison Duration +10% per point
                                    Reaper FormAcolyteLichVile ShroudLich1While in Reaper Form, you gain additional necrotic and poison resistance per point of intelligence.
                                    • Necrotic Resistance Per Point Of Intelligence +1%
                                    • Poison Resistance Per Point Of Intelligence +1%
                                    Assemble AbominationAcolyteNecromancerAge of UndeathNecromancer1Your abomination can no longer absorb Summoned Skeletons. Minions within 12 meters of your abomination gain increased attack speed.
                                    • Attack Speed Aura for Minions 10%
                                    • Can't Absorb Summoned Skeletons
                                    Assemble AbominationAcolyteNecromancerAssemble AbominationNecromancer0Hold ability key to channel to absorb your Wraiths, Summoned Skeletons, Skeletal Mages, Golems, and Volatile Zombies in an area. When you release, summon a single hulking abomination with added health and more damage per minion absorbed. The abomination remembers the minions absorbed to create it and will rapidly devour those minions to restore 10% of its maximum health.
                                      Assemble AbominationAcolyteNecromancerBloated CorpseNecromancer1If a Volatile Zombie is absorbed, your abomination gains an explosive Tail Slam ability.
                                      • Explosive Slam Attack Gained On Zombie Absorbed
                                      Assemble AbominationAcolyteNecromancerCadaverous CarapaceNecromancer1Your abomination gains more max health (multiplicative with other modifiers) for 8 seconds each time it devours a minion, up to a limited number of times per 8 seconds.
                                      • Max Health Gained +10%
                                      • Limit per 8 Seconds 5
                                      Assemble AbominationAcolyteNecromancerConsumeNecromancer3Your abomination's hits leech a portion of the damage they deal as health.
                                      • Health Leech +3% per point
                                      Assemble AbominationAcolyteNecromancerContaminated DreamsNecromancer1Your abomination has increased cooldown recovery speed for its abilities, but takes damage equal to a percentage of its maximum health each time it uses an ability with a cooldown.
                                      • Increased Cooldown Recovery Speed +30%
                                      • Health Loss on Ability Use 5%
                                      Assemble AbominationAcolyteNecromancerCorrupt PalateNecromancer1If a Skeletal Mage is absorbed, your abomination can cast Devouring Souls, a spell that releases multiple necrotic projectiles.
                                      • Devouring Souls Gained On Mage Absorbed
                                      Assemble AbominationAcolyteNecromancerCruel MonstrosityNecromancer3Your abomination has additional critical strike chance. For each Skeleton Rogue absorbed, your abomination has increased movement speed. Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.
                                      • Critical Chance +2% per point
                                      • Movement Speed per Rogue Absorbed +2% per point
                                      Assemble AbominationAcolyteNecromancerDead EyeNecromancer1If a Skeletal Archer is absorbed, your abomination casts Eternal Arrow every 4 seconds, a bow ability that deals physical damage and has 100% chance to Recurve. Your abomination gains additional bow damage per point of your Intelligence.
                                      • Eternal Arrow Gained On Skeletal Archer Absorbed
                                      • Bow Damage per Intelligence +1
                                      Assemble AbominationAcolyteNecromancerDeath in the FamilyNecromancer3If the abomination was made by absorbing at least 1 of every type of minion mentioned by Engorgement, it gains more damage (multiplicative with other modifiers), increased attack speed, and increased and movement speed.
                                      • Damage With All Types Absorbed +20% per point
                                      • Attack Speed With All Types Absorbed +20% per point
                                      • Movement Speed With All Types Absorbed +20% per point
                                      Assemble AbominationAcolyteNecromancerDestruction EngineNecromancer1When your abomination would devour a minion, it will instead be Sacrificed, consuming a percentage of Sacrifice's mana cost. This Sacrifice is cast by you and uses your Sacrifice tree.
                                      • Sacrifice Instead of Devour
                                      • Sacrifice Percent Mana Cost Consumed 120%
                                      Assemble AbominationAcolyteNecromancerDominationNecromancer4Your abomination deals more damage (multiplicative with other modifiers).
                                      • Damage +8% per point
                                      Assemble AbominationAcolyteNecromancerEngorgementNecromancer5Your abomination has more health and deals more damage (both multiplicative with other modifiers) for each type of minion absorbed to create it among Summoned SkeletonSkeletal MageWraith, and Bone Golem.
                                      • Damage per Minion Type Absorbed +4% per point
                                      • Health per Minion Type Absorbed +4% per point
                                      Assemble AbominationAcolyteNecromancerFlesh and BloodNecromancer2Your abomination's melee hits deal more damage (multiplicative with other modifiers), but can no longer absorb Skeletal Mages.
                                      • Melee Damage +15% per point
                                      • Cannot Absorb Mages
                                      Assemble AbominationAcolyteNecromancerFractured EndNecromancer3Your abomination reflects a percentage of damage to attackers, and disassembles into a number of Skeletal Vanguards on death.
                                      • Damage Reflected 20% per point
                                      • Skeletal Vanguards on Death 1 per point
                                      Assemble AbominationAcolyteNecromancerFrightful FeastNecromancer3Devouring Souls has a reduced cooldown. Devouring Souls deals more damage (multiplicative with other modifiers) for each Skeletal Mage absorbed. Devouring Souls releases an additional soul for each Skeletal Mage absorbed.
                                      • Devouring Souls Cooldown Reduction 0.5 per point
                                      • Devouring Souls Damage per Absorbed Mage +10% per point
                                      • Additional Souls per Absorbed Mage 1
                                      Assemble AbominationAcolyteNecromancerHorrific VolleyNecromancer4Eternal Arrow has a reduced cooldown. For each Skeleton Archer absorbed, Eternal Arrow has additional Recurve chance. Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.
                                      • Eternal Arrow Cooldown Reduction (seconds) 0.25 per point
                                      • Eternal Arrow Recurve Chance per Absorbed Archer +35% per point
                                      Assemble AbominationAcolyteNecromancerMeat GrinderNecromancer1Your abomination gains increased attack speed when it kills an enemy. This effect can occur a limited number of times per 5 seconds.
                                      • Attack Speed on Kill 5%
                                      • Limit per 5 Seconds 20
                                      Assemble AbominationAcolyteNecromancerNecrosageNecromancer4Your abomination has increased cooldown recovery speed for its abilities, and deals more damage (multiplicative with other modifiers) with abilities that have cooldowns.
                                      • Increased Cooldown Recovery Speed +5% per point
                                      • Damage with Cooldown Abilities +8% per point
                                      Assemble AbominationAcolyteNecromancerNoxious StenchNecromancer1Your abomination casts Aura of Rot, poisoning itself and nearby enemies every second. For each Skeleton Rogue absorbed, your abomination gains additional chance to inflict poison on hit. Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.
                                      • Casts Aura of Rot
                                      • Poison Chance per Absorbed Rogue +30%
                                      Assemble AbominationAcolyteNecromancerPicky EaterNecromancer1Your abomination will not devour Volatile Zombies, even if they were absorbed to create it.
                                      • Does Not Devour Volatile Zombies
                                      Assemble AbominationAcolyteNecromancerReap The DamnedNecromancer1If a Wraith is absorbed, its melee attack is replaced with Soul Reave, which deals melee necrotic damage. Soul Reave has 200% damage effectiveness compared to the basic melee attack's 150%, and Soul Reave has 15% more radius compared to the basic melee attack.
                                      • Soul Reave Gained On Wraith Absorbed
                                      Assemble AbominationAcolyteNecromancerRepugnant MassNecromancer4Your abomination has more health (multiplicative with other modifiers) and generates more threat, which increases the likelihood of enemies targeting it.
                                      • Health +15% per point
                                      • Threat Generated +15% per point
                                      Assemble AbominationAcolyteNecromancerSharpened BonesNecromancer4For each Skeleton Warrior absorbed, your abomination deals more melee damage and has more health (both multiplicative with other modifiers). For each Skeleton Rogue absorbed, your abomination has increased attack speed. For each Skeleton Archer absorbed, your abomination has increased area of effect. Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.
                                      • Melee Damage and Health per Skeleton Warrior +2% per point
                                      • Attack Speed per Skeleton Rogue +3% per point
                                      • Area per Skeleton Archer +5% per point
                                      Assemble AbominationAcolyteNecromancerShattered LimbsNecromancer1Your abomination has increased critical strike chance, but can no longer regenerate health or absorb Bone Golems.
                                      • Increased Critical Strike Chance 100%
                                      • Health Regen -100%
                                      • Cannot Absorb Bone Golems
                                      Assemble AbominationAcolyteNecromancerShattered SimulacrumNecromancer1If a Bone Golem is absorbed, your abomination uses Stomp, a melee attack that deals physical damage and has a high chance to stun enemies in a large area.
                                      • Stomp Gained On Golem Absorbed
                                      Assemble AbominationAcolyteNecromancerSpoils of WarNecromancer1If a Skeleton Warrior or Skeleton Rogue is absorbed, your abomination is granted the ability to Double Strike with a 6 second cooldown, dealing significant melee damage. Double Strike deals more damage (multiplicative with other modifiers) per Skeleton Warrior or Rogue consumed. Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.
                                      • Double Strike Gained on Warrior or Rogue Absorbed
                                      • Double Strike Damage per Warrior or Rogue Absorbed +30%
                                      Assemble AbominationAcolyteNecromancerStitched FleshNecromancer4Your abomination has more health (multiplicative with other modifiers) and restores a larger percentage of its maximum health when devouring other minions.
                                      • Health +5% per point
                                      • Percent Max Health Restored on Devour +5% per point
                                      Assemble AbominationAcolyteNecromancerTerrible MightNecromancer4Your abomination deals more damage (multiplicative with other modifiers), but has reduced attack speed.
                                      • Damage +12% per point
                                      • Attack Speed -2% per point
                                      Assemble AbominationAcolyteNecromancerTower of BonesNecromancer3Stomp has a reduced cooldown. For each Bone Golem absorbed, Stomp deals more damage (multiplicative with other modifiers) and has increased area of effect.
                                      • Stomp Cooldown Reduction 0.5 per point
                                      • Stomp Damage per Absorbed Golem +40% per point
                                      • Stomp Area per Absorbed Golem +30% per point
                                      Assemble AbominationAcolyteNecromancerUnholy ReachNecromancer5Your abomination's melee attacks deal damage in a larger area.
                                      • Melee Area +25% per point
                                      Dread ShadeAcolyteNecromancerAll For OneNecromancer1Dread Shade grants the targeted minion significantly more damage (multiplicative with other modifiers), but Dread Shade no longer buffs other minions.
                                      • Damage +30%
                                      • No Aura Buffs
                                      Dread ShadeAcolyteNecromancerBane of DeathNecromancer3Dread Shade applies Mark for Death to nearby enemies and minions when it expires. Mark for Death is a curse that reduces all resistances by 25%. It cannot stack.
                                      • Mark For Death Duration (seconds) +3 per point
                                      Dread ShadeAcolyteNecromancerBeyond DeathNecromancer4When a minion targeted by a Dread Shade dies, you have a chance to summon a single Volatile Zombie from its corpse.
                                      • Volatile Zombie Chance 25% per point
                                      Dread ShadeAcolyteNecromancerBlind FuryNecromancer1Dread Shade now increases the attack and cast speed of the targeted minion, but they have less critical strike chance (multiplicative with other modifiers).
                                      • Increased Attack Speed 40%
                                      • Increased Cast Speed 40%
                                      • Critical Strike Chance -50%
                                      Dread ShadeAcolyteNecromancerCongregation of ShadesNecromancer1You can control one additional Dread Shade or Infernal Shade at once.
                                      • Maximum Shades +1
                                      Dread ShadeAcolyteNecromancerDark BindingNecromancer5Doom Brand deals more damage (multiplicative with other modifiers).
                                      • Doom Brand Damage +40% per point
                                      Dread ShadeAcolyteNecromancerDeadlockNecromancer1Dread Shade now roots the targeted minion and causes it to taunt enemies around it.
                                      • Taunt Duration (seconds) 4
                                      • Minion Rooted
                                      Dread ShadeAcolyteNecromancerDoom BrandNecromancer1Dread Shade now drains the health of other minions, and marks them with Doom Brand. When they die, the brand explodes dealing necrotic spell damage to surrounding enemies.
                                      • Doom Brand On Minions
                                      Dread ShadeAcolyteNecromancerDread PlagueNecromancer1Dread Shade applies Spirit Plague to a nearby enemy whenever it expires.
                                      • Spirit Plague On Expiration
                                      Dread ShadeAcolyteNecromancerDread ShadeNecromancer0Your minion's health is drained for 3% of its max health per second for each second the shade has been active, but it and your minions around it deal +10 necrotic damage with spells and attacks and have 50% increased necrotic damage.
                                        Dread ShadeAcolyteNecromancerDuskheartNecromancer4Minions affected by Dread Shade have a chance to inflict Damned to enemies they hit.
                                        • Damned Chance +25% per point
                                        Dread ShadeAcolyteNecromancerDying CovenNecromancer3Dread Shade grants affected minions increased attack and cast speed.
                                        • Increased Attack Speed 8% per point
                                        • Increased Cast Speed 8% per point
                                        Dread ShadeAcolyteNecromancerDying LightNecromancer3Dread Shade now inflicts Damned each second to all enemies and friendly minions in its area.
                                        • Damned Stacks +1 per point
                                        Dread ShadeAcolyteNecromancerEgoismNecromancer2The minion targeted by Dread Shade has additional critical strike chance and critical strike multiplier, but also has additional chance to be critically hit.
                                        • Critical Chance +5% per point
                                        • Critical Multiplier +10% per point
                                        • Chance to be Crit +5% per point
                                        Dread ShadeAcolyteNecromancerEnemy of My EnemiesNecromancer1Dread Shade now attaches to enemies instead, still buffing your minions, but Dread Shade now has a duration, and this duration cannot be increased. This does not buff or drain the health of enemies.
                                        • Attach To Enemy
                                        • Duration (seconds) 10
                                        Dread ShadeAcolyteNecromancerFinal GraspNecromancer3When any of your minions targeted by Dread Shade dies, it casts Sacrifice on additional minions, with each cast consuming mana equal to Sacrifice's mana cost.
                                        • Sacrifice Casts 1 per point
                                        • Sacrifice Mana Consumption 100%
                                        Dread ShadeAcolyteNecromancerFlesh HarvestNecromancer3Dread Shade grants increased effect of all its buffs for each 3% of missing health on the targeted minion.
                                        • Increased Buff Effect Per 3% Missing Health 1% per point
                                        Dread ShadeAcolyteNecromancerFrenzied PhantomNecromancer5Dread Shade now grants frenzy to affected minions for a fixed duration after being cast.
                                        • Frenzy Duration (seconds) +1 per point
                                        Dread ShadeAcolyteNecromancerGrim FateNecromancer4Dread Shade affects minions in a larger area and grants more damage (multiplicative with other modifiers), but the targeted minion's health decays more quickly.
                                        • Area +25% per point
                                        • Damage +15% per point
                                        • Increased Health Decay 25% per point
                                        Dread ShadeAcolyteNecromancerInfernal DreadNecromancer1Casting Dread Shade refreshes the duration of your Infernal Shades. Each Infernal Shade can only be refreshed a maximum number of times.
                                        • Refresh Infernal Shade Duration On Cast
                                        • Maximum Refreshes 2
                                        Dread ShadeAcolyteNecromancerLingering DoomNecromancer4Dread Shade drains your minions' health more slowly and all affected minions deal additional necrotic damage with spells and attacks.
                                        • Reduced Health Decay 8% per point
                                        • Necrotic Damage +3 per point
                                        Dread ShadeAcolyteNecromancerLone WatcherNecromancer1Dread Shade no longer drains the health of the minion it is attached to, but you are limited to one active Dread Shade. Increases to health drain from this tree instead increase damage taken by the minion.
                                        • No Longer Drains Health
                                        • Maximum Dread Shades 1
                                        • Health Drain Increases -> increased Damage Taken
                                        Dread ShadeAcolyteNecromancerMartyrdomNecromancer1Dread Shade now grants minions armor based on your vitality, but Dread Shade decays your minions faster.
                                        • Armour Per Vitality 30
                                        • Increased Health Decay 10%
                                        Dread ShadeAcolyteNecromancerPernicious PactNecromancer1Dread Shade no longer decays your minions' health, but instead inflicts a stack of Everlasting Poison each second.
                                        • No Health Decay
                                        • Everlasting Poison Applied Each Second
                                        Dread ShadeAcolyteNecromancerScorching BrandNecromancer1Dread Shade now grants the targeted minion Haste while it persists, but it also applies a stack of ignite to the targeted minion each second.
                                        • Grants Haste
                                        • Ignites Minion Each Second
                                        Dread ShadeAcolyteNecromancerSpectral DistanceNecromancer1Dread Shade has increased area of effect per active minion when cast, up to a maximum benefit.
                                        • Area per Minion +5%
                                        • Maximum Area Increase +100%
                                        Dread ShadeAcolyteNecromancerSpectral PresenceNecromancer4Dread Shade affects minions in a larger area.
                                        • Area +25% per point
                                        Dread ShadeAcolyteNecromancerSymbiotic ApparitionNecromancer1You are affected by the beneficial buffs of Dread Shade's aura.
                                        • You Are Affected By Aura
                                        Dread ShadeAcolyteNecromancerVile GhastNecromancer1Dread Shade now increases poison damage instead of necrotic damage, and converts added necrotic damage from the base skill and this tree to chance to poison on hit.
                                        • Increased Necrotic Damage -> Poison Damage
                                        • Poison Chance per 1 Added Necrotic Damage 5%
                                        Dread ShadeAcolyteNecromancerWasting EssenceNecromancer3Dread Shade grants affected minions more damage over time (multiplicative with other modifiers).
                                        • Damage Over TIme 8% per point
                                        Dread ShadeAcolyteNecromancerWisdom of the DeadNecromancer3Dread Shade costs less mana and has increased cast speed.
                                        • Mana Efficiency +13% per point
                                        • Cast Speed +8% per point
                                        SacrificeAcolyteNecromancerAltar of FlamesNecromancerLichWarlock4Sacrifice deals additional fire damage.
                                        • Fire Damage +6 per point
                                        SacrificeAcolyteNecromancerAvatar of DecayNecromancerLichWarlock3You deal increased damage over time if you have cast Sacrifice recently (past 4 seconds). You cannot have multiple instances of this buff at once.
                                        • Global Increased Damage Over Time 20% per point
                                        SacrificeAcolyteNecromancerBlood SpectreNecromancerLichWarlock1When you sacrifice a minion you have a chance to assemble a Blood Spectre from the remains. 15 mana is consumed when you summon a Blood Spectre. You cannot summon a Blood Spectre by sacrificing a Blood Spectre or when your mana is negative and below -100.
                                        • Blood Spectre Chance +15%
                                        • Blood Spectre Mana Cost 15
                                        SacrificeAcolyteNecromancerBlood WeaverNecromancerLichWarlock5Blood Spectres have a chance to cause enemies to bleed. Blood Spectres consume less mana when summoned.
                                        • Blood Spectre Bleed Chance +40% per point
                                        • Blood Spectre Mana Cost -2 per point
                                        SacrificeAcolyteNecromancerBone MissilesNecromancerLichWarlock4Bone Nova has increased area of effect.
                                        • Area +25% per point
                                        SacrificeAcolyteNecromancerBone NovaNecromancerLichWarlock1Sacrificing a minion creates a Bone Nova around it, but Sacrifice costs more mana.
                                        • Bone Nova
                                        • Mana Cost +20%
                                        SacrificeAcolyteNecromancerBurning OfferingNecromancerLichWarlock4Sacrifice has a chance to ignite enemies and ignite it inflicts has additional fire penetration.
                                        • Ignite Chance +25% per point
                                        • Fire Penetration with Ignite +5% per point
                                        SacrificeAcolyteNecromancerCatalyst of HorrorNecromancerLichWarlock1Sacrifice is recast onto other minions within its area of effect, which can happen multiple times. Sacrifice costs more mana.
                                        • Sacrifice Chain Targets 2
                                        • Mana Cost +25%
                                        SacrificeAcolyteNecromancerCrimson HorrorNecromancerLichWarlock1Sacrificing a minion always creates a Blood Spectre. Blood Spectres summoned by Sacrifice have significantly more maximum health and damage (both multiplicative with other modifiers), and are larger, but consume more mana when summoned.
                                        • Blood Spectre Chance +100%
                                        • Blood Spectre Damage +100%
                                        • Blood Spectre Health +100%
                                        • Blood Spectre Size +40%
                                        • Blood Spectre Mana Consumed +10
                                        SacrificeAcolyteNecromancerFlickering ShadowsNecromancerLichWarlock1If you cast Sacrifice while you control at least one minion all your active Infernal Shades have their remaining duration reduced to 2 seconds, but deal significantly more damage for their remaining duration.
                                        • Infernal Shade Damage Modifier +250%
                                        • Infernal Shade Remaining Duration (Seconds) 2
                                        SacrificeAcolyteNecromancerFrom BloodNecromancerLichWarlock4Blood Spectres summoned by Sacrifice have more maximum health and deal more damage (both multiplicative with other modifiers).
                                        • Blood Spectre Health +30% per point
                                        • Blood Spectre Damage +30% per point
                                        SacrificeAcolyteNecromancerGreat SacrificeNecromancerLichWarlock4Sacrifice deals significantly more damage (multiplicative with other modifiers) if the sacrificed minion has more current health than you.
                                        • Damage +15% per point
                                        SacrificeAcolyteNecromancerHemophageNecromancerLichWarlock3Blood Spectres leech a portion of the damage they deal as health. Sacrifice has a greater chance to summon a Blood Spectre.
                                        • Blood Spectre Chance +5% per point
                                        • Blood Spectre Health Leech +25% per point
                                        SacrificeAcolyteNecromancerImpalingNecromancerLichWarlock4Bone Nova deals more damage (multiplicative with other modifiers).
                                        • Bone Nova Damage +15% per point
                                        SacrificeAcolyteNecromancerInfernal VindicationNecromancerLichWarlock3Sacrifice costs less mana and if you cast Sacrifice while you control at least one minion you gain a buff that grants you more damage over time (multiplicative with other modifiers). This buff does not stack.
                                        • Mana Efficiency +13% per point
                                        • Global Increased Damage Over Time +6% per point
                                        • Buff Duration (Seconds) 6 per point
                                        SacrificeAcolyteNecromancerIvory BallistaNecromancerLichWarlock2Bone Nova has a chance to slow enemies hit.
                                        • Slow Chance +50% per point
                                        SacrificeAcolyteNecromancerLacerating BonesNecromancerLichWarlock4Bone Nova hits have a chance to cause enemies to bleed.
                                        • Bone Nova Bleed Chance +25% per point
                                        SacrificeAcolyteNecromancerLast SacrificeNecromancerLichWarlock2Sacrifice deals significantly more damage (multiplicative with other modifiers) if the minion you sacrifice is your only active minion.
                                        • Damage +20% per point
                                        SacrificeAcolyteNecromancerNecrotic AudienceNecromancerLichWarlock3Sacrifice deals more damage (multiplicative with other modifiers) in a larger area if you have three or more minions active when you cast Sacrifice.
                                        • Damage with 3+ Minions +8% per point
                                        • Area with 3+ Minions +30% per point
                                        SacrificeAcolyteNecromancerPontifexNecromancerLichWarlock3Sacrifice deals more damage for each minion you currently control (multiplicative with other modifiers), up to a maximum.
                                        • Damage Per Minion +1.5% per point
                                        • Maximum Damage From Minion Count 90%
                                        SacrificeAcolyteNecromancerPunishmentNecromancerLichWarlock3Sacrifice deals more hit damage against bleeding enemies (multiplicative with other modifiers).
                                        • Hit Damage Against Bleeding +15% per point
                                        SacrificeAcolyteNecromancerSacrificeNecromancerLichWarlock0Rips apart an allied minion, dealing physical damage to enemies around it.
                                          SacrificeAcolyteNecromancerSanguine LibationNecromancerLichWarlock5Sacrifice is recast onto other minions within its area of effect up to one additional time. It also has additional Bleed Chance.
                                          • Sacrifice Chain Targets +1 per point
                                          • Bleed Chance +13% per point
                                          SacrificeAcolyteNecromancerSoul ShatterNecromancerLichWarlock5Sacrifice deals more damage (multiplicative with other modifiers), but Sacrifice costs more mana.
                                          • Damage +15% per point
                                          • Mana Cost +5% per point
                                          SacrificeAcolyteNecromancerTemple of AweNecromancerLichWarlock4Sacrifice deals damage in a larger area and has an increased chance to stun enemies.
                                          • Area +20% per point
                                          • Increased Stun Chance 20% per point
                                          Summon Skeletal MageAcolyteNecromancerArchmageNecromancerLichWarlock1You can only summon one Skeletal Mage, an Archmage, that has significantly more maximum health and damage (both multiplicative with other modifiers), fires twice the number of extra projectiles, and is larger.
                                          • Damage +130%
                                          • Health +130%
                                          • Size +30%
                                          • Double Extra Projectiles
                                          • Maximum Arch Mages 1
                                          Summon Skeletal MageAcolyteNecromancerArgonautic SpeedNecromancerLichWarlock4Skeletal Mages attack and cast faster (multiplicative with other modifiers).
                                          • Attack Speed +5% per point
                                          • Cast Speed +5% per point
                                          Summon Skeletal MageAcolyteNecromancerBattle HardenedNecromancerLichWarlock2Skeletal Mages are able to use their abilities more frequently.
                                          • Cooldown Recovery Speed +50% per point
                                          • Increased Area for Necrotic Mortar +20% per point
                                          Summon Skeletal MageAcolyteNecromancerCeler MortisNecromancerLichWarlock5Improves Skeletal Mages' base critical strike chance and they move faster.
                                          • Base Crit Chance +3% per point
                                          • Movespeed +4% per point
                                          Summon Skeletal MageAcolyteNecromancerCryomancersNecromancerLichWarlock1Adds Cryomancers to the pool of Skeletal Mages that can be summoned. Cryomancers deal cold damage and cast Ice Shard. Poison chance from all sources is converted to chill chance for Cryomancers.
                                          • Adds Cryomancers
                                          • Poison Chance -> Chill Chance
                                          Summon Skeletal MageAcolyteNecromancerDeath BlossomNecromancerLichWarlock1Death Knights cast Hungering Souls, using your Hungering Souls tree. Hungering Souls has a 6 second cooldown when cast by Death Knights.
                                          • Death Knights Cast Hungering Souls
                                          • Cooldown (seconds) 6
                                          Summon Skeletal MageAcolyteNecromancerDeath KnightsNecromancerLichWarlock1Adds Death Knights to the summon pool of Skeletal Mages, which uses melee necrotic attacks, and removes all other types of Skeletal Mages from the pool.
                                          • Adds Death Knights
                                          • Removes Other Skeletal Mage Types
                                          Summon Skeletal MageAcolyteNecromancerDeath's CavalryNecromancerLichWarlock3When you teleport using Summon Skeletal Mage some of your other minions are teleported with you.
                                          • Minions Teleported 3 per point
                                          Summon Skeletal MageAcolyteNecromancerFlame RotNecromancerLichWarlock4Ignites and poisons inflicted by Skeletal Mages last longer and have additional Penetration.
                                          • Fire Penetration with Ignite +10% per point
                                          • Ignite Duration +10% per point
                                          • Poison Penetration with Poison +10% per point
                                          • Poison Duration +10% per point
                                          Summon Skeletal MageAcolyteNecromancerFlaming AttacksNecromancerLichWarlock4Death Knight melee hits deal additional fire damage.
                                          • Melee Fire Damage +5 per point
                                          Summon Skeletal MageAcolyteNecromancerForbidden ArcanaNecromancerLichWarlock4Skeletal Mages deal more damage based on your maximum mana.
                                          • More Damage per 25 max mana +2% per point
                                          Summon Skeletal MageAcolyteNecromancerFrost LichNecromancerLichWarlock1Removes regular Skeletal Mages and Pyromancers from the pool of Skeletal Mages that can be summoned, and your Skeletal Mages deal more damage (multiplicative with other modifiers).
                                          • Damage 20%
                                          • Removes Mages
                                          • Removes Pyromancers
                                          Summon Skeletal MageAcolyteNecromancerFrozen TombNecromancerLichWarlock4Skeletal Mages have an increased chance to stun enemies and an increased freeze rate.
                                          • Freeze Rate Multiplier +50% per point
                                          • Stun Chance +50% per point
                                          Summon Skeletal MageAcolyteNecromancerGrave PassageNecromancerLichWarlock1When you directly cast Summon Skeletal Mage you are teleported to the target location. Summon Skeletal Mage now has a cooldown and counts as Traversal skill.
                                          • Teleport On Summon
                                          • Cooldown (seconds) 4.5
                                          • Counts as Traversal Skill
                                          Summon Skeletal MageAcolyteNecromancerGravetideNecromancerLichWarlock4Skeletal Mages deal more damage (multiplicative with other modifiers).
                                          • Damage +10% per point
                                          Summon Skeletal MageAcolyteNecromancerGrey MerchantNecromancerLichWarlock3Skeletal Mages' critical strikes deal more damage, and when they critically strike they are healed for a percentage of their maximum health.
                                          • Critical Multiplier +10% per point
                                          • Maximum Health Gained On Crit 5% per point
                                          Summon Skeletal MageAcolyteNecromancerInfernoNecromancerLichWarlock1Your Skeletal Mages have more health (multiplicative with other modifiers) and increased attack and cast speed, but regular Skeletal Mages are removed from the summon pool of Skeletal Mages.
                                          • Health +20%
                                          • Attack Speed +10%
                                          • Cast Speed +10%
                                          • Removes Mages
                                          Summon Skeletal MageAcolyteNecromancerLeech LifeNecromancerLichWarlock5Skeletal Mages leech a portion of the damage they deal as health and have more maximum health (multiplicative with other modifiers).
                                          • Health Leech +1% per point
                                          • Health +15% per point
                                          Summon Skeletal MageAcolyteNecromancerMacabre WaltzNecromancerLichWarlock1Skeletal Mages can cast Profane Oblation on your melee Wraiths and Blood Spectres, sacrificing them to deal necrotic damage to surrounding enemies.
                                          • Sacrifices Melee Wraiths
                                          • Sacrifices Blood Spectres
                                          Summon Skeletal MageAcolyteNecromancerOrder of DeathNecromancerLichWarlock1You can summon more Skeletal Mages.
                                          • Maximum Number Of Skeleton Mages +1
                                          Summon Skeletal MageAcolyteNecromancerOssein FrenzyNecromancerLichWarlock3Skeletal Mages have a chance to gain Frenzy for 3 seconds when they hit an enemy.
                                          • Frenzy Chance +10% per point
                                          Summon Skeletal MageAcolyteNecromancerPutrid EssenceNecromancerLichWarlock4Skeletal Mage hits have a chance to poison enemies.
                                          • Poison Chance +25% per point
                                          Summon Skeletal MageAcolyteNecromancerPyromancersNecromancerLichWarlock1Adds Pyromancers to the summon pool of Skeletal Mages that can be summoned. Pyromancers deal fire damage and cast Fireball. Poison chance from all sources is converted to ignite chance for Pyromancers.
                                          • Adds Pyromancers
                                          • Poison Chance -> Ignite Chance
                                          Summon Skeletal MageAcolyteNecromancerShadow WardensNecromancerLichWarlock4Skeletal Mages' gain ward over time and have a chance to avoid critical strikes.
                                          • Ward Per Second 15 per point
                                          • Critical Strike Avoidance +25% per point
                                          Summon Skeletal MageAcolyteNecromancerSplintered DominionNecromancerLichWarlock4Skeletal Mages have a chance to fire 2 additional projectiles. Skeletal Mages have an increased area of effect with melee attacks.
                                          • Extra Projectiles Chance +25% per point
                                          • Melee Area Of Effect +25% per point
                                          Summon Skeletal MageAcolyteNecromancerSummon Skeletal MageNecromancerLichWarlock0Summons a Skeletal Mage to assist you. You are limited to 2 Skeletal Mages at a time. Skeletal Mages cast Dread Bolt, which has 150% added damage effectiveness and has a 50% chance to apply Damned on hit.
                                            Summon Skeletal MageAcolyteNecromancerUndead MortarsNecromancerLichWarlock1Skeletal Mages cast Necrotic Mortar, a ranged necrotic spell with a large area of effect. Necrotic Mortar has a 6 second cooldown.
                                            • Mages Cast Necrotic Mortar
                                            Summon Skeletal MageAcolyteNecromancerUnderlingsNecromancerLichWarlock1Skeletal Mages can cast Profane Oblation on your Skeleton Warriors, Skeleton Rogues, and Skeleton Vanguards, sacrificing them to deal necrotic damage to surrounding enemies.
                                            • Sacrifices Skeleton Warriors
                                            • Sacrifices Skeleton Rogues
                                            • Sacrifices Skeleton Vanguards
                                            Summon WraithAcolyteNecromancerArmy of WraithsNecromancer3Summon Wraith summons additional Wraiths per cast, but costs more mana.
                                            • Wraiths Summoned +1 per point
                                            • Mana Cost +25% per point
                                            Summon WraithAcolyteNecromancerCovenant of SoulsNecromancer2You can control more Wraiths at once.
                                            • Maximum Wraiths +1 per point
                                            Summon WraithAcolyteNecromancerDark ScytheNecromancer3Wraiths have more melee attack speed (multiplicative with other modifers).
                                            • More Melee Attack Speed 10% per point
                                            Summon WraithAcolyteNecromancerDawn of the FallNecromancer3Wraiths have additional critical strike chance and leech a portion of the damage they deal with crits as health
                                            • Critical Strike Chance +2% per point
                                            • Crit Damage Leeched as Health 2% per point
                                            Summon WraithAcolyteNecromancerDelay the EndNecromancer4Wraiths' health decays more slowly.
                                            • Health Decay -13% per point
                                            Summon WraithAcolyteNecromancerDusk of the LivingNecromancer3Wraiths' critical strikes deal more damage.
                                            • Critical Multiplier +30% per point
                                            Summon WraithAcolyteNecromancerEchoes InsideNecromancer1Summon Wraith summons additional Wraiths with each cast, but Summon Wraith also costs more mana and now has a cooldown.
                                            • Wraiths Summoned +2
                                            • Cooldown (seconds) +6
                                            • Mana Cost +200%
                                            Summon WraithAcolyteNecromancerFallen ReclamationNecromancer2Wraiths move faster.
                                            • Movespeed +15% per point
                                            Summon WraithAcolyteNecromancerFlame WraithNecromancer2You have a chance to instead summon a Flame Wraith, which casts fireballs. Additionally all Wraiths deal more damage (multiplicative with other modifiers).
                                            • Flame Wraith Chance +11% per point
                                            • Damage +5% per point
                                            Summon WraithAcolyteNecromancerGrave RealityNecromancer2Wraiths have more maximum health (multiplicative with other modifiers), but Summon Wraith costs more mana and has reduced cast speed.
                                            • Health +40% per point
                                            • Summoning Mana Cost +10% per point
                                            • Summoning Cast Speed -5% per point
                                            Summon WraithAcolyteNecromancerHauntingNecromancer5Wraiths have more maximum health (multiplicative with other modifiers).
                                            • Health +20% per point
                                            Summon WraithAcolyteNecromancerLocus Of DeathNecromancer1Wraiths deal more damage (multiplicative with other modifiers) and have increased melee attack speed, but are unable to move.
                                            • Damage +45%
                                            • Melee Attack Speed +45%
                                            • Wraiths Cannot Move
                                            Summon WraithAcolyteNecromancerLocus Of ResurrectionNecromancer1Wraiths appear at the target location, but Summon Wraith costs more mana.
                                            • Wraiths Summoned At Target Location
                                            • Mana Cost +20%
                                            Summon WraithAcolyteNecromancerNecrotic HungerNecromancer3Wraiths deal more necrotic damage (multiplicative with other modifiers), and leech a portion of the necrotic damage they deal as health.
                                            • Necrotic Damage +20% per point
                                            • Necrotic Health Leech +5% per point
                                            Summon WraithAcolyteNecromancerNoxious BladesNecromancer5Wraiths' have additional posion penetration and their melee attacks have a chance to poison enemies on hit.
                                            • Poison Penetration +10% per point
                                            • Melee Poison Chance +10% per point
                                            Summon WraithAcolyteNecromancerOne Foot in the GraveNecromancer3Gain ward for each Wraith summoned, but their health decays more quickly.
                                            • Ward Gain +8 per point
                                            • Health Decay +8% per point
                                            Summon WraithAcolyteNecromancerPutrid WraithNecromancer2You have a chance to instead summon a Putrid Wraith, which Poisons enemies from a distance. Additionally all Wraiths deal more damage (multiplicative with other modifiers).
                                            • Putrid Wraith Chance +11% per point
                                            • Damage +5% per point
                                            Summon WraithAcolyteNecromancerReapersNecromancer5Wraiths deal additional necrotic damage with attacks and spells.
                                            • Necrotic Damage +4 per point
                                            Summon WraithAcolyteNecromancerSanguine SpiritsNecromancer1Bleed inflicted by Wraiths has increased effect and duration.
                                            • Bleed Effect +15%
                                            • Bleed Duration +15%
                                            Summon WraithAcolyteNecromancerSequel of AvariceNecromancer3Wraiths are larger, deal more damage (multiplicative with other modifiers), and hit a larger area with their melee attacks.
                                            • Size +10% per point
                                            • Melee Area +30% per point
                                            • Damage +60% per point
                                            • Health +30% per point
                                            Summon WraithAcolyteNecromancerSerrated ScythesNecromancer5Wraiths have a chance to cause enemies to bleed on hit.
                                            • Bleed Chance +20% per point
                                            Summon WraithAcolyteNecromancerSpectral AmbushNecromancer1Removes the delay between each Wraith being summoned, but fewer Wraiths are summoned per cast (rounded up).
                                            • No Delay Between Wraiths
                                            • Wraiths Summoned -34%
                                            Summon WraithAcolyteNecromancerSpectre of DeathNecromancer3Wraiths have a chance to apply Damned to nearby enemies on death.
                                            • Damned Chance on Death +5% per point
                                            Summon WraithAcolyteNecromancerSpirit LinkNecromancer1Wraiths have improved base critical strike chance, and when you cast Summon Wraith you gain increased critical strike chance equal to its mana cost for 4 seconds.
                                            • Critical Strike Chance +3%
                                            • Mana Cost -> Global Crit Chance
                                            Summon WraithAcolyteNecromancerStygian RiverNecromancer5Summon Wraith has a shorter cooldown, and there is a shorter delay between each Wraith being summoned.
                                            • Cooldown Recovery Speed +7% per point
                                            • Wraith Interval -7% per point
                                            Summon WraithAcolyteNecromancerSummon WraithNecromancer0Summons a wraith that rapidly fades from this world, but will seek and attack your foes while it remains.
                                              Summon WraithAcolyteNecromancerTwin SpiritsNecromancer1Wraiths' health no longer decays, but you are limited to only 2 wraiths.
                                              • Wraiths do not Decay
                                              • Maximum Wraiths 2
                                              Summon WraithAcolyteNecromancerWraith BringerNecromancer4Summon Wraith has increased cast speed and costs less mana.
                                              • Summoning Cast Speed +10% per point
                                              • Summoning Mana Efficiency +10% per point
                                              Summon WraithAcolyteNecromancerWraith FeastNecromancer3Your critical strikes restore health to your Wraiths.
                                              • Health Restored when You Crit 20 per point
                                              Chaos BoltsAcolyteWarlockA Grave for TwoNecromancerLichWarlock1Chaos Bolts deals more damage over time (multiplicative with other modifiers) equal to a portion of your missing health.
                                              • DoT per 20 Missing Health +1%
                                              Chaos BoltsAcolyteWarlockAbrupt ChaosNecromancerLichWarlock3Chaos Bolts has increased cast speed, and its projectiles travel faster.
                                              • Cast Speed +4% per point
                                              • Projectile Speed +8% per point
                                              Chaos BoltsAcolyteWarlockAnother AfflictionNecromancerLichWarlock1Chaos Bolts' hits against Cursed enemies casts Bone Curse at their location. This effect has a 6 second cooldown.
                                              • Bone Curse at Target Location
                                              Chaos BoltsAcolyteWarlockBlood TitheNecromancerLichWarlock3Chaos Bolts costs less mana, but now consumes a portion of your current health and ward on cast.
                                              • Mana Cost -20% per point
                                              • Current Health Consumption 9% per point
                                              • Ward Consumption 3% per point
                                              Chaos BoltsAcolyteWarlockCall of MorditasNecromancerLichWarlock1Chaos Bolts' base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. It now has a chance to freeze enemies. Ignite chance from all sources are converted to frostbite chance for Chaos Bolts. Swaps Chaos Bolts' Fire tag for a Cold tag.
                                              • Fire -> Cold Conversion
                                              • Ignite -> Frostbite Chance
                                              • Freeze Rate 20
                                              Chaos BoltsAcolyteWarlockChains of the BetrayerNecromancerLichWarlock1Chaos Bolts no longer shoots multiple projectiles, but now instead shoots one large projectile causing it to deal more damage (multiplicative with other multipliers) in a larger area. These effects scale with the amount of projectiles Chaos Bolts would have shot.
                                              • Only One Big Bolt
                                              • Damage per Projectile +50%
                                              • Area per Projectile +35%
                                              Chaos BoltsAcolyteWarlockChance of SnowNecromancerLichWarlock5Chaos Bolts' hits have a chance to chill enemies. Additionally, Chaos Bolts' hits have a chance to deal double hit damage to chilled enemies.
                                              • Chill Chance +20% per point
                                              • Chance for Double Hit Damage against Chilled 6%
                                              Chaos BoltsAcolyteWarlockChaos BoltsNecromancerLichWarlock0A barrage of chaotic projectiles which land in an area around the target. The explosions deal necrotic and fire damage in a small area.
                                                Chaos BoltsAcolyteWarlockCondemned to ChaosNecromancerLichWarlock5Chaos Bolts' hits have a chance to inflict enemies with damned.
                                                • Damned Chance +20% per point
                                                Chaos BoltsAcolyteWarlockCthonic AuroraNecromancerLichWarlock4Chaos Bolts releases additional projectiles, but it has a higher mana cost.
                                                • Extra Projectiles +1 per point
                                                • Mana Cost +5 per point
                                                Chaos BoltsAcolyteWarlockCursed BloodNecromancerLichWarlock1Chaos Bolts hits refreshes the duration of your Curses on them and grants you health per curse.
                                                • Curse Duration Refreshes on hit
                                                • Health Gain per Curse 6
                                                Chaos BoltsAcolyteWarlockDestructive IntensityNecromancerLichWarlock4Whenever you cast Chaos Bolts you gain a stack of Destructive Intensity up to a maximum. Each stack reduces the target area and improves Chaos Bolts base critical strike chance. If you go 2 seconds without gaining a stack, all stacks are lost.
                                                • Crit Chance per stack +1%
                                                • Target Area per stack -6%
                                                • Maximum Destructive Intensity 2 per point
                                                Chaos BoltsAcolyteWarlockDevour the DamnedNecromancerLichWarlock2Chaos Bolts' hits against Cursed enemies regain health and mana.
                                                • Health Gain against Cursed 5 per point
                                                • Mana Gain against Cursed 1 per point
                                                Chaos BoltsAcolyteWarlockDoom's VindicationNecromancerLichWarlock4Chaos Bolts deals more damage and its hits deal more damage to Cursed enemies (both multiplicative with other modifiers).
                                                • Damage +4% per point
                                                • Hit Damage to Cursed +4% per point
                                                Chaos BoltsAcolyteWarlockExacted LibationNecromancerLichWarlock2Chaos Bolts' hits have a chance per Intelligence to cast Rip Blood at target enemies. This effect can occur a maximum of 2 times per second.
                                                • Rip Blood chance per 2 Intelligence 1% per point
                                                • Maximum Rip Bloods per second 2 per point
                                                Chaos BoltsAcolyteWarlockExult in MiseryNecromancerLichWarlock3Chaos Bolts' hits deal more damage (multiplicative with other modifiers) to damned, ignited, bleeding and frostbitten.
                                                • Hit Damage to Damned +4% per point
                                                • Hit Damage to Ignited +4% per point
                                                • Hit Damage to Bleeding +4% per point
                                                • Hit Damage to Frostbitten +4% per point
                                                Chaos BoltsAcolyteWarlockMana AnarchyNecromancerLichWarlock3Chaos Bolts' projectiles have a chance to consume additional mana causing it to deal more damage (multiplicative with other modifiers).
                                                • Chance to Consume Mana 13% per point
                                                • Damage +30%
                                                • Mana Consumption 13
                                                Chaos BoltsAcolyteWarlockMania in FlamesNecromancerLichWarlock5Chaos Bolts' hits have a chance to ignite enemies.
                                                • Ignite Chance +20% per point
                                                Chaos BoltsAcolyteWarlockPandemoniumNecromancerLichWarlock3Chaos Bolts explosions have a chance to deal damage in a much large area.
                                                • Chance for Increased Area 13% per point
                                                • Area +160%
                                                Chaos BoltsAcolyteWarlockReaper of MayhemNecromancerLichWarlock1Chaos Bolts' hits have a chance per Dexterity to cause you to attack with Harvest from the location of enemies hit, hitting them and enemies around them. This effect can occur a maximum of 3 times per second.
                                                • Harvest chance per Dexterity 1%
                                                Chaos BoltsAcolyteWarlockRevolutionNecromancerLichWarlock1Whenever mana is consumed by the Mana Anarchy node, your minions gain additional spell damage based on your maximum mana and they also gain increased cast speed. This buff lasts 13 seconds.
                                                • Spell Damage per 20 max mana +1
                                                • Cast Speed +13%
                                                Chaos BoltsAcolyteWarlockSanguine ReverieNecromancerLichWarlock1Chaos Bolts' base necrotic damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage. Damned chance from all sources are converted to bleed chance for Chaos Bolts. Swaps Chaos Bolts' Necrotic tag for a Physical tag.
                                                • Necrotic -> Physical Conversion
                                                • Damned -> Bleed Chance
                                                Chaos BoltsAcolyteWarlockScatterNecromancerLichWarlock4Chaos Bolts' hits now have a chance to fear enemies, but the projectiles target a wider area.
                                                • Fear Chance +25% per point
                                                • Target Area +13% per point
                                                Chaos BoltsAcolyteWarlockSeed of ChaosNecromancerLichWarlock1Chaos Bolts' hits against Cursed enemies has a chance to cause you to recast Chaos Bolts from their location towards another nearby enemy, consuming a portion of its mana cost. The recast has a minimum range of 5 meters, and will not cast at enemies within that range.
                                                • Chance to recast 10%
                                                • Chaos Bolts Mana Consumption 80%
                                                Chaos BoltsAcolyteWarlockSudden PutrescenceNecromancerLichWarlock3Volatile Zombies exploding from the Volatile Kindling node deal even more damage (multiplicative with other modifiers) in a larger area and poisons enemies.
                                                • Zombie Explosion Damage +25% per point
                                                • Zombie Explosion Area +40% per point
                                                • Zombie Explosion Poison Stacks 1 per point
                                                Chaos BoltsAcolyteWarlockThe BurnNecromancerLichWarlock1Directly casting Chaos Bolts extends the duration of your active Cthonic Fissures and Infernal Shades. This effect has a 3 second cooldown.
                                                • Skill Duration Extension (seconds) +2
                                                • Effect Cooldown (seconds) 3
                                                Chaos BoltsAcolyteWarlockThe GateNecromancerLichWarlock1Hitting your minions with Chaos Bolts grants them any damned, ignite, bleed or frostbite chance that Chaos Bolts gains from this tree. This buff lasts 10 seconds, and does not stack.
                                                • Ailment Chances to Minions on Hit
                                                Chaos BoltsAcolyteWarlockTorment of the Red TundraNecromancerLichWarlock1Chaos Bolts' hits have a higher chance to freeze enemies per 1% uncapped cold resistance. Additionally, Chaos Bolts deals more physical damage over time (multiplicative with other modifiers) per 4% uncapped cold resistance.
                                                • Freeze Rate Multiplier per 1% Cold Res +6%
                                                • Physical Damage over Time per 4% Cold Res +1%
                                                Chaos BoltsAcolyteWarlockVolatile KindlingNecromancerLichWarlock1Chaos Bolts' hitting one of your Volatile Zombies causes it to instantly explode. Zombies exploding this way deal more damage (multiplicative with other modifiers) in a larger area.
                                                • Zombie Explosion Damage +35%
                                                • Zombie Explosion Area +70%
                                                Chthonic FissureAcolyteWarlockAcidbaneWarlock1Your hits against enemies cursed by Acid Skin have additional base critical strike chance per 10% of your global increased poison damage. This bonus critical strike chance is not affected by other critical strike chance modifiers.
                                                • Bonus Crit Chance per 10% Inc Poison Damage +1%
                                                Chthonic FissureAcolyteWarlockAsh CloudWarlock3The Fissure's initial impact now spreads all of your ignite stacks from the target to nearby enemies up to a maximum.
                                                • Fissure Spreads Ignite Stacks
                                                • Maximum Targets 2 per point
                                                Chthonic FissureAcolyteWarlockBeacon of TormentWarlock1Spirits now target you instead of enemies, and whenever you are Tormented or Torment's duration on you is refreshed, you gain additional spell damage and Endurance Threshold. This buff can stack and has the same duration as Torment, but persists if Torment is cleansed.
                                                • Spell Damage Buff +3
                                                • Endurance Threshold Buff +15
                                                Chthonic FissureAcolyteWarlockBlood GulchWarlock1Chthonic Fissure's base fire damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to fire damage. Ignite chance from all sources are converted to bleed chance per second for the Fissure. Swaps Chthonic Fissures' Fire tag for a Physical tag.
                                                • Fire -> Physical Conversion
                                                • Ignite -> Bleed Chance
                                                Chthonic FissureAcolyteWarlockChaotic RuptureWarlock3Spirits now have a chance to be replaced by a cast of Chaos Bolts that consumes a portion of its mana cost and scales with your Chaos Bolts tree. Chaos Bolts cast this way have a chance to have no additional projectiles.
                                                • Chance to replace Spirits with Chaos Bolts 13% per point
                                                • Chaos Bolts Mana Consumption 60%
                                                • Chance for no Extra Projectiles 60%
                                                Chthonic FissureAcolyteWarlockChronicles of RuinWarlock4Torment lasts longer and any ignite, poison and bleed inflicted by Chthonic Fissure also last longer.
                                                • Torment Duration +25% per point
                                                • Other Ailment Duration +10% per point
                                                Chthonic FissureAcolyteWarlockChthonic PassageWarlock1When directly casting Chthonic Fissure you now travel along the Fissure as it opens, but this adds a cooldown to Chthonic Fissure. Chthonic Fissure gains the Traversal tag.
                                                • Travel along Fissure
                                                • Counts as Traversal Skill
                                                • Cooldown (seconds) +3.5
                                                Chthonic FissureAcolyteWarlockDamned WatersWarlock3The Spirits' hits inflict enemies with Damned.
                                                • Damned Stacks +1 per point
                                                Chthonic FissureAcolyteWarlockDeath from BelowWarlock2Chthonic Fissure deals more damage (multiplicative with other modifiers). This effect is doubled if you are cursed.
                                                • Damage +5% per point
                                                • Doubled if Cursed
                                                Chthonic FissureAcolyteWarlockDeepest RavineWarlock1Chthonic Fissure deals more damage (multiplicative with other modifiers), but it no longer releases Spirits.
                                                • Damage +25%
                                                • Removes Spirits
                                                Chthonic FissureAcolyteWarlockEradicationWarlock3Chthonic Fissure deals more damage (multiplicative with other modifiers) to rare enemies and bosses. This effect is doubled if the enemy or you are cursed.
                                                • Damage to Rares and Bosses +8% per point
                                                • Doubled if Cursed
                                                Chthonic FissureAcolyteWarlockFell FireWarlock4Tormenting an ignited enemy spreads all of your ignite stacks from it to a number of other enemies around it.
                                                • Torment Spreads Ignite Stacks
                                                • Maximum Targets 1 per point
                                                Chthonic FissureAcolyteWarlockFissure of WrathWarlock1The Fissure's initial hit now deals additional spell damage with a higher chance to stun per 2% ignite chance. This effects scales with bleed or poison if the Fissure is converted to physical or poison respectively.
                                                • Fissure Spell Damage per 2% Ignite Chance +1
                                                • Fissure Increased Stun Chance per 2% Ignite Chance 5%
                                                Chthonic FissureAcolyteWarlockForbidden ChasmWarlock1The Fissure's initial hit now Curse enemies with Acid Skin, which causes them to take poison damage over time and a chance to be critically struck by any hit.
                                                • Acid Skin on Fissure hit
                                                • Crit Chance from Acid Skin +20%
                                                Chthonic FissureAcolyteWarlockFragile CrustWarlock3Chthonic Fissure costs less mana and it refunds some of its mana cost if there is a cursed player, rare enemy or boss within 20 meters when you cast it. This effect also works if you are Cursed.
                                                • Mana Cost -4 per point
                                                • Mana Refunded 6% per point
                                                Chthonic FissureAcolyteWarlockGrasp of the UndyingWarlock4The Fissure deals more direct damage for each second it is active (multiplicative with other modifiers) and you leech a portion of the damage it does.
                                                • Fissure Direct Damage bonus per Second +2% per point
                                                • Fissure Health Leech +0.5% per point
                                                Chthonic FissureAcolyteWarlockGrim TideWarlock1Chthonic Fissure and ailments it inflicts deal more necrotic damage (multiplicative with other modifiers) per 1% Added Critical Strike Multiplier.
                                                • Necrotic Damage per 1% Added Crit Multi +1%
                                                Chthonic FissureAcolyteWarlockMantle of FlamesWarlock4The Fissure gains a percentage of your global chance to ignite on hit as ignite chance per second. Additionally, the Fissure has a base chance to ignite enemies each second.
                                                • Your Ignite Chance -> Ignite Chance per Second 100% per point
                                                • Ignite Chance per Second +50% per point
                                                Chthonic FissureAcolyteWarlockOf Gloom and FlamesWarlock1Chthonic Fissure now creates a secondary Fissure in the opposite direction that casts its own Spirits. Enemies can take damage from both Fissures if they stand on both, but Chthonic Fissure costs significantly more mana.
                                                • Secondary Fissure
                                                • Mana Cost +80%
                                                Chthonic FissureAcolyteWarlockProfane FormWarlock0Opens an infernal fissure in the ground, dealing fire damage over time to enemies on top of it, as well as releasing Spirits from the fissure that seek nearby enemies. These spirits inflict enemies with Torment, a Curse that slows and deals necrotic damage over time. Max 1 active fissure.
                                                  Chthonic FissureAcolyteWarlockPyrochasmWarlock1The Fissure's initial impact now hits enemies dealing spell fire damage, with added damage applying at 300% effectiveness for this hit.
                                                  • Fissure Fire Damage on Hit
                                                  Chthonic FissureAcolyteWarlockRekindled GravesWarlock1Fissures now cast Volatile Zombies every 2 seconds, but consumes mana equal to a portion of Volatile Zombies mana cost. Volatile Zombie cast this way has a chance to not create multiple Zombies if it would otherwise.
                                                  • Volatile Zombies Mana Consuption 70%
                                                  • Chance for no additional Zombies 70%
                                                  Chthonic FissureAcolyteWarlockReturn BelowWarlock1When Spirits Torment an enemy afflicted by an Infernal Shade they consume the Shade, causing it to instantly deal its remaining damage and increases all existing Chthonic Fissures' frequency of releasing Spirits up to a maximum.
                                                  • Infernal Shade deals its Remaining Damage
                                                  • Increased Spirit Frequency +15%
                                                  • Maximum Spirit Frequency Bonus 60%
                                                  Chthonic FissureAcolyteWarlockSevered WardsWarlock3The Spirits' hits shred enemy necrotic resistance.
                                                  • Necrotic Res Stacks +1 per point
                                                  Chthonic FissureAcolyteWarlockSinged by TerrorWarlock3The Spirits' hits shred enemy fire resistance.
                                                  • Fire Res Shred Stacks +1 per point
                                                  Chthonic FissureAcolyteWarlockSpirit GaleWarlock2When Tormented enemies die they have a chance to release the Spirit to inflict and Torment another enemy within 8 meters.
                                                  • Spirit Release Chance 25% per point
                                                  Chthonic FissureAcolyteWarlockStygian CurrentWarlock5The Fissure releases Spirits more frequently.
                                                  • Spirit Frequency +8% per point
                                                  Chthonic FissureAcolyteWarlockThe Sunderer's DomainWarlock1You can now have additional Fissures active at a time, but Spirits are released less frequently. If a Fissure is placed over an existing one, the new Fissure closes after 1 second.
                                                  • Maximum Fissures +2
                                                  • Spirit Frequency -50%
                                                  Chthonic FissureAcolyteWarlockTombgorgerWarlock3Torment deals more damage (multiplicative with other modifiers) to ignited, poisoned or bleeding enemies.
                                                  • Torment Damage +15% per point
                                                  Chthonic FissureAcolyteWarlockTwisted WavesWarlock3Torment deals more damage (multiplicative with other modifiers) based on your uncapped necrotic resistance.
                                                  • Damage per 3% Necrotic Res +1% per point
                                                  Chthonic FissureAcolyteWarlockValley of DefilementWarlock1Chthonic Fissure's base fire damage over time is converted to poison. Consequently this damage scales with increases to poison damage, but not increases to fire damage. Ignite chance from all sources is converted to poison chance per second for the Fissure. Swaps Chthonic Fissures' Fire tag for a Poison tag.
                                                  • Fire -> Poison Conversion
                                                  • Ignite -> Poison Chance
                                                  GhostflameAcolyteWarlockArteries of MaliceNecromancerLichWarlock1Ghostflames's base necrotic and fire damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic or fire damage. Damned and ignite chance from all sources are converted to bleed chance per second. Ghostflame now drains a portion of your health each second. Swaps Ghostflames's Necrotic and Fire tags for a Physical tag.
                                                  • Necrotic and Fire -> Physical Conversion
                                                  • Damned and Ignite -> Bleed Conversion
                                                  • Current Health Drain per second 5%
                                                  GhostflameAcolyteWarlockAtrocityNecromancerLichWarlock4Ghostflame deals more damage, but has a higher channel cost (both multiplicative with other modifiers).
                                                  • Damage +12% per point
                                                  • Channel Cost +8% per point
                                                  GhostflameAcolyteWarlockBansheeNecromancerLichWarlock3The screech from the Decrepit Mortals node now also fears enemies and Ghostflame deals more direct damage (multiplicative with other modifiers) to feared enemies.
                                                  • Screech Fear duration (seconds) 1 per point
                                                  • Direct Damage to Feared +25% per point
                                                  GhostflameAcolyteWarlockDecrepit MortalsNecromancerLichWarlock1After channelling Ghostflame for a short duration, the skull releases a terrible screech, cursing all nearby enemies with Decrepify. Ghost Flame gains the Curse tag, but its direct damage still does not scale with increased curse damage.
                                                  • Decrepify Screech after 1.5 seconds
                                                  GhostflameAcolyteWarlockDisdainNecromancerLichWarlock4You take less damage from ignited, damned or bleeding enemies while channeling Ghostflame, but it costs more mana to channel.
                                                  • Damage Taken while channeling -6% per point
                                                  • Mana Cost +2 per point
                                                  GhostflameAcolyteWarlockDomain of AgonyNecromancerLichWarlock5Ghostflame deals more direct damage (multiplicative with other modifiers) per second you spend channeling Ghostflame.
                                                  • Direct Damage bonus every second +6% per point
                                                  • Maximum Direct Damage bonus 30% per point
                                                  GhostflameAcolyteWarlockDomain of TormentNecromancerLichWarlock5Ghostflame deals more damage (multiplicative with other modifiers) in a larger area.
                                                  • Damage +5% per point
                                                  • Area +10% per point
                                                  GhostflameAcolyteWarlockDoom SurgeNecromancerLichWarlock3You move faster while channeling Ghostflame.
                                                  • Movespeed while Channeling +5% per point
                                                  GhostflameAcolyteWarlockDread FurnaceNecromancerLichWarlock5Ghostflame has a chance to inflict damned and ignite enemies each second.
                                                  • Ignite Chance per second +40% per point
                                                  • Damned Chance per second +40% per point
                                                  GhostflameAcolyteWarlockEnfeebled PreyNecromancerLichWarlock2You leech a portion of the damage you deal as health against Cursed enemies while channeling Ghostflame. Additionally, Ghostflame has a chance to inflict Frailty each second.
                                                  • Health Leech against Cursed +0.5% per point
                                                  • Frailty Chance per second +50% per point
                                                  GhostflameAcolyteWarlockEthereal BlockadeNecromancerLichWarlock1All of your dodge rating is converted to armor while channeling Ghostflame.
                                                  • Dodge Rating -> Armor while Channeling 100%
                                                  GhostflameAcolyteWarlockFeast of BonesNecromancerLichWarlock1Damaging an enemy with Ghostflame causes you to cast Marrow Shards towards them. This effect can occur a maximum number of times each second.
                                                  • Max Marrow Shards per second 2
                                                  • Max Marrow Shards per second against 1 target 1
                                                  GhostflameAcolyteWarlockFiery DesecrationNecromancerLichWarlock1Ghostflame now deals damage in a full circle around you, but it has a higher channel cost.
                                                  • Deals damage in Circle
                                                  • Increased Channel Cost +30%
                                                  GhostflameAcolyteWarlockFlames of MiseryNecromancerLichWarlock5A portion of your global ignite chance on hit now applies as ignite chance per second for Ghostflame. A portion of your global damned chance on hit now applies as damned chance per second for Ghostflame.
                                                  • Ignite Chance -> Ignite Chance per second 40% per point
                                                  • Damned Chance -> Damned Chance per second 60% per point
                                                  GhostflameAcolyteWarlockFuel of AnguishNecromancerLichWarlock3Increases the frequency of Marrow Shards per second from the Feast of Bones node. Improves the Marrow Shards' base critical strike chance cast this way.
                                                  • Marrow Shards frequency +20% per point
                                                  • Crit Chance per 100 missing Health +1% per point
                                                  GhostflameAcolyteWarlockGhost FlameNecromancerLichWarlock0Channel to releases a continuous jet of horrid flames in front of you dealing fire and necrotic damage over time.
                                                    GhostflameAcolyteWarlockHarrowing PathNecromancerLichWarlock2Ghostflame has a lower channel cost, but you move slower while channeling Ghostflame.
                                                    • Channel Cost -15% per point
                                                    • Movespeed while Channeling -20% per point
                                                    GhostflameAcolyteWarlockHorrifying ShriekNecromancerLichWarlock2The screech from the Decrepit Mortals node has a shorter delay before being released and a larger area.
                                                    • Delay before Screech -30% per point
                                                    • Screech Area +30% per point
                                                    GhostflameAcolyteWarlockLingering WarmthNecromancerLichWarlock3When you stop channeling Ghostflame after having channeled for at least 1 second, you gain the Haste buff for a short duration. Additionally, when you stop channeling you gain ward per Cursed enemy.
                                                    • Haste duration after Channeling (seconds) 1 per point
                                                    • Ward Gain per Cursed enemy after Channeling 15 per point
                                                    GhostflameAcolyteWarlockMemorial of FlamesNecromancerLichWarlock5After channeling for 1.1 seconds Ghostflame detaches itself, and persists for short duration without you needing to channel. This effect ends early if you start channeling Ghostflame again.
                                                    • Detached Duration (seconds) 0.5 per point
                                                    GhostflameAcolyteWarlockOccult EmbersNecromancerLichWarlock1Ghostflame has increased ignite and damned duration per point of Intelligence.
                                                    • Ignite Duration per Intelligence +2%
                                                    • Damned Duration per Intelligence +2%
                                                    GhostflameAcolyteWarlockPhantom TransfusionNecromancerLichWarlock5You leech a portion of the physical damage you deal as health while channeling Ghostflame. A portion of your global bleed chance on hit now applies as bleed chance per second for Ghostflame.
                                                    • Physical Health Leech 0.2% per point
                                                    • Bleed Chance -> Bleed Chance per second 50% per point
                                                    GhostflameAcolyteWarlockSilver OblationNecromancerLichWarlock1After channeling for 1 second, Ghostflame consumes a portion of your current ward, and it deals damage in a larger area per ward consumed.
                                                    • Ward Consumption of current ward 25%
                                                    • Area per 10 Ward consumed +1%
                                                    • Maximum Ward Consumption 1000
                                                    GhostflameAcolyteWarlockSpectral MenaceNecromancerLichWarlock5Ghostflame has a lower channel cost and you gain a portion of your current mana as ward each second while channeling Ghostflame.
                                                    • Less Channel Cost -10% per point
                                                    • Current Mana -> Ward Gain while Channeling 14% per point
                                                    GhostflameAcolyteWarlockSpirit KindlingNecromancerLichWarlock1All your WraithsSpectres, and Revenants gain a stack of Spirit Kindling every 0.5 seconds while they are inside Ghostflame's area of effect. Each stack of Spirit Kindling lasts 5 seconds, drains health per second, and grants increased movement speed, melee attack speed, and ignite chance equal to a portion of your ignite chance.
                                                    • Movespeed per stack +20%
                                                    • Melee Attack Speed per stack +10%
                                                    • Ignite Chance -> Minion Ignite Chance per stack 30%
                                                    • Current Health Drain per second per stack 2%
                                                    GhostflameAcolyteWarlockSpirit of DreadNecromancerLichWarlock1You now move towards the target location while channeling Ghostflame with increased movement speed, but it has a higher channel cost.
                                                    • Movespeed while Channeling +10%
                                                    • Increased Channel Cost +80%
                                                    GhostflameAcolyteWarlockStygian BeamsNecromancerLichWarlock1For each 200 ward consumed by the Silver Oblation node you now cast a Stygian Beam at a nearby enemy dealing spell necrotic damage. Enemies cannot be hit by more than 1 beam.
                                                    • Cast Beam per 200 Ward consumed
                                                    GhostflameAcolyteWarlockThe Burning SkullNecromancerLichWarlock1The detached Ghostflame now slowly seeks out nearby enemies.
                                                    • Moves towards enemies
                                                    GhostflameAcolyteWarlockUnending RuinNecromancerLichWarlock3The duration from the Memorial of Flames node is longer, but Ghostflame now has an upfront mana cost.
                                                    • Detached duration +80% per point
                                                    • Mana Cost +20 per point
                                                    GhostflameAcolyteWarlockWraith FormNecromancerLichWarlock4You gain additional dodge rating per intelligence while channeling Ghostflame, as well as more dodge rating (multiplicative with other modifiers) while channeling Ghostflame.
                                                    • Dodge Rating per Intelligence while Channeling +1 per point
                                                    • More Dodge Rating while Channeling 25% per point
                                                    Profane VeilAcolyteWarlockApocalypseWarlock5You now summon Volatile Zombies when you exit Profane Veil equal to the number of minions consumed up to a maximum from the Vampiric Pool node. Zombies summoned deal more damage (multiplicative with other modifiers) in a larger area per Intelligence.
                                                    • Zombies Summoned on exit 1 per point
                                                    • Damage per Int +1% per point
                                                    • Zombie Area per Int +1% per point
                                                    Profane VeilAcolyteWarlockDerisionWarlock1You gain ward per dexterity when you dodge while in Profane Veil.
                                                    • Ward Gain on Dodge per Dex 2
                                                    Profane VeilAcolyteWarlockDesecrated GravesWarlock1You now cast Bone Curse when you enter and exit Profane Veil.
                                                    • Bone Curse on you on Enter or Exit
                                                    • Bone Curse at Target Location with Forked Tongue
                                                    Profane VeilAcolyteWarlockDiscourageWarlock4Profane Veil's area has a chance to slow enemies each second. Additionally, you leech a portion of the global damage you deal as health while in Profane Veil.
                                                    • Slow Chance per second +50% per point
                                                    • Health Leech in Form 0.5% per point
                                                    Profane VeilAcolyteWarlockEternal BlasphemyWarlock3Profane Veil lasts longer and you move faster while in it.
                                                    • Duration +7% per point
                                                    • Movespeed +7% per point
                                                    Profane VeilAcolyteWarlockForked TongueWarlock1You now create a secondary Profane Veil area that is detached from you and moves towards enemies, but Profane Veil now has a higher mana cost.
                                                    • Creates Secondary Area
                                                    • Secondary Area Homes
                                                    • Mana Cost +60%
                                                    Profane VeilAcolyteWarlockGrave CircleWarlock1Profane Veil's area now applies Mark for Death to enemies, but entering Profane Veil applies Mark for Death to you.
                                                    • Marked for Death on Enemies
                                                    • Marked for Death on You
                                                    Profane VeilAcolyteWarlockHarsh WordsWarlock3Profane Veil costs less mana and deals more damage (multiplicative with other modifiers).
                                                    • Mana Cost -1 per point
                                                    • Damage +8% per point
                                                    Profane VeilAcolyteWarlockHell FireWarlock3While in Profane Veil you gain a percentage of your damned, bleed, poison, slow and ignite chance on hit as chance to ignite per second for Profane Form.
                                                    • Ailments -> Ignite per second Conversion 100% per point
                                                    Profane VeilAcolyteWarlockHeretic's FlameWarlock1Profane Veil's base necrotic damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to necrotic damage. Profane Form now has a chance to ignite enemies each second. Swaps Profane Form's Necrotic tag for a Fire tag.
                                                    • Necrotic -> Fire Conversion
                                                    • Ignite Chance per second +75%
                                                    Profane VeilAcolyteWarlockHex FlurryWarlock4Increases the frequency of Profane Orb per 1% increased cast speed for Curses you have. Additionally, Profane Orb deals more damage (multiplicative with other modifiers) per Curse on the target.
                                                    • Profane Orb Frequency per 1% Cast Speed +1% per point
                                                    • Profane Orb Damage per Curse +15% per point
                                                    Profane VeilAcolyteWarlockInfernal DeliveranceWarlock4When you first damage an enemy with Profane Veil you have a chance to cast Infernal Shade on them. This effect can occur a maximum amount of times per cast of Profane Veil.
                                                    • Infernal Shade chance 25% per point
                                                    • Maximum Infernal Shade 2 per point
                                                    Profane VeilAcolyteWarlockLake of BloodWarlock1Profane Veil's base necrotic damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage. Profane Veil deals more damage (multiplicative with other modifiers) per 10% global Bleed chance on hit. Swaps Profane Veil's Necrotic tag for a Physical tag.
                                                    • Necrotic -> Physical Conversion
                                                    • Damage per 10% Bleed chance +1%
                                                    Profane VeilAcolyteWarlockLoose TongueWarlock3Profane Veil costs less mana.
                                                    • Mana Cost -5 per point
                                                    Profane VeilAcolyteWarlockMark of the RatWarlock5When you apply Mark for Death to an enemy or yourself by any method, all your stacks of damned and poison on them spread to a number of nearby enemies.
                                                    • Damned Spreads with Mark for Death
                                                    • Poison Spreads with Mark for Death
                                                    • Number of Spreads 1 per point
                                                    Profane VeilAcolyteWarlockMire of WordsWarlock3Profane Veil Immobilizes Cursed enemies for a short duration, but Bosses and Rare enemies will instead be chilled, rather than Immobilized.
                                                    • Immobilized Duration (seconds) 1 per point
                                                    • Chill stacks on Cursed Rares and Bosses +1 per point
                                                    Profane VeilAcolyteWarlockOmnivoreWarlock1The benefits from the Vampiric Pool and Apocalypse nodes now also trigger when you kill enemies with Profane Veil. The limit from Vampiric Pool remains the same.
                                                    • Can trigger from enemies
                                                    Profane VeilAcolyteWarlockPenitent TangentWarlock1Profane Veil's area inflicts Penance to enemies, which is a Curse that causes enemies to take fire damage when they hit a target. Additionally Penance deals more damage per 1% of Damage Reflected (multiplicative with other modifiers).
                                                    • Area Inflicts Penance
                                                    • Penance Damage per 1% of Damage Reflected +5%
                                                    Profane VeilAcolyteWarlockProfane InstrumentsWarlock3Profane Veil gains additional effects depending on the weapon type you are wielding. Staff: Increased area. Wand: More damage (multiplicative with other modifiers). Scepter: Increased duration. Dagger: Increased movement speed. Axe: Kill threshold.
                                                    • Area with Staff +25% per point
                                                    • Damage with Wand +10% per point
                                                    • Duration with Scepter +10% per point
                                                    • Movespeed with Dagger +10% per point
                                                    • Kill Threshold with Axe 6% per point
                                                    Profane VeilAcolyteWarlockProfane OrbsWarlock1While in Profane Veil, you consume 6 mana to cast a Profane Orb each second that seek out enemies.
                                                    • Profane Orb each second
                                                    • Mana Consumption per second 6
                                                    Profane VeilAcolyteWarlockProfane VeilWarlock0Channel to conceal yourself within a Profane Veil that deals necrotic damage over time to enemies around you. While concealed you dodge every Hit, but you can still take damage from damage over time effects, such as ailments, and you move more slowly. Last for up to 2 seconds (also ends when you release the key). Cooldown does not recover during use.
                                                      Profane VeilAcolyteWarlockPropane FormWarlock1You move faster equal to a portion of your chance to ignite on hit up to a maximum, but Profane Veil has a shorter duration per chance to ignite on hit up to a maximum. Profane Veil gains the Traversal tag.
                                                      • Movespeed per 5% Ignite chance +1%
                                                      • Maximum Increased Movespeed 200%
                                                      • Reduced Duration per 20% Ignite chance -20%
                                                      Profane VeilAcolyteWarlockSable InquisitionWarlock3Profane Veil affects a larger area.
                                                      • Area +14% per point
                                                      Profane VeilAcolyteWarlockScornWarlock5You deal more global damage (multiplicative with other modifiers) to Cursed enemies while in Profane Veil.
                                                      • Damage to Cursed while Concealed +5% per point
                                                      Profane VeilAcolyteWarlockSeanceWarlock3When a Wandering Spirit is revealed inside Profane Veil's area the Spirit deals more damage (multiplicative with other modifiers) in a larger area for the rest of the Spirit's duration. Additionally, for each Spirit revealed inside Profane Veil's area you gain ward scaling with your necrotic resistance.
                                                      • Damage to Wandering Spirits +25% per point
                                                      • Area to Wandering Spirits +25% per point
                                                      • Ward Gain per 15% Uncapped Necrotic Res 1 per point
                                                      Profane VeilAcolyteWarlockSecond RitesWarlock1The secondary area from Forked Tongue is now created at the target location, but Profane Veil costs additional mana.
                                                      • Secondary Area at Target Location
                                                      • Mana Cost +3
                                                      Profane VeilAcolyteWarlockSinglemindedWarlock1While in Profane Veil you move faster and it has a shorter cooldown, but you can no longer change direction while concealed and it has a shorter duration without being able to extend its duration. Profane Veil gains the Traversal tag.
                                                      • Movespeed +75%
                                                      • Increased Cooldown Recovery Speed 35%
                                                      • Counts as Traversal Skill
                                                      • Duration -50%
                                                      Profane VeilAcolyteWarlockSpirit PlateWarlock1Damage reduction from armor now also applies to damage over time taken while in Profane Veil.
                                                      • Armor applies to DoT
                                                      Profane VeilAcolyteWarlockStream of ProfanityWarlock5Directly casting a Curse skill reduces Profane Veil's remaining cooldown. This effect can occur a maximum number of times.
                                                      • Remaining Cooldown on Curse skill -13%
                                                      • Cooldown Reduction uses 2 per point
                                                      Profane VeilAcolyteWarlockUnholy RenewalWarlock1You now cleanse all negative ailments on you when you enter Profane Veil.
                                                      • Cleanses Ailments
                                                      Profane VeilAcolyteWarlockVampiric PoolWarlock5Profane Veil's area now consumes your minions, and consuming minions this way grants you ward equal to a portion of their maximum health as well as extending its remaining duration by a small amount.
                                                      • Minions Consumed 2 per point
                                                      • Portion of Minion health to Ward Gain 3%
                                                      • Duration Extension (seconds) +0.2
                                                      Profane VeilAcolyteWarlockVisage of TerrorWarlock4You now fear nearby enemies for a short duration when you exit Profane Veil. Additionally, Profane Veil deals more damage (multiplicative with other modifiers) to feared or slowed enemies for the same duration.
                                                      • Fear Duration (seconds) 1 per point
                                                      • Damage to Feared or Slowed +10% per point
                                                      Soul FeastAcolyteWarlockAnother StrifeWarlock3When Soul Feast hits an enemy Cursed with Spirit PlagueDecrepifyMarked for Death, or Penance it spreads those Cursed from that enemy to a number of other enemies within 5 metres.
                                                      • Targets to Spread Curses to 1 per point
                                                      • Spreads Spirit Plague
                                                      • Spreads Decrepify
                                                      • Spreads Marked For Death
                                                      • Spreads Penance
                                                      Soul FeastAcolyteWarlockBlood FeastWarlock1Soul Feast's base necrotic damage is converted to physical damage. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage. Soul Fragments now restore health instead of granting ward. The health restored is equal to the ward you would have been granted.
                                                      • Necrotic -> Physical Damage
                                                      • Ward -> Health
                                                      Soul FeastAcolyteWarlockBlood from SoulsWarlock2When you kill an enemy with Soul Feast it has a chance to create a Blood Splatter around the target.
                                                      • Blood Splatter Chance +12% per point
                                                      Soul FeastAcolyteWarlockBlood TethersWarlock3Soul Feast has a chance to cast Blood Tether on enemies it hits.
                                                      • Blood Tether Chance 7% per point
                                                      Soul FeastAcolyteWarlockBones of the AccursedWarlock5For each Curse on the target, Soul Feast hits grant more ward and deal more damage (multiplicative with other modifiers).
                                                      • Hit Damage per Curse +3% per point
                                                      • More Ward per Curse 5% per point
                                                      Soul FeastAcolyteWarlockCelerityWarlock4Soul Fragments return to you faster and Soul Feast has a chance to grant you Haste for 4 seconds.
                                                      • Soul Fragment Speed +25% per point
                                                      • Haste Chance +5% per point
                                                      Soul FeastAcolyteWarlockCrimson BountyWarlock3Soul Feast can hit more targets.
                                                      • Maximum Targets +4 per point
                                                      Soul FeastAcolyteWarlockDiseased SoulWarlock3Casting Soul Feast grant you a chance to poison enemies with all hits for 4 seconds, but also inflicts you with poison. This buff cannot stack.
                                                      • Global Poison Chance +15% per point
                                                      • Buff Duration (Seconds) 4
                                                      • Poison Stacks Received 1 per point
                                                      Soul FeastAcolyteWarlockEngorgedWarlock3Soul Feast costs less mana and has a chance based on your current mana to draw back Greater Soul Fragments, which grant more ward (multiplicative with other modifiers).
                                                      • Mana Cost -3 per point
                                                      • Ward from Greater Fragments +30% per point
                                                      • Greater Fragment Chance per 10 Current Mana 1%
                                                      Soul FeastAcolyteWarlockGrand ImprintWarlock1Soul Feast no longer requires targets to be Cursed and no longer has a target limit, but now hits all enemies a small cone in front of you.
                                                      • No Longer Requires Cursed
                                                      • Cone Area Of Effect
                                                      Soul FeastAcolyteWarlockGrim AfflictionWarlock1Soul Feast deals more damage (multiplicative with other modifiers), but Soul Fragments grant less ward.
                                                      • Damage +35%
                                                      • Ward Granted -50%
                                                      Soul FeastAcolyteWarlockHellmindWarlock3Soul Feast has additional chance to inflict damned on hit based on your Intelligence.
                                                      • Damned Chance per Intelligence 1% per point
                                                      Soul FeastAcolyteWarlockHungerWarlock4Soul Feast has increased cast speed and costs less mana.
                                                      • Cast Speed +5% per point
                                                      • Mana Efficiency +5% per point
                                                      Soul FeastAcolyteWarlockIncisionWarlock5Soul Feast has a chance to cause enemies to bleed. Physical ailments inflicted by Soul Feast deal more damage (multiplicative with other modifiers) based on your missing health.
                                                      • Bleed Chance +20% per point
                                                      • Physical Ailment Damage per 100 Missing Health +1% per point
                                                      Soul FeastAcolyteWarlockInfernal HungerWarlock3If you go 2 seconds without directly casting Soul Feast you gain a stack of Infernal Hunger. When you next cast Soul Feast directly, all stacks of Infernal Hunger are consumed to cast Soul Feast an additional time per stack.
                                                      • Max Stacks of Infernal Hunger 1 per point
                                                      • Extra Casts per Stack of Infernal Hunger 1
                                                      • Infernal Hunger Stacks Per 2 Seconds 1
                                                      Soul FeastAcolyteWarlockNo Rest for the WickedWarlock2When you kill a damned enemy with Soul Feast, you have a chance to grant your minions Frenzy for 3 seconds.
                                                      • Minion Frenzy Chance On Damned Kills 13% per point
                                                      Soul FeastAcolyteWarlockOriginal SinWarlock5If the number of cursed enemies within 15 meters is at or below a threshold shortly after you cast Soul Feast, then a number of enemies within that range are Marked for Death to reach that threshold of cursed enemies.
                                                      • Cursed Enemy Threshold 1 per point
                                                      • Marks For Death to reach threshold
                                                      Soul FeastAcolyteWarlockPoisoned HusksWarlock4Soul Feast's hits have a chance to poison enemies on hit.
                                                      • Poison Chance +25% per point
                                                      Soul FeastAcolyteWarlockQueen of FliesWarlock3When you hit a poisoned enemy with Soul Feast it spreads all stacks of your stacks of poison from that enemy to a number of other enemies within 5 metres. Has no effect if you have the Toxic Craving node.
                                                      • Targets to Spread Posion to 1 per point
                                                      Soul FeastAcolyteWarlockSharpened InfluenceWarlock3Soul Feast costs less mana and can hit more targets.
                                                      • Mana Efficiency +8% per point
                                                      • Maximum Targets +2 per point
                                                      Soul FeastAcolyteWarlockSoul FeastWarlock0Feasts on the souls of Cursed enemies, dealing necrotic damage to them, and drawing fragments of their souls back to you. The soul fragments each grant 3 ward when they reach you. Feasts on up to 13 enemies, prioritising those closest to you.
                                                        Soul FeastAcolyteWarlockSoul SeekerWarlock3Soul Fragments grant additional ward based on your intelligence.
                                                        • Ward Granted +1 per point
                                                        • Ward Granted per 25 Intelligence +1 per point
                                                        Soul FeastAcolyteWarlockThought CorrosionWarlock1Poison Chance from all sources is converted to armor shred for Soul Feast and armor shred applied by Soul Feast has increased effect. The Diseased Soul node now inflicts you with armor shred on cast instead of poison.
                                                        • Poison -> Armor Shred
                                                        • Armor Shred Effect +40%
                                                        • Poison Self on Cast -> Armor Shred
                                                        Soul FeastAcolyteWarlockToxic CravingWarlock1Soul Feast consumes poison stacks you applied on the target, granting you more armor (multiplicative with other modifiers) and additional poison resistance per stack. This buff lasts 6 seconds and can stack a maximum number of times. Poison stacks applied by minions or other party members are not cleansed and are not counted for the buff.
                                                        • Armor Per Stack +1%
                                                        • Poison Resistance Per Stack +6%
                                                        • Buff Limit 60
                                                        • Consumes Poison Stacks
                                                        Soul FeastAcolyteWarlockUsurpWarlock1Soul Fragments from rare or boss enemies also grant you mana. Modifiers to the amount of ward granted by Soul Fragments also apply to the amount of mana gained from this node.
                                                        • Mana Granted From Rares Or Bosses 6
                                                        Soul FeastAcolyteWarlockWaning LifeWarlock4Damned inflicted by Soul Feast has additional necrotic penetration.
                                                        • Necrotic Penetration with Damned +25% per point
                                                        Soul FeastAcolyteWarlockWinds of AfflictionWarlock5Soul Feast deals damage in a larger area and has a chance to apply Frailty on hit.
                                                        • Area +24% per point
                                                        • Frailty Chance 12% per point
                                                        Soul FeastAcolyteWarlockWithering MawWarlock3Soul Feast inflicts Withering on hit, an ailment which increases the curse damage taken.
                                                        • Withering Stacks 1 per point
                                                        Soul FeastAcolyteWarlockWrestWarlock4Soul Fragments from bosses or rare enemies grant significantly more ward.
                                                        • Ward Granted From Rares Or Bosses +85% per point
                                                        DisintegrateMageMageAmplificationSorcererSpellbladeRunemaster1Disintegrate is upgraded to tier 3 after 4 seconds of channeling. Tier 3 grants double the bonuses of tier 2.
                                                        • Disintegrate Tier 3
                                                        • Tier 3 Increased Damage 300%
                                                        • Tier 3 Channel Cost +80%
                                                        DisintegrateMageMageBackfireSorcererSpellbladeRunemaster1Flame energy builds up on enemies within the beam, causing an explosion that deals fire damage around them after 3 seconds of taking damage.
                                                        • Flame Burst
                                                        DisintegrateMageMageCascadeSorcererSpellbladeRunemaster2Your skills recover their cooldowns faster while you are channeling Disintegrate.
                                                        • Global Increased Cooldown Recovery Speed 10% per point
                                                        DisintegrateMageMageCatalystSorcererSpellbladeRunemaster2Flame Energy builds up more quickly.
                                                        • Flame Energy Buildup (Seconds) -0.5 per point
                                                        DisintegrateMageMageCharge ConduitSorcererSpellbladeRunemaster4You gain Static Charges each second while channeling Disintegrate.
                                                        • Static Charges Per Second +5 per point
                                                        DisintegrateMageMageDisintegrateSorcererSpellbladeRunemaster0Channel to create a beam of pure energy in the target direction. The beam deals fire and lightning damage to all enemies caught in it.
                                                          DisintegrateMageMageDragon TongueSorcererSpellbladeRunemaster1Disintegrate deals more fire damage (multiplicative with other modifiers) based on your Intelligence.
                                                          • Fire Damage Per 2 Int +1%
                                                          DisintegrateMageMageElectrifySorcererSpellbladeRunemaster1Disintegrate’s base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Disintegrate loses the fire tag.
                                                          • Fire Damage -> Lightning Damage
                                                          DisintegrateMageMageEscalationSorcererSpellbladeRunemaster1Disintegrate is upgraded to tier 2 after 2 seconds of channeling. Tier 2 Disintegrate deals more damage, but costs more mana to channel.
                                                          • Disintegrate Tier 2
                                                          • Tier 2 Increased Damage 150%
                                                          • Tier 2 Channel Cost +40%
                                                          DisintegrateMageMageExtensionSorcererSpellbladeRunemaster3Disintegrate has a longer range.
                                                          • Range +12% per point
                                                          DisintegrateMageMageFeedbackSorcererSpellbladeRunemaster5Disintegrate has a chance to shock enemies caught within the beam.
                                                          • Shock Chance per Second +40% per point
                                                          DisintegrateMageMageFlame VentSorcererSpellbladeRunemaster3When you stop channeling Disintegrate, you cast Fireball at nearby enemies twice per second spent channeling, up to a maximum. This consumes mana equal to Fireball's mana cost.
                                                          • Maximum Fireball Casts 2 per point
                                                          • Fireball Mana Consumption 100%
                                                          DisintegrateMageMageGalvanized DefenseSorcererSpellbladeRunemaster4You take less damage while channeling Disintegrate (multiplicative with other modifiers).
                                                          • Less Damage Taken 8% per point
                                                          DisintegrateMageMageGlass CannonSorcererSpellbladeRunemaster4Disintegrate deals more damage while at Tier 2, but also causes you to take more damage while at tier 2 (both multiplicative with other modifiers and each other), and these effects are are doubled at Tier 3.
                                                          • Damage Per Tier +15% per point
                                                          • Damage Taken Per Tier +1% per point
                                                          DisintegrateMageMageHyperfocalSorcererSpellbladeRunemaster1Disintegrate deals more lightning damage (multiplicative with other modifiers) based on your maximum mana.
                                                          • Lightning Damage Per 8 Max Mana +1%
                                                          DisintegrateMageMageInfernal RaySorcererSpellbladeRunemaster1Disintegrate’s base lightning damage is converted to fire damage, unless you have the Electrify node. Disintegrate loses the lightning tag.
                                                          • Lightning Damage -> Fire Damage
                                                          DisintegrateMageMageInfernoSorcererSpellbladeRunemaster3You have a chance each second to cast Fire Aura while channeling Disintegrate.
                                                          • Fire Aura Chance Per Second 34% per point
                                                          DisintegrateMageMageIntensifySorcererSpellbladeRunemaster4Disintegrate upgrades to the next Tier faster. This also affects the rate at which you gain stacks of Lucomancer.
                                                          • Upgrade Speed +25% per point
                                                          DisintegrateMageMageLaser FocusSorcererSpellbladeRunemaster1Disintegrate no longer costs mana while channeling, but it also deals less damage (multiplicative with other modifiers).
                                                          • No Channel Cost
                                                          • Damage -40%
                                                          DisintegrateMageMageLucomancerSorcererSpellbladeRunemaster3For every 2 seconds you spend channeling Disintegrate, you gain a stack of Lucomancer, up to 2 stacks and each stack lasts 4 seconds. Stacks are refreshed when you gain a new one. Lucomancer grants global more damage to ignited or shocked enemies (multiplicative with other modifiers) and global reduced mana cost.
                                                          • Global Damage to Ignited or Shocked Enemies +4% per point
                                                          • Global Reduced Mana Cost 4% per point
                                                          DisintegrateMageMageMagnifySorcererSpellbladeRunemaster5Disintegrate gains a portion of your chance to ignite with fire spells on hit as ignite chance per second.
                                                          • Ignite Chance On Hit -> Ignite Chance Per Second 60% per point
                                                          DisintegrateMageMageParalyzeSorcererSpellbladeRunemaster3Shock inflicted by Disintegrate lasts longer and Disintegrate deals more direct damage (multiplicative with other modifiers) per stack of Shock on the target.
                                                          • Shock Duration +20% per point
                                                          • Direct Damage per Shock +2% per point
                                                          DisintegrateMageMagePraesidiumSorcererSpellbladeRunemaster3You gain ward each second based on your Intelligence while channeling Disintegrate.
                                                          • Ward Gained Per 3 Int Per Second +1 per point
                                                          DisintegrateMageMageResurgenceSorcererSpellbladeRunemaster1If you start channeling Disintegrate while having at least 1 stack of Lucomancer it starts at Tier 2. If you also have the Amplification node and at least 2 stacks of Lucomancer, Disintegrate starts at Tier 3 instead.
                                                          • Starts At Tier 2 With Lucomancer
                                                          • Starts At Tier 3 With 2 Stacks Of Lucomancer
                                                          DisintegrateMageMageSearing PlasmaSorcererSpellbladeRunemaster5Disintegrate deals more damage (multiplicative with other modifiers).
                                                          • Damage +10% per point
                                                          DisintegrateMageMageStored PowerSorcererSpellbladeRunemaster1Disintegrate deals significantly more damage (multiplicative with other modifiers), but has a delay before casting. This delay is reduced by increased cast speed.
                                                          • Damage +50%
                                                          • 0.5s Delay Before Casting
                                                          DisintegrateMageMageTemporal EntrapmentSorcererSpellbladeRunemaster5Disintegrate has a chance to slow enemies caught within the beam.
                                                          • Slow Chance per Second +40% per point
                                                          DisintegrateMageMageTendrilsSorcererSpellbladeRunemaster3You have a chance each second to cast Lightning Blast at a nearby enemy. This consumes mana equal to Lightning Blast's mana cost.
                                                          • Lightning Blast Chance +34% per point
                                                          • Mana Consumption 100%
                                                          DisintegrateMageMageTwinbeamSorcererSpellbladeRunemaster1Disintegrate now has two beams, and each beam deals damage independently, so enemies caught in both take double damage. Disintegrate costs more mana per second to channel, and each beam deals less damage (multiplicative with other modifiers).
                                                          • Two Beams
                                                          • Channel Cost +14
                                                          • Damage -30%
                                                          DisintegrateMageMageUnbridled PowerSorcererSpellbladeRunemaster1While your Disintegrate is at tier 3 you have a chance to inflict Spreading Flames and Spark Charges on enemies in the beam each second while channeling. If Disintegrate is converted to fire, the Spark Charges are converted to Spreading Flames. If Disintegrate is converted to lightning, the Spreading Flames is converted to Spark Charges.
                                                          • Spreading Flames Chance +50%
                                                          • Spark Charge Chance +50%
                                                          DisintegrateMageMageUnleashed PowerSorcererSpellbladeRunemaster1Every 3 seconds of channelling Disintegrate, you cast Static Orb or Volcanic Orb, chosen randomly. If Disintegrate is converted to fire, you always cast Volcanic Orb. If Disintegrate is converted to lightning, you always cast Static Orb. This consumes mana equal to the mana cost of those respective abilities.
                                                          • Volcanic Orb Every 3 Seconds
                                                          • Static Orb Every 3 Seconds
                                                          • Mana Consumption 100%
                                                          Elemental NovaMageMageArcana ElementorumSorcererSpellbladeRunemaster5Elemental Nova deals more elemental damage (multiplicative with other modifiers) and has a slightly larger area of effect. These effects are doubled when it is directly cast.
                                                          • Damage +8% per point
                                                          • Area +5% per point
                                                          • Doubled if Directly Cast
                                                          Elemental NovaMageMageArcane ProjectionSorcererSpellbladeRunemaster1Elemental Nova is now cast at a target location instead of around you.
                                                          • Cast Elemental Nova At Target
                                                          Elemental NovaMageMageArcane ProtectionSorcererSpellbladeRunemaster5You have more ward retention for 4 seconds after killing an enemy with Elemental Nova. You may have only one instance of this buff at once.
                                                          • Ward Retention On Kill +15% per point
                                                          Elemental NovaMageMageAsh FrenzySorcererSpellbladeRunemaster5Elemental Nova hits deal more damage against enemies that are at high health (multiplicative with other modifiers). Elemental Nova has increased cast speed.
                                                          • Hit Damage To High Health Enemies +5% per point
                                                          • Cast Speed +5% per point
                                                          Elemental NovaMageMageCharged DestructionSorcererSpellbladeRunemaster3Elemental Nova hits have an increased critical strike chance.
                                                          • Critical Chance +3% per point
                                                          Elemental NovaMageMageConflagrating SpeedSorcererSpellbladeRunemaster5Elemental Nova has a shorter cooldown.
                                                          • Cooldown Recovery Speed +35% per point
                                                          Elemental NovaMageMageCryomantic FragilitySorcererSpellbladeRunemaster4Elemental Nova costs less mana, but you take increased cold damage if you have cast Elemental Nova recently (past 4 seconds).
                                                          • Mana Cost -3 per point
                                                          • Cold Damage Taken +3% per point
                                                          Elemental NovaMageMageElemental ExpanseSorcererSpellbladeRunemaster5Elemental Nova has a larger area of effect.
                                                          • Area +20% per point
                                                          Elemental NovaMageMageElemental NovaSorcererSpellbladeRunemaster0Casts a nova around you that deals fire, cold and lightning damage. All types of Elemental Nova that you have enabled have an equal chance to be cast.
                                                            Elemental NovaMageMageElemental TranquillitySorcererSpellbladeRunemaster6Ice Nova has a higher chance to Freeze enemies. Lightning Nova has a chance to Shock enemies. Fire Nova has a chance to Ignite enemies.
                                                            • Ice Nova Freeze Rate Multiplier +40% per point
                                                            • Lightning Nova Shock Chance +20% per point
                                                            • Fire Nova Ignite Chance +20% per point
                                                            Elemental NovaMageMageFiery DestructionSorcererSpellbladeRunemaster4Elemental Nova critical strikes deal more damage.
                                                            • Critical Multiplier +35% per point
                                                            Elemental NovaMageMageFire NovaSorcererSpellbladeRunemaster1Enables Fire Nova, which deals 8% more hit damage than other Elemental Nova types. All Elemental Nova hits deal more (multiplicative with other modifiers) damage.
                                                            • Enables Fire Nova
                                                            • Damage +7%
                                                            Elemental NovaMageMageFlame BatterySorcererSpellbladeRunemaster2You can store an additional charge of Elemental Nova.
                                                            • Charges +1 per point
                                                            Elemental NovaMageMageFreezing CascadeSorcererSpellbladeRunemaster1Elemental Nova casts Freezing Cascade on hit, creating a cascade of freezing novas that chain between enemies.
                                                            • Freezing Cascade Chance 100%
                                                            • Freezing Cascade Cooldown (seconds) 3
                                                            Elemental NovaMageMageGlacial MightSorcererSpellbladeRunemaster5Elemental Nova deals more damage (multiplicative with other modifiers), but Elemental Nova costs more mana.
                                                            • Damage +18% per point
                                                            • Mana Cost +2 per point
                                                            Elemental NovaMageMageGlyphs of WinterSorcererSpellbladeRunemaster4Elemental Nova has a chance to chill enemies and an increased chance to freeze enemies.
                                                            • Chill Chance +25% per point
                                                            • Freeze Rate Multiplier +25% per point
                                                            Elemental NovaMageMageIce NovaSorcererSpellbladeRunemaster1Enables Ice Nova, which has a freeze rate of 40. Elemental Nova hits deal more (multiplicative with other modifiers) damage.
                                                            • Enables Ice Nova
                                                            • Damage +7%
                                                            Elemental NovaMageMageImmolationSorcererSpellbladeRunemaster8Elemental Nova hits have a chance to Ignite enemies.
                                                            • Ignite Chance +25% per point
                                                            Elemental NovaMageMageInfernal NovaSorcererSpellbladeRunemaster1Elemental Nova has a significantly larger area of effect when directly cast, and ignites caused by Elemental Nova have increased duration, but Elemental Nova has a 4 second cooldown. The area of effect increase is smaller if Elemental Nova is channeled.
                                                            • Area +250%
                                                            • Channeled Area +25%
                                                            • Ignite Duration +100%
                                                            • Cooldown +4
                                                            Elemental NovaMageMageInfernal PrismSorcererSpellbladeRunemaster7Elemental Nova hits penetrate enemy elemental resistances.
                                                            • Elemental Penetration +10% per point
                                                            Elemental NovaMageMageLightning NovaSorcererSpellbladeRunemaster1Enables Lightning Nova, which has +1% critical strike chance compared to other Elemental Nova types. Elemental Nova hits deal more (multiplicative with other modifiers) damage.
                                                            • Enables Lightning Nova
                                                            • Damage +7%
                                                            Elemental NovaMageMageLuminaireSorcererSpellbladeRunemaster1Elemental Nova becomes a channeled ability, unleashing 5 novas per second, and rapidly draining your mana. Elemental Nova has a smaller area of effect (multiplicative with other area modifiers).
                                                            • Channeled Elemental Nova
                                                            • Novas Per Second 5
                                                            • Mana Cost Per Second 48
                                                            • Area -40%
                                                            Elemental NovaMageMageMagical BarrierSorcererSpellbladeRunemaster4The Protective Strikes and Survival of the Victor nodes on this tree grant more ward.
                                                            • Ward Gained +20% per point
                                                            Elemental NovaMageMageMelting NovaSorcererSpellbladeRunemaster5Elemental Nova has a chance to shred armour on hit and has increased critical strike chance.
                                                            • Armour Shred Chance 40% per point
                                                            • Increased Crit Chance 40% per point
                                                            Elemental NovaMageMageOverchargeSorcererSpellbladeRunemaster5Elemental Novas have a chance to be Overcharged. Overcharged Novas shock enemies and have a larger area of effect.
                                                            • Overcharge Chance 8% per point
                                                            • Overcharge Shock Chance +200%
                                                            • Overcharge Area +75%
                                                            Elemental NovaMageMageOverloadSorcererSpellbladeRunemaster4Overcharged Elemental Novas deal more damage (multiplicative with other modifiers) and have increased stun chance.
                                                            • Overcharge Damage +25% per point
                                                            • Overcharge Stun Chance +40% per point
                                                            Elemental NovaMageMageProtective StrikesSorcererSpellbladeRunemaster5Elemental Nova hits have a chance to grant ward.
                                                            • Ward Gained 20 per point
                                                            • Ward Chance 7%
                                                            Elemental NovaMageMageShatter NovaSorcererSpellbladeRunemaster3Elemental Nova hits deal more damage against chilled enemies, frozen enemies, shocked enemies, and ignited enemies (multiplicative with other modifiers).
                                                            • More Damage Against Chilled 10% per point
                                                            • More Damage Against Frozen 10% per point
                                                            • More Damage Against Shocked 10% per point
                                                            • More Damage Against Ignited 10% per point
                                                            Elemental NovaMageMageSilenced SparkSorcererSpellbladeRunemaster1You have additional lightning resistance while channeling, but Lightning Nova is disabled. If you have not taken the Fire Nova or Ice Nova nodes, then this node re-enables basic Elemental Nova.
                                                            • Lightning Resistance +75%
                                                            • Disables Lightning Nova
                                                            Elemental NovaMageMageSpark ChargesSorcererSpellbladeRunemaster5Elemental Nova hits have a chance to attach a Spark Charge, which deals lightning damage to nearby enemies after 1 second or when the enemy dies. Additionally, Elemental Nova deals more damage (multiplicative with other modifiers).
                                                            • Spark Charge Chance +20% per point
                                                            • Damage +4% per point
                                                            Elemental NovaMageMageStar PrismSorcererSpellbladeRunemaster3Elemental Nova costs less mana per second to channel
                                                            • Channel Cost -10% per point
                                                            Elemental NovaMageMageSurvival of the VictorSorcererSpellbladeRunemaster3Elemental Nova kills have a chance to grant ward.
                                                            • Ward Chance 14%
                                                            • Ward On Kill +15 per point
                                                            FireballMageMageAdeptSorcererSpellbladeRunemaster4Fireball has increased cast speed.
                                                            • Cast Speed +5% per point
                                                            FireballMageMageArcane DivergenceSorcererSpellbladeRunemaster2Fireball releases additional projectiles that fire in a cone when cast, but costs more mana.
                                                            • Extra Projectiles +2 per point
                                                            • Mana Cost +3 per point
                                                            FireballMageMageBurning WoundsSorcererSpellbladeRunemaster4Fireball hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).
                                                            • More Crit Chance Against Ignited Enemies 25% per point
                                                            FireballMageMageConflagrationSorcererSpellbladeRunemaster5Fireball hits have a higher chance to ignite enemies.
                                                            • Ignite Chance +30% per point
                                                            FireballMageMageDancing FireSorcererSpellbladeRunemaster2Fireball releases additional projectiles. These additional projectiles are NOT reduced by the extra projectiles penalty via the Embers node.
                                                            • Extra Projectiles +1 per point
                                                            FireballMageMageEmbersSorcererSpellbladeRunemaster1Directly cast Fireballs fire in sequence in the same direction and can now hit the same target, but Fireball releases fewer projectiles and has less cast speed for each extra projectile (multiplicative with other modifiers).
                                                            • Projectiles Fire In Sequence
                                                            • Projectiles Can Hit The Same Target
                                                            • Extra Projectiles -50%
                                                            • Cast Speed Per Extra Projectile -5%
                                                            FireballMageMageEternal FireSorcererSpellbladeRunemaster5Flamethrower costs less mana per second to channel.
                                                            • Channel Cost -9% per point
                                                            FireballMageMageFire SpraySorcererSpellbladeRunemaster1Fireball releases additional projectiles that fire in a cone when cast, but costs more mana.
                                                            • Extra Projectiles +2
                                                            • Mana Cost +5
                                                            FireballMageMageFireballSorcererSpellbladeRunemaster0Cast a ball of fire towards the target. Has 40% chance to ignite on hit. Added spell damage applies at 125% effectiveness.
                                                              FireballMageMageFlame BurstSorcererSpellbladeRunemaster1Hitting the same enemy with several fireballs triggers a Flame Burst around them .
                                                              • Fireballs Required For Flame Burst 5
                                                              FireballMageMageFlamethrowerSorcererSpellbladeRunemaster1Fireball becomes a channelled ability that rapidly spews fireballs from your hand, but rapidly drains your mana. You do not regenerate mana while channelling.
                                                              • Fireballs Per Second 7
                                                              • Channeled
                                                              • Range -70%
                                                              • Mana Cost Per Second 30
                                                              FireballMageMageFlammabilitySorcererSpellbladeRunemaster4Fireball hits have a chance to reduce enemy fire resistance.
                                                              • Fire Resistance Shred Chance 25% per point
                                                              FireballMageMageForbidden FlamesSorcererSpellbladeRunemaster2Fireballs have a chance to pierce enemies (continue through targets it hits), but Flamethrower costs more mana per second to channel.
                                                              • Pierce Chance +50% per point
                                                              • Channel Cost +12% per point
                                                              FireballMageMageIgneous ForceSorcererSpellbladeRunemaster1Nodes on this tree that add crit chance instead increase stun chance by 20 times the stated value.
                                                              • Crit Chance -> Stun Chance 20x
                                                              FireballMageMageImmolated CoreSorcererSpellbladeRunemaster5Fireball hits have additional fire penetration and lightning penetration.
                                                              • Fire Penetration +10% per point
                                                              • Lightning Penetration +10% per point
                                                              FireballMageMageInfernal LegacySorcererSpellbladeRunemaster4Fireballs last longer, causing them to travel further.
                                                              • Duration and Range +10% per point
                                                              FireballMageMageMagma ShellSorcererSpellbladeRunemaster5You have additional Armor and Fire Resistance while channeling Fireball's Flamethrower.
                                                              • Armor +30 per point
                                                              • Fire Resistance +15% per point
                                                              FireballMageMageMana SphereSorcererSpellbladeRunemaster3Fireball deals more damage (multiplicative with other modifiers) and costs less mana.
                                                              • Damage +3% per point
                                                              • Mana Cost -1 per point
                                                              FireballMageMageOrb of DestructionSorcererSpellbladeRunemaster2Improves Fireball's base critical strike chance.
                                                              • Base Crit Chance +1.5% per point
                                                              FireballMageMagePiercing HeatSorcererSpellbladeRunemaster4Fireball now pierces enemies (continue through targets it hits), but costs more mana.
                                                              • Pierce Chance +25% per point
                                                              • Mana Cost +33% per point
                                                              FireballMageMagePlasma BallSorcererSpellbladeRunemaster1Half of Fireball's base fire damage is converted to lightning. Consequently this portion of its damage scales with increases to lightning damage, but not increases to fire damage. Fireball gains a Lightning tag. Fireball also gains additional critical strike multiplier.
                                                              • Base Damage -> Lightning 50%
                                                              • Critical Strike Multiplier +35%
                                                              FireballMageMageSeeker's AshSorcererSpellbladeRunemaster1Fireballs now seek nearby targets.
                                                              • Homing
                                                              FireballMageMageSkira's GambitSorcererSpellbladeRunemaster3Fireball has additional critical strike chance, but it has less cast speed (multiplicative with other modifiers).
                                                              • Crit Chance +4% per point
                                                              • Cast Speed -5% per point
                                                              FireballMageMageSpreading InfernoSorcererSpellbladeRunemaster4Fireball hits have a chance to apply Spreading Flames, an ailment which deals fire damage over time and spreads to nearby enemies. Additionally all damage over time ailments applied by Fireball deal more damage (multiplicative with other modifier).
                                                              • Spreading Flames Chance +25% per point
                                                              • Damage over Time +10% per point
                                                              FireballMageMageUnchained FireSorcererSpellbladeRunemaster1Fireball has increased cast speed and deals more damage for each extra projectile (multiplicative with other modifiers), but no longer fires extra projectiles.
                                                              • Cast Speed +6%
                                                              • Damage Per Extra Projectile +12%
                                                              • Single Projectile
                                                              FireballMageMageVolatile flamesSorcererSpellbladeRunemaster2Flame Burst requires fewer hits with Fireball to trigger.
                                                              • Fireballs Required For Flame Burst -1 per point
                                                              FireballMageMageWildfireSorcererSpellbladeRunemaster5Spreading Flames applied by fireball has additional fire penetration
                                                              • Spreading Flames Penetration +40% per point
                                                              FireballMageMageWinged FireSorcererSpellbladeRunemaster5Fireball deals more damage (multiplicative with other modifiers) and travels faster, causing it to travel farther.
                                                              • Speed And Range +7% per point
                                                              • Damage +7% per point
                                                              Flame WardMageMageAstonishSorcererSpellbladeRunemaster1Flame Ward is cast when you are stunned, if it is off cooldown and you have positive mana.
                                                              • Cast Flame Ward When Stunned
                                                              Flame WardMageMageBarrierSorcererSpellbladeRunemaster5You take less damage from hits while Flame Ward is active (multiplicative with other modifiers).
                                                              • Less Hit Damage 8% per point
                                                              Flame WardMageMageBlast FieldSorcererSpellbladeRunemaster5Flame Ward's retaliation hits in a larger area.
                                                              • Retaliation Area +40% per point
                                                              Flame WardMageMageConcentrated ShieldingSorcererSpellbladeRunemaster4Flame Ward grants additional ward, but has a shorter duration.
                                                              • Ward Granted +50 per point
                                                              • Duration -10% per point
                                                              Flame WardMageMageDesperate DefenseSorcererSpellbladeRunemaster3Flame Ward grants additional ward equal to a percentage of your missing health.
                                                              • Percent Of Missing Health Granted As Ward 12% per point
                                                              Flame WardMageMageDilationSorcererSpellbladeRunemaster3Flame Ward costs less mana. Flame Ward and Fire Aura last longer.
                                                              • Duration +12% per point
                                                              • Mana Efficiency +6% per point
                                                              Flame WardMageMageDual AegisSorcererSpellbladeRunemaster1Flame Ward can store an additional charge, allowing you to use it twice before it goes on cooldown.
                                                              • Charges +1
                                                              Flame WardMageMageEnergizeSorcererSpellbladeRunemaster3Flame Ward grants ward over time while active.
                                                              • Ward Per Second +15 per point
                                                              Flame WardMageMageEye of FlameSorcererSpellbladeRunemaster1Fire Aura deals more damage (multiplicative with other modifiers). This also effects Fire Aura from sources other than Flame Ward.
                                                              • Fire Aura Damage +15%
                                                              Flame WardMageMageFire AuraSorcererSpellbladeRunemaster1While active, Flame Ward grants you Fire Aura, a spell that deals fire damage over time to surrounding enemies.
                                                              • Fire Aura
                                                              Flame WardMageMageFlame RunnerSorcererSpellbladeRunemaster1You have Haste while Flame Ward is active.
                                                              • Gain Haste
                                                              Flame WardMageMageFlame WardSorcererSpellbladeRunemaster0Grants a burst of 400 ward. Then for 3 seconds, hits deal 30% less damage to you and cause a retaliatory burst of flames.
                                                                Flame WardMageMageFortificationSorcererSpellbladeRunemaster1Flame Ward grants significantly more ward, but no longer retaliates.
                                                                • Ward Granted +150
                                                                • No Longer Retaliates
                                                                Flame WardMageMageFrost WardSorcererSpellbladeRunemaster1Flame Ward is converted to Cold. This converts the base damage of the retaliation, granting it a freeze rate, and converts any fire damage modifiers from nodes on this tree. This also globally converts Fire Aura to cold and grants it a Freeze Rate.
                                                                • Fire -> Cold
                                                                • Retaliation Freeze Rate 40
                                                                • Fire Aura Freeze Rate Per Second 48
                                                                Flame WardMageMageFrostguardSorcererSpellbladeRunemaster5Flame Ward grants armor while active.
                                                                • Armor +200 per point
                                                                Flame WardMageMageFuel The FlamesSorcererSpellbladeRunemaster3Flame Ward grants more ward, but has a longer cooldown.
                                                                • Ward Granted +10% per point
                                                                • Cooldown (seconds) +1 per point
                                                                Flame WardMageMageGlacial ReinforcementSorcererSpellbladeRunemaster5Flame Ward grants additional block chance, block effectiveness, and ward on block while active.
                                                                • Block Chance +10%
                                                                • Block Effectiveness +500 per point
                                                                • Ward Gained On Block +5 per point
                                                                Flame WardMageMageInfusionSorcererSpellbladeRunemaster5Flame Ward grants increased fire damage while active If Flame Ward is converted to cold or lightning, then this damage increase is also converted.
                                                                • Increased Fire Damage 50% per point
                                                                Flame WardMageMageLightning WardSorcererSpellbladeRunemaster1Flame Ward is converted to Lightning, unless it has been converted to cold. This converts the base damage of the retaliation, and any fire damage modifiers from nodes on this tree. This also globally converts Fire Aura to lightning, unless it has been converted to cold.
                                                                • Fire -> Lightning
                                                                Flame WardMageMageMental AegisSorcererSpellbladeRunemaster5Mana now absorbs damage while Flame Ward is active. Each point of mana shields 5 health and ward.
                                                                • Percent Of Damage Absorbed 15% per point
                                                                Flame WardMageMagePrismatic BufferSorcererSpellbladeRunemaster3Flame Ward reduces elemental damage taken while active (multiplicative with other modifiers).
                                                                • Elemental Damage Taken -10% per point
                                                                Flame WardMageMageRecollectionSorcererSpellbladeRunemaster2Flame Ward grants increased ward retention while active.
                                                                • Ward Retention +25% per point
                                                                Flame WardMageMageRetributionSorcererSpellbladeRunemaster5Flame Ward's retaliation hits deal more damage (multiplicative with other modifiers).
                                                                • Retaliation Damage +40% per point
                                                                Flame WardMageMageRimeskinSorcererSpellbladeRunemaster5Flame Ward's retaliation hits have a higher chance to freeze enemies.
                                                                • Retaliation Freeze Rate +100% per point
                                                                Flame WardMageMageSelfless SorcerySorcererSpellbladeRunemaster1Flame Ward can be cast on allies. This has no effect if you have taken the Mental Aegis node.
                                                                • Can Cast On Allies
                                                                Flame WardMageMageShrewd ShieldingSorcererSpellbladeRunemaster3Flame Ward costs less mana.
                                                                • Mana Efficiency +10% per point
                                                                Flame WardMageMageStalwart DefenseSorcererSpellbladeRunemaster5Flame Ward grants additional ward.
                                                                • Ward Granted +40 per point
                                                                Flame WardMageMageTelepyrosisSorcererSpellbladeRunemaster1Flame Ward's retaliation is centered on the enemy that hits you, but it hits in a smaller area.
                                                                • Centered On Enemy
                                                                • Retaliation Area -50%
                                                                Flame WardMageMageThrough FlamesSorcererSpellbladeRunemaster5Flame Ward grants additional fire damage to attacks and spells while active. If Flame Ward is converted to cold or lightning, then this added damage is also converted.
                                                                • Fire Damage +2 per point
                                                                Flame WardMageMageWarden PulseSorcererSpellbladeRunemaster1Enemies around you are knocked back when you use Flame Ward
                                                                • Knock Back
                                                                Flame WardMageMageWarmthSorcererSpellbladeRunemaster4Flame Ward grants increased mana regeneration while active.
                                                                • Mana Regen +25% per point
                                                                FocusMageMageBurning AuraSorcererSpellbladeRunemaster5Focus grants a chance to ignite nearby enemies each second while channeled and causes you to take less damage from ignited enemies (multiplicative with other modifiers).
                                                                • Ignite Chance +50% per point
                                                                • Damage Taken from Ignited Enemies -4% per point
                                                                FocusMageMageCalm MindSorcererSpellbladeRunemaster1The mana gained from the Null Profusion and Null Infusion nodes is also gained as ward, but Focus has a longer cooldown.
                                                                • Instant Mana Gain Also Applies To Ward
                                                                • Cooldown Duration +3
                                                                FocusMageMageChilling AuraSorcererSpellbladeRunemaster5Focus grants a chance to chill nearby enemies each second while channeled and causes you to take less damage from chilled enemies (multiplicative with other modifiers).
                                                                • Chill Chance +50% per point
                                                                • Damage Taken from Chilled Enemies -4% per point
                                                                FocusMageMageConveyanceSorcererSpellbladeRunemaster1You teleport to the target location when you start channelling Focus, as long as the location is accessible. This does not count as casting the Teleport skill and is not affected by Teleport's skill tree. Focus now counts as a Traversal skill.
                                                                • Teleport at Start
                                                                • Does not use the Teleport Skill or Tree
                                                                • Counts as Traversal Skill
                                                                FocusMageMageDesperate MeditationSorcererSpellbladeRunemaster1Focus grants increased mana regeneration while channeled proportional to the amount of mana you are missing when you start channeling.
                                                                • Increased Mana Regen Per Missing Mana 1%
                                                                FocusMageMageEnergy BatterySorcererSpellbladeRunemaster5When you finish channeling, you unleash a wave of lightning with base damage equal to a percentage of the mana you gained while channeling.
                                                                • Mana Gained -> Lightning Damage 25% per point
                                                                FocusMageMageEnergy InfusionSorcererSpellbladeRunemaster1You gain Haste for 1 second per 20 mana you gained while channeling once you finish channeling. Maximum of 10 seconds.
                                                                • Haste After Channeling
                                                                FocusMageMageEnergy OverflowSorcererSpellbladeRunemaster5You unleash waves of lightning with base damage equal to a percentage of your maximum mana to nearby enemies each second while channeling.
                                                                • Maximum Mana -> Lightning Damage 12% per point
                                                                FocusMageMageEverwardSorcererSpellbladeRunemaster2Focus grants additional ward retention while channeled.
                                                                • Ward Retention +50% per point
                                                                FocusMageMageFocusSorcererSpellbladeRunemaster0Hold ability key to channel. While channelling you have 100% increased mana regen and gain 10 ward per second. After channelling for exactly one second you recover 10% of missing mana and gain a burst of 40 mana and ward.
                                                                  FocusMageMageFriendly FocusSorcererSpellbladeRunemaster1Focus can be cast on allies.
                                                                  • Can Cast On Allies
                                                                  FocusMageMageInner GrowthSorcererSpellbladeRunemaster5Focus heals the target each second while channeled.
                                                                  • Health Per Second 6 per point
                                                                  FocusMageMageIron StanceSorcererSpellbladeRunemaster4Focus heightens your armor while channeling (multiplicative with other modifiers) and grants you additional armor based on your intelligence.
                                                                  • More Armor 10% per point
                                                                  • Armour per Intelligence +2 per point
                                                                  FocusMageMageMana FloodedSorcererSpellbladeRunemaster4Focus grants increased mana regeneration while channeled.
                                                                  • Increased Mana Regen 25% per point
                                                                  FocusMageMageMind ShellSorcererSpellbladeRunemaster4Focus grants additional ward per second while channeled.
                                                                  • Ward Per Second 5 per point
                                                                  FocusMageMageMind's EyeSorcererSpellbladeRunemaster1Focus has increased healing effectiveness per point of intelligence.
                                                                  • Healing Effectiveness Per Intelligence 6%
                                                                  FocusMageMageMind's ShieldSorcererSpellbladeRunemaster5You gain ward equal to a percentage of the mana you gained once you finish channeling.
                                                                  • Mana Gained -> Ward Gain 10% per point
                                                                  FocusMageMageNerve CenterSorcererSpellbladeRunemaster4Shocks, chills and ignites inflicted by Focus have a longer duration.
                                                                  • Shock Duration +15% per point
                                                                  • Chill Duration +15% per point
                                                                  • Ignite Duration +15% per point
                                                                  FocusMageMageNull InfusionSorcererSpellbladeRunemaster4Casting Focus while at negative mana instantly grants mana equal to a percentage of your maximum mana, but Focus has a longer cooldown.
                                                                  • Mana Gained While Negative +5% per point
                                                                  • Cooldown Duration +1 per point
                                                                  FocusMageMageNull ProfusionSorcererSpellbladeRunemaster1Casting Focus while at negative mana instantly grants mana equal to a percentage of your maximum mana, but Focus has a longer cooldown.
                                                                  • Max Mana Gained While Negative 20%
                                                                  • Cooldown Duration (Seconds) +5
                                                                  FocusMageMageOverchargeSorcererSpellbladeRunemaster2Focus can increase your current mana to a percentage above your maximum mana. The excess decays at a rate of 10 mana per second after you stop channeling.
                                                                  • Mana Overcharge 10% per point
                                                                  FocusMageMagePrism BarrierSorcererSpellbladeRunemaster5Focus grants additional resistance while channeled.
                                                                  • All Resistances +7% per point
                                                                  FocusMageMagePrismatic StanceSorcererSpellbladeRunemaster5Focus grants less elemental damage taken while channeled (multiplicative with other modifiers).
                                                                  • Elemental Damage Taken -7% per point
                                                                  FocusMageMageRapid OverflowSorcererSpellbladeRunemaster3Energy Overflow is cast more frequently.
                                                                  • Energy Overflow Frequency +20% per point
                                                                  FocusMageMageResolute StanceSorcererSpellbladeRunemaster3Focus grants increased health regeneration while channeled.
                                                                  • Increased Health Regen 50% per point
                                                                  FocusMageMageRevelationSorcererSpellbladeRunemaster4The burst of ward and mana after channelling for exactly one second grants additional ward and mana.
                                                                  • Ward From Burst +25 per point
                                                                  • Mana From Burst +5 per point
                                                                  FocusMageMageShocking AuraSorcererSpellbladeRunemaster5Focus grants a chance to shock nearby enemies each second while channeled and causes you to take less damage from shocked enemies (multiplicative with other modifiers).
                                                                  • Shock Chance +50% per point
                                                                  • Damage Taken from Shocked Enemies -4% per point
                                                                  FocusMageMageUnbound ThoughtSorcererSpellbladeRunemaster1Focus no longer has a cooldown, but the burst no longer grants mana. This node has no effect if you have either the Null Profusion node or the Conveyance node.
                                                                  • No Cooldown
                                                                  • Mana From Burst -100%
                                                                  FocusMageMageUnstable EnergySorcererSpellbladeRunemaster5The waves of lightning released by the Energy Overflow and Energy Battery nodes deal more damage while you are at full mana (multiplicative with other modifiers).
                                                                  • Lightning Wave Base Damage +30% per point
                                                                  Frost ClawMageMageA Crack in the IceSorcererSpellbladeRunemaster1When the second cast from On Through The Snow is released, Frost Claw is also cast back towards you. Frost Claw's mana cost is increased.
                                                                  • Return Cast
                                                                  • Mana Cost +30%
                                                                  Frost ClawMageMageAge of VengeanceSorcererSpellbladeRunemaster1For each active Ice Spiral, Glacier gains increased area and additional cold penetration, and Snap Freeze gains increased area and freeze duration.
                                                                  • Glacier Area per Ice Spiral +8%
                                                                  • Glacier Cold Penetration per Ice Spiral +12%
                                                                  • Snap Freeze Area per Ice Spiral +16%
                                                                  • Snap Freeze Freeze Duration per Ice Spiral +4%
                                                                  Frost ClawMageMageArtor's SceptreSorcererSpellbladeRunemaster5Frost Claw deals more damage (multiplicative with other modifiers), and its hits have a chance to inflict Frostbite.
                                                                  • Damage +4% per point
                                                                  • Frostbite Chance 20% per point
                                                                  Frost ClawMageMageBrightfrostSorcererSpellbladeRunemaster3You have increased cast speed with Frost Claw.
                                                                  • Cast Speed +4% per point
                                                                  Frost ClawMageMageCelestial ConfluxSorcererSpellbladeRunemaster3You have a chance to cast Elemental Nova when Frost Claw's projectiles reach the target. This consumes mana equal to Elemental Nova's mana cost and cannot trigger if you are out of mana.
                                                                  • Elemental Nova Chance 14% per point
                                                                  Frost ClawMageMageChaos WhirlSorcererSpellbladeRunemaster4When you cast Ice Spirals there is a chance that the number of projectiles will be doubled and they'll all deal double damage.
                                                                  • Chance for Double Ice Spirals 25% per point
                                                                  • Ice Spiral Damage when Doubled +100%
                                                                  Frost ClawMageMageCold and CalculatingSorcererSpellbladeRunemaster1Frost Claw has a higher chance to freeze based on its critical strike chance.
                                                                  • Freeze Rate Multiplier per 1% Crit Chance +5%
                                                                  Frost ClawMageMageCold StarSorcererSpellbladeRunemaster3Frost Claw deals more damage (multiplicative with other modifiers) and its explosion deals damage in a larger area. These bonuses are doubled if you have at least 1200 ward.
                                                                  • Damage +3% per point
                                                                  • Area +12% per point
                                                                  • Doubled with at least 1200 ward
                                                                  Frost ClawMageMageEver OnwardSorcererSpellbladeRunemaster1The second cast from On Through The Snow causes a third cast. The third cast can hit the same enemies as the first and second casts. Frost Claw costs additional mana.
                                                                  • Third Cast Behind Target
                                                                  • Mana Cost +4
                                                                  Frost ClawMageMageFen of the FrozenSorcererSpellbladeRunemaster3Frost Claw hits have a chance to Slow and Chill.
                                                                  • Slow Chance 20% per point
                                                                  • Chill Chance 20% per point
                                                                  Frost ClawMageMageFrost Beyond TimeSorcererSpellbladeRunemaster1Frostbite, chill, slow, ignite, and shock inflicted by Frost Claw last longer.
                                                                  • Increased Ailment Duration 25%
                                                                  Frost ClawMageMageFrozen MaliceSorcererSpellbladeRunemaster1The second cast from On Through The Snow targets a random enemy that is 3 to 9 meters away from the original target location. Frost Claw costs additional mana.
                                                                  • Second Cast Aimed
                                                                  • Mana Cost +2
                                                                  Frost ClawMageMageFrozen ReignSorcererSpellbladeRunemaster1Frost Claw has a lower mana cost and it deals more hit damage (multiplicative with other modifiers) to frozen enemies, but its projectiles are slower.
                                                                  • Mana Cost -3
                                                                  • Damage vs Frozen +30%
                                                                  • Projectile Speed -30%
                                                                  Frost ClawMageMageFrozen SleeperSorcererSpellbladeRunemaster3Gain a stack of Frozen Sleeper every second up to a maximum. When you cast Frost Claw it consumes all stacks to gain cold penetration per stack and release an Ice Spiral for each stack.
                                                                  • Max Stacks 2 per point
                                                                  • Cold Penetration per Stack +10%
                                                                  • Ice Spirals on Cast per Stack 1
                                                                  Frost ClawMageMageGift of WinterSorcererSpellbladeRunemaster3Directly casting Frost Claw costs less mana and you have a chance to regain mana when you cast it.
                                                                  • Mana Cost -2 per point
                                                                  • Chance to gain 12 mana on Direct Cast 12% per point
                                                                  Frost ClawMageMageGlamdringSorcererSpellbladeRunemaster3Frost Claw deals additional spell damage based on your added melee damage.
                                                                  • Spell Damage per 3 Melee Damage +1 per point
                                                                  Frost ClawMageMageHand of MorditasSorcererSpellbladeRunemaster1Frost Claw has 2 additional projectiles allowing it to hit enemies in a wider area on the way to the target. Frost Claw costs additional mana.
                                                                  • Extra Projectiles +2
                                                                  • Mana Cost +4
                                                                  Frost ClawMageMageKolheim BallistaSorcererSpellbladeRunemaster1If you have an active Ice Barrage when you hit an enemy with Frost Claw, that Ice Barrage fires faster for the rest of its duration, up to a maximum.
                                                                  • Ice Barrage Rate of Fire on Hit +4%
                                                                  • Maximum Rate of Fire Increase 60%
                                                                  Frost ClawMageMageLava TalonSorcererSpellbladeRunemaster1Frost Claw's base cold damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to cold damage. Chill chance from all sources is converted to ignite chance. Swaps Frost Claw's Cold tag for a Fire tag.
                                                                  • Cold -> Fire Damage
                                                                  • Chill -> Ignite Chance
                                                                  Frost ClawMageMageMacuahuitlSorcererSpellbladeRunemaster3When you use a melee attack and hit at least one enemy you have a chance to cast Frost Claw towards it, or at another nearby enemy if the hit killed the original target. This effect consumes mana equal to a portion of Frost Claw's mana cost.
                                                                  • Chance To Cast On Melee Hit 10% per point
                                                                  • Mana Consumption 80%
                                                                  Frost ClawMageMageOn Through The SnowSorcererSpellbladeRunemaster1Directly casting Frost Claw causes it to recast from the target location to a location 4 meters behind it. The second can hit the same enemies as the first cast. Frost Claw costs additional mana.
                                                                  • Second Cast Behind Target
                                                                  • Mana Cost +4
                                                                  Frost ClawMageMagePower Word: HailSorcererSpellbladeRunemaster3You have a chance to cast Ice Barrage in the target direction when you cast Frost Claw. This consumes mana equal to Ice Barrage's mana cost and cannot trigger if you are out of mana.
                                                                  • Ice Barrage Chance 5% per point
                                                                  Frost ClawMageMageRending CascadeSorcererSpellbladeRunemaster4Frost Claw has a higher chance to freeze enemies and a higher chance to critically strike.
                                                                  • Freeze Rate Multiplier +20% per point
                                                                  • Critical Chance +2% per point
                                                                  Frost ClawMageMageReowyn's VeilSorcererSpellbladeRunemaster1When you cast Frost Claw you gain ward based on its Freeze Rate Multiplier.
                                                                  • Ward per 60% Freeze Rate Multiplier 1
                                                                  Frost ClawMageMageRunic InvocationSorcererSpellbladeRunemaster0Three projectiles arc to the target location to create a burst of frost. Added spell damage applies to the burst at 100% effectiveness and it has a freeze rate of 40.
                                                                    Frost ClawMageMageShiver ShellSorcererSpellbladeRunemaster3When you are hit by an enemy you have a chance to retaliate with Frost Claw. When you cast Frost Claw by any method you gain Ward.
                                                                    • Retaliation Chance 3% per point
                                                                    • Ward Gained on Cast 3 per point
                                                                    Frost ClawMageMageSpark ArtillerySorcererSpellbladeRunemaster1Frost Claw's base cold damage is converted to lightning, unless it has already been converted to fire. Consequently this damage scales with increases to lightning damage, but not increases to cold damage. Frostbite chance from all sources is converted to shock chance. Swaps Frost Claw's Cold tag for a Lightning tag.
                                                                    • Cold -> Lightning Damage
                                                                    • Frostbite -> Shock Chance
                                                                    Frost ClawMageMageSpark of CeleritySorcererSpellbladeRunemaster5Frost Claw's projectiles are faster and it costs less mana.
                                                                    • Projectile Speed +12% per point
                                                                    • Mana Efficiency +12% per point
                                                                    Frost ClawMageMageVolley of GlassSorcererSpellbladeRunemaster1Frost Claw no longer creates a burst of damage at the target, but its projectiles are now staggered and they can all hit the same target. Frost Claw's mana cost is increased, it no longer has the Area tag and it has a lowered base freeze rate.
                                                                    • All Projectiles Hit Same Target
                                                                    • No Burst
                                                                    • Mana Cost +100%
                                                                    • Base Freeze Rate -20
                                                                    GlacierMageMageBreaking PointSorcererSpellbladeRunemaster4Glacier costs less mana and deals more damage (multiplicative with other modifiers).
                                                                    • Damage +8% per point
                                                                    • Mana Efficiency +8% per point
                                                                    GlacierMageMageChilling ForceSorcererSpellbladeRunemaster2Each of Glacier’s explosions has a chance to chill enemies.
                                                                    • Chill Chance +25% per point
                                                                    GlacierMageMageCold SnapSorcererSpellbladeRunemaster2Glacier’s middle-sized explosion deals significantly more damage (multiplicative with other modifiers), but Glacier costs more mana.
                                                                    • Middle Explosion Damage +100% per point
                                                                    • Mana Cost +40% per point
                                                                    GlacierMageMageCold VictorySorcererSpellbladeRunemaster1Glacier kills grant mana equal to a percentage of your maximum mana.
                                                                    • Percent Of Maximum Mana Gained On Kill 1%
                                                                    GlacierMageMageCritical BarrierSorcererSpellbladeRunemaster3You gain ward on critical strikes with Glacier.
                                                                    • Ward On Crit +5 per point
                                                                    GlacierMageMageCritical RejuvenationSorcererSpellbladeRunemaster1Critical hits with Glacier grant mana equal to a percentage of your maximum mana, up to a limited number of times per second.
                                                                    • Percent Of Maximum Mana Gained 1%
                                                                    • Times Per Second 10
                                                                    GlacierMageMageEndless FrostSorcererSpellbladeRunemaster1Chill chance granted by this tree is doubled. Glacier hits deal more damage to chilled enemies (multiplicative with other modifiers).
                                                                    • Hit Damage Against Chilled +30%
                                                                    • Double Chill Chance
                                                                    GlacierMageMageEngulfing VortexSorcererSpellbladeRunemaster5Ice Vortices created by Glacier have a chance to instead become a Greater Ice Vortex that deals significantly more damage and has a larger radius.
                                                                    • Greater Ice Vortex Chance +20% per point
                                                                    • Greater Ice Vortex Damage +150%
                                                                    • Greater Ice Vortex Radius +60%
                                                                    GlacierMageMageFading EchoesSorcererSpellbladeRunemaster1Glacier’s explosions occur in reverse order.
                                                                    • Explosions In Reverse Order
                                                                    GlacierMageMageFrost GripSorcererSpellbladeRunemaster5Glacier has an increased chance to freeze and stun enemies.
                                                                    • Freeze Rate Multiplier +30% per point
                                                                    • Increased Stun Chance +30% per point
                                                                    GlacierMageMageGlacierSorcererSpellbladeRunemaster0Creates three successively larger ice explosions in the target direction. Each explosion deals more damage than the last.
                                                                      GlacierMageMageGreater ChillingSorcererSpellbladeRunemaster2Glacier’s largest explosion deals more damage (multiplicative with other modifiers) and has a chance to chill enemies.
                                                                      • Largest Explosion Damage +15% per point
                                                                      • Largest Hit Chill Chance +25% per point
                                                                      GlacierMageMageGreater DestructionSorcererSpellbladeRunemaster4Glacier’s largest explosion deals more damage (multiplicative with other modifiers).
                                                                      • Largest Explosion Damage +20% per point
                                                                      GlacierMageMageGreater VortexSorcererSpellbladeRunemaster2Glacier’s largest explosion has a greater chance to create an Ice Vortex, and the Rime buff has increased effect.
                                                                      • Largest Hit Ice Vortex Chance +20% per point
                                                                      • Rime Effect +25% per point
                                                                      GlacierMageMageLesser ChillingSorcererSpellbladeRunemaster2Glacier’s smallest explosion has a chance to chill enemies.
                                                                      • Smallest Hit Chill Chance +50% per point
                                                                      GlacierMageMageLesser DestructionSorcererSpellbladeRunemaster4Glacier’s smallest explosion deals more damage (multiplicative with other modifiers).
                                                                      • Smallest Explosion Damage +50% per point
                                                                      GlacierMageMageLesser GlacierSorcererSpellbladeRunemaster1Glacier costs less mana, but the largest explosion is disabled.
                                                                      • Mana Cost -80%
                                                                      • Largest Explosion Disabled
                                                                      GlacierMageMageLesser VortexSorcererSpellbladeRunemaster1Glacier’s smallest explosion has a chance to create an Ice Vortex, which lasts for 4 seconds and deals spell cold damage over time.
                                                                      • Smallest Hit Ice Vortex Chance 40%
                                                                      GlacierMageMageModerate ChillingSorcererSpellbladeRunemaster2Glacier’s middle-sized explosion deals more damage (multiplicative with other modifiers) and has a chance to chill enemies.
                                                                      • Middle Explosion Damage +25% per point
                                                                      • Middle Hit Chill Chance +25% per point
                                                                      GlacierMageMageModerate DestructionSorcererSpellbladeRunemaster4Glacier’s middle-sized explosion deals more damage (multiplicative with other modifiers).
                                                                      • Middle Explosion Damage +35% per point
                                                                      GlacierMageMageModerate VortexSorcererSpellbladeRunemaster2Glacier’s middle-sized explosion has a greater chance to create an Ice Vortex, and the Rime buff has increased duration.
                                                                      • Middle Hit Ice Vortex Chance +20% per point
                                                                      • Rime Duration +1 per point
                                                                      GlacierMageMageMorditas' BaneSorcererSpellbladeRunemaster4Glacier deals more hit damage to rare and boss enemies (multiplicative with other modifiers).
                                                                      • Hit Damage Against Rares And Bosses +25% per point
                                                                      GlacierMageMagePerma FrostSorcererSpellbladeRunemaster4Glacier has a higher chance to freeze enemies, but deals less damage (multiplicative with other modifiers).
                                                                      • Freeze Rate Multiplier +150% per point
                                                                      • Damage -15% per point
                                                                      GlacierMageMageResplendent FrostSorcererSpellbladeRunemaster3Greatly improves Glacier’s base critical strike chance, but reduces its critical strike multiplier.
                                                                      • Base Crit Chance +4% per point
                                                                      • Critical Multiplier -15% per point
                                                                      GlacierMageMageRime CasterSorcererSpellbladeRunemaster5When you cast Glacier you gain the Rime buff which increases your damage over time and freeze rate multiplier.
                                                                      • Global Damage Over Time +20% per point
                                                                      • Global Freeze Rate Multiplier +20% per point
                                                                      • Rime Duration (seconds) 4
                                                                      GlacierMageMageSnow BlinkSorcererSpellbladeRunemaster1When you directly cast Glacier you are teleported to the target location, as long as the location is accessible. This does not count as casting the Teleport skill and is not affected by Teleport's skill tree. Glacier also gains a cooldown and now counts as a Traversal skill.
                                                                      • Teleport to Target
                                                                      • Does not use the Teleport Skill or Tree
                                                                      • Counts as Traversal Skill
                                                                      • Cooldown Duration (seconds) 5
                                                                      GlacierMageMageStatic CollapseSorcererSpellbladeRunemaster1All of Glacier’s explosions occur at a target location, but Glacier's critical hits no longer deal extra damage (compared to non-critical hits).
                                                                      • Targeted Glacier
                                                                      • Crits No Longer Deal Extra Damage
                                                                      GlacierMageMageWhirlpoolsSorcererSpellbladeRunemaster4Each of Glacier’s explosions has a chance to create an Ice Vortex, which lasts for 4 seconds and deals spell cold damage over time.
                                                                      • Ice Vortex Chance +15% per point
                                                                      Lightning BlastMageMageArcing PowerSorcererSpellbladeRunemaster4Lightning Blast chains an additional time for each Lightning Blast you have directly cast recently up to a maximum.
                                                                      • Maximum Additional Chains 1 per point
                                                                      • Additional Chains Per Recent Direct Cast 1
                                                                      Lightning BlastMageMageBitter BurstSorcererSpellbladeRunemaster5Lightning Blast has a higher chance to freeze enemies.
                                                                      • Freeze Rate Multiplier +40% per point
                                                                      Lightning BlastMageMageBlinding LightSorcererSpellbladeRunemaster3Lightning Blast hits have a chance to blind enemies.
                                                                      • Blind Chance +15% per point
                                                                      Lightning BlastMageMageChain LightningSorcererSpellbladeRunemaster4Lightning blast can chain additional times, but costs more mana.
                                                                      • Maximum Additional Chains +1 per point
                                                                      • Mana Cost +3 per point
                                                                      Lightning BlastMageMageClosed CircuitSorcererSpellbladeRunemaster1Lightning Blast can now chain to you or your allies, granting increased damage and critical strike chance for 4 seconds. This buff cannot stack.
                                                                      • Chains To Allies
                                                                      • Increased Damage Granted 20%
                                                                      • Increased Crit Chance Granted 50%
                                                                      Lightning BlastMageMageCloud AnswerSorcererSpellbladeRunemaster3Lightning Blast hits have a chance to apply a Spark Charge.
                                                                      • Spark Charge Chance On Hit 10% per point
                                                                      Lightning BlastMageMageConvergenceSorcererSpellbladeRunemaster1Lightning Blast chains now hit the same target after a delay, but no longer chains to additional enemies. Lightning Blast chains half as many times rounded up.
                                                                      • Lightning Blast Chains Only To First Target Hit
                                                                      • Half Maximum Chains
                                                                      Lightning BlastMageMageCountenance of ManaSorcererSpellbladeRunemaster2Reduces Lightning Blast's channel cost if Lightning Blast cannot chain.
                                                                      • Mana Cost Per Second if Lightning Blast Cannot Chain -10 per point
                                                                      Lightning BlastMageMageCrackling SpeedSorcererSpellbladeRunemaster4Lightning Blast has increased cast speed.
                                                                      • Cast Speed +5% per point
                                                                      Lightning BlastMageMageDivergenceSorcererSpellbladeRunemaster1Lightning Blast hits have added lightning damage, and Lightning Blast chains can fork in addition to chain.
                                                                      • Added Lightning Damage +2
                                                                      • Lightning Blast Can Fork Or Chain
                                                                      Lightning BlastMageMageEffluent DefenseSorcererSpellbladeRunemaster2Casting Lightning Blast grants you ward per mana spent. This only counts the upfront mana cost, not the channelling cost if Lightning Blast is channelled.
                                                                      • Ward Gained Per Mana Spent 1 per point
                                                                      Lightning BlastMageMageFinal SparkSorcererSpellbladeRunemaster1If Lightning Blast hits an enemy already affected by Spark Charge the Spark Charge explodes, dealing lightning damage to all nearby enemies.
                                                                      • Detonate Spark Charges
                                                                      Lightning BlastMageMageFocal BlastSorcererSpellbladeRunemaster1Lightning Blast now deals damage to all enemies in a line, but no longer chains or forks. Lightning Blast hits deal more damage (multiplicative with other modifiers) for each time it would have chained (up to your maximum). This node is incompatible with the Insidious Conduction node. If you have taken both, Insidious Conduction will not work.
                                                                      • Lightning Blast Deals Damage In A Line
                                                                      • Damage Per Maximum Additional Chains +30%
                                                                      Lightning BlastMageMageFrontloadedSorcererSpellbladeRunemaster5Lightning Blast deals more damage (multiplicative with other modifiers), but this damage bonus is lessened each time Lightning Blast chains.
                                                                      • Damage +20% per point
                                                                      • Less Bonus Damage Per Chain 25%
                                                                      Lightning BlastMageMageHalo EffectSorcererSpellbladeRunemaster4Lightning Blast has a chance to create a Spark Nova around the first enemy hit. Spark Nova deals spell lightning damage to all enemies in a small area.
                                                                      • Spark Nova Chance 25% per point
                                                                      Lightning BlastMageMageHyperchargeSorcererSpellbladeRunemaster1When double casting, Lightning Blast instead has a chance to quadruple cast. Lightning Blast cannot quadruple cast if it is channelled.
                                                                      • Quadruple Cast Chance 30%
                                                                      Lightning BlastMageMageInnate ConduitSorcererSpellbladeRunemaster1While out of mana, Lightning Blast has no cost, but cannot chain.
                                                                      • Out-Of-Mana Cost 0
                                                                      • Cannot Chain
                                                                      Lightning BlastMageMageInsidious ConductionSorcererSpellbladeRunemaster1Lightning Blast is now a powerful channelled attack, hitting enemies caught within it but costs mana per second to channel and provides less ward when you hit enemies. You do not regenerate mana while channelling. This is incompatible with the Focal Blast node. If you have taken both, this will not work. Lightning Blast cannot double cast and only chains every 5th cast if it is channelled. Lightning blast hits grant half as much ward from the Positive Protection node and have 50% reduced chance to apply ailments.
                                                                      • Lightning Blast Is Channelled
                                                                      • Mana Cost Per Second 40
                                                                      • Casts Between Chaining 4
                                                                      • Ward On Hit -50%
                                                                      Lightning BlastMageMageLightning AttunementSorcererSpellbladeRunemaster2When you cast Lightning Blast you have a chance to be granted Lightning Aegis, which grants 50% increased lightning damage and 25% less damage taken. Lightning Aegis causes an explosion of lightning damage when you lose 25% of your health or after 10 seconds.
                                                                      • Lightning Aegis Chance On Cast 5% per point
                                                                      Lightning BlastMageMageLightning BlastSorcererSpellbladeRunemaster0Hurl a bolt of lightning at the target. It chains to an additional enemy for each time it has been directly cast in the last 4 seconds, up to 2 times.
                                                                        Lightning BlastMageMageMortal CapacitorSorcererSpellbladeRunemaster5Spark Charges applied by Lightning Blast deal more damage (multiplicative with other modifiers).
                                                                        • Spark Charge Damage +40% per point
                                                                        Lightning BlastMageMageOverchargeSorcererSpellbladeRunemaster4Lightning Blast has a chance to double cast, and Lightning Blast critical strikes deal more damage. Lightning Blast cannot double cast if it is channelled or cast by another skill.
                                                                        • Doublecast Chance 8% per point
                                                                        • Critical Multiplier +10% per point
                                                                        Lightning BlastMageMagePositive ProtectionSorcererSpellbladeRunemaster3Lightning Blast hits grant you ward.
                                                                        • Ward On Hit +2 per point
                                                                        Lightning BlastMageMageShattershockSorcererSpellbladeRunemaster3Lightning Blast hits deal more damage to chilled or shocked enemies (multiplicative with other modifiers).
                                                                        • Hit Damage Against Shocked Enemies +12% per point
                                                                        • Hit Damage Against Chilled Enemies +12% per point
                                                                        Lightning BlastMageMageStorm RazorSorcererSpellbladeRunemaster3Improves Lightning Blast's base critical strike chance, and Lightning Blast deals more damage (multiplicative with other modifiers).
                                                                        • Base Critical Strike Chance +2% per point
                                                                        • Damage +5% per point
                                                                        Lightning BlastMageMageSupercharged FloesSorcererSpellbladeRunemaster1Lightning Blast now has a chance to freeze and its base lightning damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. Shock chance from this tree is converted to chill chance.
                                                                        • Lightning Damage -> Cold Damage
                                                                        • Shock Chance -> Chill Chance
                                                                        • Freeze Rate 46
                                                                        Lightning BlastMageMageSurging InfluenceSorcererSpellbladeRunemaster1Lightning Blast chains have increased range.
                                                                        • Chain Range +50%
                                                                        Lightning BlastMageMageVolatile LightningSorcererSpellbladeRunemaster4Lightning Blast hits have a chance to shock enemies.
                                                                        • Shock Chance +15% per point
                                                                        Mana StrikeMageMageArcanist's BladeSorcererSpellbladeRunemaster3Mana Strike's mana orbs restore additional mana.
                                                                        • Mana from Mana Orbs +3 per point
                                                                        Mana StrikeMageMageAvatar of HungerSorcererSpellbladeRunemaster3Mana Strike leeches a percentage of damage dealt as health while you are not on full mana.
                                                                        • Leech While Not Full Mana +1% per point
                                                                        Mana StrikeMageMageBountiful VictorySorcererSpellbladeRunemaster4Mana Strike instantly restores mana when it kills an enemy, or when it hits a boss or rare enemy.
                                                                        • Mana Instantly Restored on Kill 3 per point
                                                                        • Mana Instantly Restored on Boss or Rare Hit 3 per point
                                                                        Mana StrikeMageMageBreaking CurrentSorcererSpellbladeRunemaster4Mana Strike has a chance to shred enemy physical resistance and a chance to shock enemies.
                                                                        • Armor Shred Chance +25% per point
                                                                        • Shock Chance +12% per point
                                                                        Mana StrikeMageMageCelestial PrecisionSorcererSpellbladeRunemaster1Mana Strike gains additional critical strike chance equal to a percentage of your current mana, but its base critical strike chance is removed.
                                                                        • Current Mana -> Critical Chance 10%
                                                                        • Base Crit Chance -5%
                                                                        Mana StrikeMageMageCritical ManaSorcererSpellbladeRunemaster5Mana Strike instantly restores mana when it critically strikes an enemy.
                                                                        • Mana Instantly Restored on Crit 3 per point
                                                                        Mana StrikeMageMageCritical RejuvenationSorcererSpellbladeRunemaster1Mana Strike has significant additional critical strike chance, but Mana Strike's critical strikes no longer deal extra damage.
                                                                        • Crit Chance +40%
                                                                        • No Critical Multiplier
                                                                        Mana StrikeMageMageExplosive FlurrySorcererSpellbladeRunemaster3Mana Strike has increased attack speed. Mana Arc's mana consumption is reduced.
                                                                        • Attack Speed +4% per point
                                                                        • Mana Arc Mana Consumption -20% per point
                                                                        Mana StrikeMageMageFrigid GraspSorcererSpellbladeRunemaster1Mana Strike's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It now has a chance to freeze enemies. Shock chance on hit from all sources is converted to frostbite chance for Mana Strike. Swaps Mana Strike's Lightning tag for a Cold tag.
                                                                        • Lightning -> Cold Conversion
                                                                        • Shock -> Frostbite Chance
                                                                        • Freeze Rate 40
                                                                        Mana StrikeMageMageMana CleaveSorcererSpellbladeRunemaster1Mana Strike now has a cooldown. It grants more mana gained from mana orbs and instant restoration, and it has more area of effect (both multiplicative with other modifiers).
                                                                        • Mana Gained +100%
                                                                        • Area +120%
                                                                        • Cooldown (seconds) 4
                                                                        Mana StrikeMageMageMana DrainSorcererSpellbladeRunemaster4Mana Strike grants more mana gained (multiplicative with other modifiers) from its mana orbs and instant restoration.
                                                                        • Mana Gained +20% per point
                                                                        Mana StrikeMageMageMana SparkSorcererSpellbladeRunemaster3Mana Strike has additional melee lightning damage equal to a percentage of your current mana.
                                                                        • Current Mana -> Added Melee Lightning Damage 5% per point
                                                                        Mana StrikeMageMageMana StormSorcererSpellbladeRunemaster1Mana Strike additionally strikes enemies it hits with Mana Arc while you are not out of mana. Mana Arc consumes 10 mana.
                                                                        • Casts Mana Arc At Positive Mana
                                                                        • Mana Arc Mana Consumption 10
                                                                        Mana StrikeMageMageMana StrikeSorcererSpellbladeRunemaster0A melee attack that hits all enemies in an area in front of you. If it hits at least one enemy, it creates a mana orb that returns to you and restores 15 mana.
                                                                          Mana StrikeMageMageMind WardenSorcererSpellbladeRunemaster2Transfusion grants more ward (multiplicative with other modifiers).
                                                                          • Ward Gained +25% per point
                                                                          Mana StrikeMageMagePower SurgeSorcererSpellbladeRunemaster3Mana Strike deals more damage (multiplicative with other modifiers), but Mana Arc's mana consumption is increased.
                                                                          • Damage +12% per point
                                                                          • Mana Arc Mana Consumption +10% per point
                                                                          Mana StrikeMageMageReclamationSorcererSpellbladeRunemaster3Mana Strike's mana orbs restore additional mana while you are out of mana.
                                                                          • Mana from Mana Orbs while Out Of Mana +5 per point
                                                                          Mana StrikeMageMageRepulsing StrikesSorcererSpellbladeRunemaster1Mana Strike has a chance to knock enemies back on hit. This effect has a 2 second cooldown.
                                                                          • Knockback Chance 100%
                                                                          Mana StrikeMageMageRune SapSorcererSpellbladeRunemaster3Mana Strike hits grant you increased spell damage for 4 seconds. This effect can stack, and is doubled when hitting a boss or rare enemy.
                                                                          • Global Spell Damage Per Enemy Hit 4% per point
                                                                          • Doubled On Bosses And Rares
                                                                          Mana StrikeMageMageShocking ForceSorcererSpellbladeRunemaster3Mana Strike deals more damage (multiplicative with other modifiers) and has a chance to shock enemies.
                                                                          • Damage +8% per point
                                                                          • Shock Chance +10% per point
                                                                          Mana StrikeMageMageSpark ChargesSorcererSpellbladeRunemaster4Mana Strike hits have a chance to attach a Spark Charge.
                                                                          • Spark Charge Chance +25% per point
                                                                          Mana StrikeMageMageSprite BladeSorcererSpellbladeRunemaster4Mana Strike has an increased area of effect.
                                                                          • Area +25% per point
                                                                          Mana StrikeMageMageStar GuideSorcererSpellbladeRunemaster1When you directly use Mana Strike and hit at least one enemy, you have a chance to cast Static Orb. This chance is doubled while you are above 80% mana. This effect can occur up to 3 times per 2 seconds, and consumes 120% of Static Orb's mana cost. If Mana Strike has a cooldown, this effect is guaranteed.
                                                                          • Static Orb Chance 15%
                                                                          • Chance Doubled While Above 80% Mana
                                                                          • Limit Per 2 seconds 3
                                                                          Mana StrikeMageMageStarved StrikesSorcererSpellbladeRunemaster3Mana Strike deals more damage (multiplicative with other modifiers) while you are not on full mana.
                                                                          • Damage While Not Full Mana +10% per point
                                                                          Mana StrikeMageMageSwift SapSorcererSpellbladeRunemaster4Mana Strike has increased attack speed.
                                                                          • Attack Speed +5% per point
                                                                          Mana StrikeMageMageTeleporting StrikesSorcererSpellbladeRunemaster1Mana Strike hits enemies near the target location, rather than in front of you, but grants significantly less mana (multiplicative with other modifiers) from mana orbs and instant restoration.
                                                                          • Mana Strike Is Ranged
                                                                          • Auto Target
                                                                          • Mana Gained -80%
                                                                          Mana StrikeMageMageTransfusionSorcererSpellbladeRunemaster4A portion of the mana gained from Mana Strike's mana orbs is instead gained as twice as much ward.
                                                                          • Mana Gain -> Twice as Much Ward Gain 25% per point
                                                                          Snap FreezeMageMageAdeptSorcererSpellbladeRunemaster8Snap Freeze has increased cast speed.
                                                                          • Cast Speed +10% per point
                                                                          Snap FreezeMageMageCryomancySorcererSpellbladeRunemaster4Freeze inflicted by Snap Freeze last longer.
                                                                          • Freeze Duration +10% per point
                                                                          Snap FreezeMageMageDeadly AuroraSorcererSpellbladeRunemaster6Frostbite inflicted by Snap Freeze has additional Cold Penetration.
                                                                          • Cold Penetration with Frostbite +50% per point
                                                                          Snap FreezeMageMageDeathly coldSorcererSpellbladeRunemaster5Snap Freeze hits deal additional spell cold damage.
                                                                          • Spell Cold Damage +6 per point
                                                                          Snap FreezeMageMageElectrocuteSorcererSpellbladeRunemaster5Snap Freeze critical strikes deal more damage.
                                                                          • Critical Multiplier +15% per point
                                                                          Snap FreezeMageMageFlash FreezeSorcererSpellbladeRunemaster1Snap Freeze has a shorter cooldown, but Freeze inflicted by Snap Freeze has reduced duration.
                                                                          • Cooldown -16%
                                                                          • Freeze Duration -16%
                                                                          Snap FreezeMageMageFocused CurrentSorcererSpellbladeRunemaster5Improves Snap Freeze’s base critical strike chance.
                                                                          • Base Crit Chance +2% per point
                                                                          Snap FreezeMageMageFocused FrostSorcererSpellbladeRunemaster3Snap Freeze costs less mana, but has a narrower area of effect.
                                                                          • Mana Cost -10% per point
                                                                          • Cone Width -10% per point
                                                                          Snap FreezeMageMageFreezing MistSorcererSpellbladeRunemaster1Freeze inflicted by Snap Freeze has a longer duration, but has a narrower area of effect.
                                                                          • Freeze Duration +20%
                                                                          • Cone Width -10%
                                                                          Snap FreezeMageMageFrostbiteSorcererSpellbladeRunemaster1Snap Freeze inflicts Frostbite on all enemies within its area of effect.
                                                                          • Frostbite Chance +100%
                                                                          Snap FreezeMageMageFrozen GroundSorcererSpellbladeRunemaster1Snap Freeze leaves a patch of Frozen Ground for 5 seconds, which chills all enemies who walk on it. Frostbite inflicted by Snap Freeze last longer.
                                                                          • Creates Frozen Ground
                                                                          • Frostbite Duration +20%
                                                                          Snap FreezeMageMageFrozen MonolithSorcererSpellbladeRunemaster1Snap Freeze also freezes yourself for 2 seconds. You cannot take damage while frozen this way.
                                                                          • Invulnerable While Frozen
                                                                          • Self-Freeze
                                                                          Snap FreezeMageMageGale ForceSorcererSpellbladeRunemaster5Snap Freeze knocks enemies back.
                                                                          • Knockback (Meters) 1 per point
                                                                          Snap FreezeMageMageLasting ColdSorcererSpellbladeRunemaster4Snap Freeze has a chance to chill enemies.
                                                                          • Chill Chance +25% per point
                                                                          Snap FreezeMageMageMemory of FrostSorcererSpellbladeRunemaster1You can store an additional charge of Snap Freeze, but Snap Freeze has a longer cooldown.
                                                                          • Charges +1
                                                                          • Cooldown Recovery Speed -50%
                                                                          Snap FreezeMageMagePermafrostSorcererSpellbladeRunemaster5Chill caused by Snap Freeze has increased duration. If you have taken the Snap Shock node, this increases Shock duration instead.
                                                                          • Chill Duration +30% per point
                                                                          Snap FreezeMageMageSap WarmthSorcererSpellbladeRunemaster5You steal cold resistance from enemies hit by Snap Freeze, causing you to gain cold resistance for 4 seconds and the enemies hit to lose it.
                                                                          • Cold Resistance Stolen 5% per point
                                                                          Snap FreezeMageMageShatterSorcererSpellbladeRunemaster1Snap Freeze hits and deals spell cold damage and can apply on-hit effects, but costs more mana.
                                                                          • Snap Freeze Applies On-Hit Effects
                                                                          • Spell Cold Damage +5
                                                                          • Mana Cost +35%
                                                                          Snap FreezeMageMageShiver ArmorSorcererSpellbladeRunemaster5You have additional armor and cold resistance while Snap Freeze is on cooldown.
                                                                          • Armor On Cooldown +50 per point
                                                                          • Cold Resistance On Cooldown +5% per point
                                                                          Snap FreezeMageMageSnap FreezeSorcererSpellbladeRunemaster0Freezes enemies in a cone in front of you. Freeze lasts for 2 seconds. 20% of remaining cooldown recovered whenever you freeze an enemy, including with Snap Freeze itself. This effect can occur a maximum of two times each second.
                                                                            Snap FreezeMageMageSnap ShockSorcererSpellbladeRunemaster1Snap Freeze no longer freezes and its base cold damage is converted to lightning damage. Consequently this damage scales with increases to lightning damage, but not increases to cold damage. Adds 4 lighting damage for each second of freeze duration. All chill chance is converted to shock chance, and all nodes which rely on targets being frozen or chilled now work on shocked enemies instead.
                                                                            • Cold Damage -> Lightning Damage
                                                                            • Chill Chance -> Shock Chance
                                                                            • Lightning Damage Per Second Of Freeze 4
                                                                            Snap FreezeMageMageSnow FlurrySorcererSpellbladeRunemaster4Snap Freeze costs less mana and has a shorter cooldown.
                                                                            • Mana Efficiency +6% per point
                                                                            • Cooldown Recovery Speed +6% per point
                                                                            Snap FreezeMageMageSpark SurgeSorcererSpellbladeRunemaster5Snap Freeze hits deal more damage (multiplicative with other modifiers) per stack of Shock on the target.
                                                                            • Hit Damage per Shock +10% per point
                                                                            Snap FreezeMageMageWandering FogSorcererSpellbladeRunemaster7Snap Freeze’s area of effect extends further away from you.
                                                                            • Range +10% per point
                                                                            StaticMageMageArcblastSorcererSpellbladeRunemaster1Discharge has a significantly higher range, but can only hit enemies within a 90 degree arc.
                                                                            • Range +100%
                                                                            • Limited To Arc Attack
                                                                            StaticMageMageCritical MassSorcererSpellbladeRunemaster4Discharge’s critical strikes deal more damage if you have over 100 charges when you discharge.
                                                                            • Critical Multiplier Over 100 Charges +10% per point
                                                                            StaticMageMageDiodeSorcererSpellbladeRunemaster5Lightning Blasts from Overload have additional critical strike chance and a chance to chain additional times.
                                                                            • Base Crit Chance +1% per point
                                                                            • Chance for +4 Chains 5% per point
                                                                            StaticMageMageElectrifySorcererSpellbladeRunemaster3Improves Discharge’s base critical strike chance.
                                                                            • Base Crit Chance +2% per point
                                                                            StaticMageMageElectrodeSorcererSpellbladeRunemaster3Discharge shocks enemies on hit. Each enemy is inflicted with 1 stack of shock for each 50 charges expended, up to a maximum.
                                                                            • Shocks Enemies
                                                                            • Maximum Shock Stacks +1 per point
                                                                            StaticMageMageEmpowerSorcererSpellbladeRunemaster5Discharge deals additional spell lightning damage (doubled if you have at least 80 charges).
                                                                            • Lightning Damage +3 per point
                                                                            StaticMageMageForked LightningSorcererSpellbladeRunemaster3Discharge hits more enemies.
                                                                            • Enemies Hit +1 per point
                                                                            StaticMageMageFulminating BlowsSorcererSpellbladeRunemaster3Your next melee attack grants charges on hit. This effect has a 1 second cooldown.
                                                                            • Charge On Melee Hit +2 per point
                                                                            StaticMageMageHigh VoltageSorcererSpellbladeRunemaster4You gain charges faster while moving.
                                                                            • Movement Charge Rate +7% per point
                                                                            StaticMageMageImbued LightningSorcererSpellbladeRunemaster5After discharging, your next spell and melee attack deal additional lightning damage.
                                                                            • Additional Spell And Melee Lightning Damage +4 per point
                                                                            StaticMageMageInsulationSorcererSpellbladeRunemaster4Discharge grants ward proportional to your charges, but has a longer cooldown.
                                                                            • Ward Gained Per Charge +0.25 per point
                                                                            • Cooldown (seconds) +1 per point
                                                                            StaticMageMageKickstartSorcererSpellbladeRunemaster1Static's cooldown resets when you reach your maximum number of charges.
                                                                            • Cooldown Reset at Maximum Charges
                                                                            StaticMageMageLightning CleaveSorcererSpellbladeRunemaster1Discharge hits an additional enemy for every 50 charges you have when you discharge.
                                                                            • Additional Enemy Hit Per 50 Charges
                                                                            StaticMageMageMomentumSorcererSpellbladeRunemaster1You gain Haste for 1 second per 50 charges when you discharge.
                                                                            • Haste On Discharge
                                                                            StaticMageMageOscillateSorcererSpellbladeRunemaster1Nearby enemies are knocked back when you discharge.
                                                                            • Knockback Nearby Enemies
                                                                            StaticMageMageOverchargeSorcererSpellbladeRunemaster4You have a higher maximum amount of charges.
                                                                            • Maximum Charges +25 per point
                                                                            StaticMageMageOverloadSorcererSpellbladeRunemaster1While over 80 charges, you expend 10 charges to cast Lightning Blast at an enemy within 8 meters every second. This effect consumes Lightning Blast's mana cost.
                                                                            • Lightning Blast Nearby Enemies
                                                                            • Lightning Blast Mana Consumption 100%
                                                                            StaticMageMagePower SurgeSorcererSpellbladeRunemaster1When you directly cast Static, Discharge deals additional lightning damage per charge, but Discharge costs more mana per charge.
                                                                            • Lightning Damage Per Charge +1
                                                                            • Mana Cost Per Charge +1
                                                                            StaticMageMageReachSorcererSpellbladeRunemaster2Discharge has a higher range the more charges you have.
                                                                            • Range Per Charge +0.25% per point
                                                                            StaticMageMageReverberationSorcererSpellbladeRunemaster5You gain more charges when you are hit.
                                                                            • Charges Gained When Hit +1 per point
                                                                            StaticMageMageShock ArmorSorcererSpellbladeRunemaster1Enemies that hit you are shocked while you have more than 80 charges.
                                                                            • Shock Enemies When Hit
                                                                            StaticMageMageStabilizing CurrentSorcererSpellbladeRunemaster4Lightning Blast critical hits have a chance to grant a charge.
                                                                            • Charge Gain Chance +25% per point
                                                                            StaticMageMageStaticSorcererSpellbladeRunemaster0Static charges up as you move or when you get hit. Activate Static to discharge what you have built up, striking up to 5 nearby enemies with lightning. 100 charges maximum. Deals 4% more damage per charge.
                                                                              StaticMageMageStormchaserSorcererSpellbladeRunemaster1You gain charges while moving much faster, but charges decay at your movement charge rate if you stop moving for more than 1 second.
                                                                              • Double Movement Charge Rate
                                                                              • Charges Decay While Standing
                                                                              StaticMageMageSurgeSorcererSpellbladeRunemaster1You gain charges for each enemy you critically strike if you have discharged in the last 3 seconds.
                                                                              • Charges Gained On Crit 3
                                                                              StaticMageMageThunder's WrathSorcererSpellbladeRunemaster5Discharge now has a chance to stun enemies, with a higher chance based the number of charges you have.
                                                                              • Increased Stun Chance Per Charge 2% per point
                                                                              StaticMageMageUnlimited PowerSorcererSpellbladeRunemaster2Lightning Blasts from Overload consume less of Lightning Blast's mana cost, but expends additional charges.
                                                                              • Percent Mana Cost Consumed -25% per point
                                                                              • Overload Charge Cost +5 per point
                                                                              TeleportMageMageComet RushSorcererSpellbladeRunemaster4Teleport has a shorter cooldown and if you have Haste when you cast Teleport its duration is reset.
                                                                              • Increased Cooldown Recovery Speed 5% per point
                                                                              • Haste Duration (Seconds) 1 per point
                                                                              TeleportMageMageCrystaline PassageSorcererSpellbladeRunemaster5You have higher cold resistance and armor if you have cast Teleport recently (past 4 seconds).
                                                                              • Cold Resistance +5% per point
                                                                              • Armor +50 per point
                                                                              TeleportMageMageDecoy PositionSorcererSpellbladeRunemaster1Teleport creates a Mirror Image where you depart. Mirror Images count as minions and will taunt nearby enemies for 10 seconds, then disappear. Teleport costs more mana.
                                                                              • Mirror Image At Departure
                                                                              • Mana Cost +5
                                                                              TeleportMageMageElemental AffinitySorcererSpellbladeRunemaster5You deal increased elemental damage if you have cast Teleport recently (past 4 seconds).
                                                                              • Increased Elemental Damage 10% per point
                                                                              TeleportMageMageElemental DawnSorcererSpellbladeRunemaster1Teleport casts Elemental Nova where you arrive. This node does not work if Elemental Nova has a cooldown.
                                                                              • Elemental Nova On Arrival
                                                                              TeleportMageMageElemental DuskSorcererSpellbladeRunemaster1Teleport casts Elemental Nova where you depart. This node does not work if Elemental Nova has a cooldown.
                                                                              • Elemental Nova On Departure
                                                                              TeleportMageMageElemental MidnightSorcererSpellbladeRunemaster1Teleport casts Elemental Nova halfway between your arrival and departure points. This node does not work if Elemental Nova has a cooldown.
                                                                              • Elemental Nova At Halfway
                                                                              TeleportMageMageEther BarrierSorcererSpellbladeRunemaster5Teleport grants ward on cast.
                                                                              • Ward Gained +7 per point
                                                                              TeleportMageMageFlickerSorcererSpellbladeRunemaster4Teleport costs less mana.
                                                                              • Mana Efficiency +10% per point
                                                                              TeleportMageMageFrigid DepartureSorcererSpellbladeRunemaster4You have have a higher chance to freeze enemies if you have cast Teleport recently (past 4 seconds).
                                                                              • Freeze Rate Multiplier +150% per point
                                                                              TeleportMageMageIntense ArrivalSorcererSpellbladeRunemaster3Teleport knocks enemies further back.
                                                                              • Knockback Distance +20% per point
                                                                              TeleportMageMageMana TunnelSorcererSpellbladeRunemaster1After casting Teleport your next direct spell cast refunds its mana cost, but Teleport has a longer cooldown.
                                                                              • Spell Cost Refund After Teleport
                                                                              • Cooldown +6
                                                                              TeleportMageMageOut of BodySorcererSpellbladeRunemaster3Casting Teleport converts a percentage of your current health into twice as much ward.
                                                                              • Health -> Ward Gain 3% per point
                                                                              TeleportMageMageOut of MindSorcererSpellbladeRunemaster1When you use Teleport, you are granted ward equal to your intelligence stat.
                                                                              • Ward Gained Per Point Of Intelligence 1
                                                                              TeleportMageMageResonant PlasmaSorcererSpellbladeRunemaster5You have higher lightning resistance, fire resistance, and stun avoidance if you have cast Teleport recently (past 4 seconds).
                                                                              • Fire Resistance +5% per point
                                                                              • Lightning Resistance +5% per point
                                                                              • Stun Avoidance 50 per point
                                                                              TeleportMageMageRock PhaseSorcererSpellbladeRunemaster1You cannot be stunned if you have cast Teleport recently (past 4 seconds).
                                                                              • Stun Immunity
                                                                              TeleportMageMageStable BubbleSorcererSpellbladeRunemaster5You have increased ward retention if you have cast Teleport recently (past 4 seconds).
                                                                              • Ward Retention +10% per point
                                                                              TeleportMageMageStable DuplicantsSorcererSpellbladeRunemaster5Mirror Images last longer.
                                                                              • Mirror Image Duration +15% per point
                                                                              TeleportMageMageTeleportSorcererSpellbladeRunemaster0Teleport to target location.
                                                                                TeleportMageMageTime DilationSorcererSpellbladeRunemaster5Stat buffs granted by having cast Teleport recently (past 4 seconds) last longer.
                                                                                • Stat Buff Duration +20% per point
                                                                                TeleportMageMageTunnel FinderSorcererSpellbladeRunemaster5Teleport has a shorter cooldown.
                                                                                • Cooldown Recovery Speed +10% per point
                                                                                TeleportMageMageUncontrolled DuplicationSorcererSpellbladeRunemaster2Teleport creates additional Mirror Images on arrival. Mirror images have a shorter duration.
                                                                                • Mirror Images On Arrival +1 per point
                                                                                • Mirror Image Duration -10% per point
                                                                                TeleportMageMageUnexpected CopySorcererSpellbladeRunemaster1Teleport creates a Mirror Image where you arrive. Mirror Images count as minions and will taunt nearby enemies for 10 seconds, then disappear. Teleport costs more mana.
                                                                                • Mirror Image On Arrival
                                                                                • Mana Cost +5
                                                                                TeleportMageMageUnstable ArrivalSorcererSpellbladeRunemaster1Teleport knocks enemies back from your destination once you arrive.
                                                                                • Knockback On Arrival
                                                                                TeleportMageMageWormholeSorcererSpellbladeRunemaster1Your other skills recover more quickly if you have cast Teleport recently (past 4 seconds).
                                                                                • Global Cooldown Recovery Speed +5%
                                                                                Volcanic OrbMageMageAsh PeltingSorcererSpellbladeRunemaster4Shrapnel has an increased chance to stun enemies and a chance to ignite on hit.
                                                                                • Shrapnel Increased Stun Chance 40% per point
                                                                                • Ignite Chance +20% per point
                                                                                Volcanic OrbMageMageConcentrated EffectSorcererSpellbladeRunemaster1Volcanic Orb's core hits deals more damage (multiplicative with other modifiers), but Volcanic Orb no longer creates Shrapnel when it ends.
                                                                                • Hit Damage +50%
                                                                                • Final Shrapnel Disabled
                                                                                Volcanic OrbMageMageControlled EruptionSorcererSpellbladeRunemaster1Volcanic Orb costs less mana, but moves slower and has a reduced duration.
                                                                                • Mana Efficiency +30%
                                                                                • Explosive Ground Frequency +20%
                                                                                • Speed and Range -20%
                                                                                • Duration -30%
                                                                                Volcanic OrbMageMageDense OrbSorcererSpellbladeRunemaster3Volcanic Orb fires additional Shrapnel from its final explosion.
                                                                                • Extra Projectiles +3 per point
                                                                                Volcanic OrbMageMageEruptionSorcererSpellbladeRunemaster5Shrapnel deals more damage (multiplicative with other modifiers).
                                                                                • Shrapnel Damage +20% per point
                                                                                Volcanic OrbMageMageExplosive GroundSorcererSpellbladeRunemaster1Volcanic Orb leaves Explosive Ground as it travels, which explode after 3 seconds, dealing fire damage to enemies within its area of effect. Volcanic Orb costs significantly more mana.
                                                                                • Creates Explosive Ground
                                                                                • Mana Cost +50%
                                                                                Volcanic OrbMageMageExplosive OrbSorcererSpellbladeRunemaster1Volcanic Orb creates a large explosion at the end of its duration, dealing fire damage.
                                                                                • Creates End Explosion
                                                                                Volcanic OrbMageMageFiery RunesSorcererSpellbladeRunemaster5Explosions from Explosive Orb and Glyph of Fire deal more damage (multiplicative with other modifiers).
                                                                                • Explosion Damage +30% per point
                                                                                Volcanic OrbMageMageFreezing OrbSorcererSpellbladeRunemaster4Frozen Orb has an increased chance to freeze enemies.
                                                                                • Freeze Rate Multiplier +40% per point
                                                                                Volcanic OrbMageMageFrozen OrbSorcererSpellbladeRunemaster1Volcanic Orb is converted into Frozen Orb. Base fire damage is converted to cold for Frozen Orb and the skill effects it creates. Consequently this damage scales with increases to cold damage, but not with increases to fire damage. Ignite chance from all sources is converted to frostbite chance for Volcanic Orb.
                                                                                • Volcanic Orb -> Frozen Orb
                                                                                • Ignite -> Frostbite Chance
                                                                                Volcanic OrbMageMageGlacial MightSorcererSpellbladeRunemaster5Shrapnels hits deal more damage against chilled enemies (multiplicative with other modifiers).
                                                                                • Shrapnel Hit Damage Against Chilled +25% per point
                                                                                Volcanic OrbMageMageGlyph of FireSorcererSpellbladeRunemaster1Casting Volcanic Orb creates a Fire Glyph at your feet which explodes after 1.3 seconds, creating a Fire Nova.
                                                                                • Creates Fire Glyph
                                                                                Volcanic OrbMageMageInfernal CasterSorcererSpellbladeRunemaster1Volcanic Orb's core, Shrapnel and Explosive Orb hits deal more damage, but Volcanic Orb costs more mana and has less cast speed (multiplicative with other modifiers).
                                                                                • Hit Damage +35%
                                                                                • Mana Cost +50%
                                                                                • Cast Speed -40%
                                                                                Volcanic OrbMageMageLava FlowSorcererSpellbladeRunemaster5Volcanic Orb costs less mana.
                                                                                • Mana Efficiency +20% per point
                                                                                Volcanic OrbMageMageMark of the InfernoSorcererSpellbladeRunemaster3Explosions from Explosive Orb and Glyph of Fire have a chance to ignite enemies.
                                                                                • Explosion Ignite Chance +34# per point
                                                                                Volcanic OrbMageMageMolten CoreSorcererSpellbladeRunemaster5Volcanic Orb's core deals more damage (multiplicative with other modifiers).
                                                                                • Orb Damage +25% per point
                                                                                Volcanic OrbMageMageMonolithic EruptionSorcererSpellbladeRunemaster2Volcanic Orb's core and Shrapnel deal more damage (multiplicative with other modifiers), but Shrapnel is created less frequently.
                                                                                • Orb Damage +25% per point
                                                                                • Shrapnel Damage +25% per point
                                                                                • Shrapnel Frequency -20% per point
                                                                                Volcanic OrbMageMageOrb of SpeedSorcererSpellbladeRunemaster1Volcanic Orb core and Shrapnel deal more damage (multiplicative with other modifiers), but Volcanic Orb's duration is reduced. If you have taken the Explosive Ground node, Volcanic Orb leaves Explosive Ground more frequently.
                                                                                • Orb Damage +25%
                                                                                • Shrapnel Damage +25%
                                                                                • Explosive Ground Frequency +20%
                                                                                • Duration -15%
                                                                                Volcanic OrbMageMagePiercing EmbersSorcererSpellbladeRunemaster1Shrapnel pierces enemies (continues through enemies it hits).
                                                                                • Shrapnel Pierces
                                                                                Volcanic OrbMageMagePyroclastic SpeedSorcererSpellbladeRunemaster3You have increased cast Speed with Volcanic Orb, and Volcanic Orb travels faster, causing it to also travel further.
                                                                                • Cast Speed +12% per point
                                                                                • Orb Speed and Range +12% per point
                                                                                Volcanic OrbMageMageTectonic OrbSorcererSpellbladeRunemaster2Volcanic Orb leaves Explosive Ground more frequently, but costs more mana.
                                                                                • Explosive Ground Frequency +30% per point
                                                                                • Mana Cost +5% per point
                                                                                Volcanic OrbMageMageVolatile EmissionSorcererSpellbladeRunemaster5Shrapnel travels faster, causing it to also travel further. Shrapnel is created more frequently.
                                                                                • Shrapnel Speed and Range +5% per point
                                                                                • Shrapnel Frequency +5% per point
                                                                                Volcanic OrbMageMageVolcanic AccelerationSorcererSpellbladeRunemaster4Volcanic Orb's core deals more damage (multiplicative with other modifiers), and it accelerates, moving faster for each second it exists.
                                                                                • Orb Damage +25% per point
                                                                                • Speed Per Second +15% per point
                                                                                Volcanic OrbMageMageVolcanic FrenzySorcererSpellbladeRunemaster4Volcanic Orb has a shorter cooldown.
                                                                                • Cooldown Recovery Speed +75% per point
                                                                                Volcanic OrbMageMageVolcanic OrbSorcererSpellbladeRunemaster0Casts a fiery orb that spews burning shrapnel in all directions.
                                                                                  Volcanic OrbMageMageVolcanic TetherSorcererSpellbladeRunemaster4Volcanic Orb moves slower for each second it exists.
                                                                                  • Speed Per Second -25% per point
                                                                                  Volcanic OrbMageMageWinter's FurySorcererSpellbladeRunemaster4ShrapnelExplosive Orb and Fire Glyph have a chance to chill enemies and a chance to inflict frostbite on hit.
                                                                                  • Shrapnel and Explosion Chill Chance +25% per point
                                                                                  • Frostbite Chance +20% per point
                                                                                  Flame RushMageRunemasterBeta DecaySorcererSpellbladeRunemaster1Flame Rush now also casts a Static Orb in the opposite direction. This effect consumes mana equal to a portion of Static Orb's mana cost.
                                                                                  • Static Orb In Opposite Direction
                                                                                  • Static Orb Mana Consumption 80%
                                                                                  Flame RushMageRunemasterBlazebornSorcererSpellbladeRunemaster5Flame Rush deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                  • Damage +6% per point
                                                                                  • Area +12% per point
                                                                                  Flame RushMageRunemasterBlazing FluxSorcererSpellbladeRunemaster3Flame Rush costs less mana and has a shorter cooldown. These effects are doubled if you have enough uncapped fire resistance.
                                                                                  • Mana Efficiency +9% per point
                                                                                  • Increased Cooldown Recovery Speed 3% per point
                                                                                  • Double Effects With 150% Uncapped Fire Res
                                                                                  Flame RushMageRunemasterBranding ColdSorcererSpellbladeRunemaster1Flame Rush now inflicts Brand of Subjugation to enemies you pass through. The Brand does not stack but deals a large amount of cold damage over time and it deals more damage (multiplicative with other modifiers) per your chance to chill.
                                                                                  • Brand of Subjugation On Pass Through
                                                                                  • Brand of Subjugation Damage Per 1% Chill Chance +2%
                                                                                  Flame RushMageRunemasterBreath of FireSorcererSpellbladeRunemaster1Whenever you hit an enemy with Fireball during Flame Rush it causes a Runic Burst around the target.
                                                                                  • Runic Burst On Fireball During Rush
                                                                                  Flame RushMageRunemasterCelestial GuidanceSorcererSpellbladeRunemaster3All buff effects from the Flame Rush tree persist afterwards for a portion of the time equal to the duration you spent in Flame Rush.
                                                                                  • Buffs Persist After Flame Rush
                                                                                  • Buff Duration Equal To Time In Flame Rush 15% per point
                                                                                  Flame RushMageRunemasterEmber WakeSorcererSpellbladeRunemaster1Every 0.4 seconds during Flame Rush you create a Rune Ember, up to a maximum. Every 0.25 seconds while not in Flame Rush you fire a Rune Ember at a nearby enemy if you have any.
                                                                                  • Rune Embers During Flame Rush
                                                                                  • Maximum Rune Embers 15
                                                                                  • Fire Rune Embers While Not In Flame Rush
                                                                                  Flame RushMageRunemasterEnergy EquivalenceSorcererSpellbladeRunemaster1Flame Rush's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Fire Resistance Shred chance from all sources is converted to Lightning Resistance Shred for Flame Rush and effects related to Fire Shred now depend on Lightning Shred instead. Swaps Flame Rush's Fire tag for a Lightning tag.
                                                                                  • Fire -> Lightning Damage
                                                                                  • Fire -> Lightning Shred Chance
                                                                                  Flame RushMageRunemasterEpilogueSorcererSpellbladeRunemaster1You cast Runic Invocation when you exit Flame Rush, if you have it on your action bar. This effect consumes mana equal to a percentage of Runic Invocation's mana cost.
                                                                                  • Runic Invocation On Exit
                                                                                  • Runic Invocation Mana Consumption 125%
                                                                                  Flame RushMageRunemasterFiery OverloadSorcererSpellbladeRunemaster2You are granted the Frenzy buff for a short duration when you end Flame Rush.
                                                                                  • Frenzy Duration On Exit (seconds) 1 per point
                                                                                  Flame RushMageRunemasterFire EaterSorcererSpellbladeRunemaster1Whenever you pass through an ignited enemy you gain ward and consume all your ignite stacks on that enemy. Consuming your ignite stacks this way grants you ward per your ignite stack on them, but they don't deal their remaining damage.
                                                                                  • Ignited Enemy Ward Gain On Pass Through +24
                                                                                  • Ward Gain Per Ignite On Pass Through +12
                                                                                  • All Ignites Consumed
                                                                                  • No Remaining Ignite Damage
                                                                                  Flame RushMageRunemasterFlame RushSorcererSpellbladeRunemaster0You turn into a ball of flame and launch yourself in the target direction. The longer you hold down the key, the slower you move, but the larger and more damaging the explosion is when you stop channeling. You take 40% less damage during Flame Rush.
                                                                                    Flame RushMageRunemasterFlaring CoalsSorcererSpellbladeRunemaster4Rune Embers deal more damage (multiplicative with other modifiers).
                                                                                    • Rune Ember Damage +15% per point
                                                                                    Flame RushMageRunemasterGas PoweredSorcererSpellbladeRunemaster1Whenever you pass through a Frost Wall during Flame Rush it causes the explosion to deal damage in a much larger area and its chance to critically hit is doubled.
                                                                                    • Area +75%
                                                                                    • Double Crit Chance
                                                                                    Flame RushMageRunemasterGlyph of IntentionSorcererSpellbladeRunemaster1Flame Rush now casts Glyph of Dominion at the target location instead of channeling and Flame Rush ends when reaching the Glyph. This effect consumes mana equal to a portion of Glyph of Dominion's mana cost.
                                                                                    • Glyph of Dominion At Target Location
                                                                                    • No Longer Channeled
                                                                                    • Ends On Glyph of Dominion
                                                                                    • Glyph of Dominion Mana Consumption 110%
                                                                                    Flame RushMageRunemasterGuidance of FlamesSorcererSpellbladeRunemaster3Casting Fireball and then using Flame Rush in the same direction within 2 seconds causes that Flame Rush to deal more damage (multiplicative with other modifiers) in a larger area and grants you mana on cast.
                                                                                    • Flame Rush Buff In Fireball Direction
                                                                                    • Damage +25% per point
                                                                                    • Area +25% per point
                                                                                    • Mana Gain +5 per point
                                                                                    Flame RushMageRunemasterKeen IgnitionSorcererSpellbladeRunemaster1Rune Embers now pierce enemies.
                                                                                    • Rune Embers Pierce
                                                                                    Flame RushMageRunemasterLiving EmbersSorcererSpellbladeRunemaster3Casting Flame Rush creates additional Rune Embers.
                                                                                    • Additional Rune Embers On Cast +1 per point
                                                                                    Flame RushMageRunemasterLunar ProtectionSorcererSpellbladeRunemaster3You gain ward per second during Flame Rush and you gain a burst of ward when Flame Rush ends.
                                                                                    • Ward Per Second +30 per point
                                                                                    • Ward Burst after Flame Rush +60 per point
                                                                                    Flame RushMageRunemasterMagma StarterSorcererSpellbladeRunemaster1Flame Rush now casts Volcanic Orb that is attached to you and only detonates when you end Flame Rush, alongside any other active Volcanic Orbs. This effect consumes mana equal to a portion of Volcanic Orb's mana cost.
                                                                                    • Creates Volcanic Orb
                                                                                    • Volcanic Orb Detonates On Exit
                                                                                    • Detonates Other Volcanic Orbs
                                                                                    • Volcanic Orb Mana Consumption 110%
                                                                                    Flame RushMageRunemasterManafused CurrentSorcererSpellbladeRunemaster3Flame Rush deals more damage (multiplicative with other modifiers) per 40 current mana.
                                                                                    • Damage Per 40 Current Mana +1% per point
                                                                                    Flame RushMageRunemasterMark of the Forbidden FlameSorcererSpellbladeRunemaster1Whenever you pass through an ignited enemy with Flame Rush, instead of gaining ward per stack of ignite on the enemy and consuming your ignite stacks without dealing damage, you lose 12 ward per stack of ignite and the ignite stacks instantly deal their remaining damage on the enemy. If you do not have enough ward for this effect, a percentage of your remaining health is consumed instead, up to a maximum. Ignite stacks consumed this way deal more damage (multiplicative with other modifiers) per point of intelligence.
                                                                                    • Instant Ignite Damage
                                                                                    • Fire Damage Per 2 Intelligence +1%
                                                                                    • Ward Consumed Per Ignite -12
                                                                                    • % Of Current Health Consumed Per Ignite Without Ward 1%
                                                                                    • Maximum % Of Current Health Consumed 40%
                                                                                    Flame RushMageRunemasterRunic EclipseSorcererSpellbladeRunemaster3You take less damage (multiplicative with other modifiers) during Flame Rush. This effect is doubled against damage over time effects.
                                                                                    • Damage Taken -6% per point
                                                                                    • Doubled Against DoTs
                                                                                    Flame RushMageRunemasterSignet of AshSorcererSpellbladeRunemaster4You now have a chance to create a Rune Ember on kill during Flame Rush and you create Rune Embers faster during Flame Rush.
                                                                                    • Rune Ember On Kill +10% per point
                                                                                    • Rune Ember Frequency During Flame Rush +25% per point
                                                                                    Flame RushMageRunemasterSmolder and BurnSorcererSpellbladeRunemaster5Flame Rush now applies Fire Resistance Shred on enemies it passes through.
                                                                                    • Fire Shred Stacks On Pass Through +1 per point
                                                                                    Flame RushMageRunemasterSnowballingSorcererSpellbladeRunemaster1Flame Rush's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. Lightning Resistance Shred chance from all sources is converted to Cold Resistance Shred for Flame Rush and effects related to Lightning Shred now depend on Cold Shred instead. Swaps Flame Rush's Lightning tag for a Cold tag.
                                                                                    • Lightning -> Cold Damage
                                                                                    • Lightning -> Cold Shred Chance
                                                                                    Flame RushMageRunemasterSolar RushSorcererSpellbladeRunemaster3You travel faster and further with Flame Rush.
                                                                                    • Speed and Range +7% per point
                                                                                    Frost WallMageRunemasterAmplified CurrentsSorcererSpellbladeRunemaster2After Frost Wall has existed for a short duration, its outer Pillars cast Lightning Blast more often, up to a maximum, every time an enemy passes through the wall.
                                                                                    • Lightning Blast Frequency +10% per point
                                                                                    • Maximum Frequency Bonus 80% per point
                                                                                    • Duration Before Effect (seconds) 0.2
                                                                                    Frost WallMageRunemasterArcane MosaicSorcererSpellbladeRunemaster5Frost Wall casts Runebolt more often.
                                                                                    • Runebolt Frequency +15% per point
                                                                                    Frost WallMageRunemasterArch of RimefrostSorcererSpellbladeRunemaster3Frost Wall deals more damage (multiplicative with other modifiers) and has a higher chance to freeze enemies.
                                                                                    • More Damage +4% per point
                                                                                    • Freeze Rate Multiplier +20% per point
                                                                                    Frost WallMageRunemasterAspirant's ArrivalSorcererSpellbladeRunemaster3After you pass through your Frost Wall your next Runic Invocation or Glyph of Dominion cast within 5 seconds is empowered. An empowered spell cast this way, costs less mana (multiplicative with other modifiers) and it also deals more damage (multiplicative with other modifiers) for each second the wall has existed, before you walk through it.
                                                                                    • Mana Cost -20% per point
                                                                                    • Damage Per Second Of Existance +10% per point
                                                                                    Frost WallMageRunemasterBiting LimitSorcererSpellbladeRunemaster4Frost Wall has a chance to inflict a stack of Frostbite to enemies inside the wall every 0.25 seconds.
                                                                                    • Frostbite Chance Every 0.25 Seconds +50% per point
                                                                                    Frost WallMageRunemasterBoosted KickoffSorcererSpellbladeRunemaster3Frost Wall now grants the Haste and Frenzy buffs for a short duration, up to a maximum, when you and your allies when they first pass through the wall. The maximum duration is equal to Frost Wall's age plus 1 second.
                                                                                    • Frenzy Duration (seconds) 2 per point
                                                                                    • Haste Duration (seconds) 2 per point
                                                                                    • Max Duration Equals Wall Age
                                                                                    Frost WallMageRunemasterBrand the InvadersSorcererSpellbladeRunemaster1Frost Wall now inflicts Brand of Trespass to enemies inside the wall. This Brand does not stack, but deals a large amount of fire damage over time. Brand of Trespass deals more damage equal to your ignite chance.
                                                                                    • Brand of Trespass On Enemy Pass Through
                                                                                    • Damage Per Ignite Chance +1%
                                                                                    Frost WallMageRunemasterCharged PylonsSorcererSpellbladeRunemaster1Frost Wall's outer Pillars cast Lightning Blast at nearby enemies every other second. This effect consumes mana equal to Lightning Blast's mana cost.
                                                                                    • Lightning Blast Every 2 Seconds
                                                                                    • Lightning Blast Mana Consumption 100%
                                                                                    Frost WallMageRunemasterChilled TouchSorcererSpellbladeRunemaster2You deal more damage (multiplicative with other modifiers) to chilled enemies while you have an active Frost Wall.
                                                                                    • Damage Buff To Chilled Enemies +7% per point
                                                                                    Frost WallMageRunemasterCrackling BarrierSorcererSpellbladeRunemaster1Frost Wall's base cold damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to cold damage. For Frost Wall, chill chance from all sources is converted to Slow, and Frostbite chance from all sources is converted to Shock. Swaps Frost Wall's Cold tag for a Lightning tag.
                                                                                    • Cold -> Lightning Conversion
                                                                                    • Chill -> Slow
                                                                                    • Frostbite -> Shock
                                                                                    Frost WallMageRunemasterCrystals of ProtectionSorcererSpellbladeRunemaster4Frost Wall now grants you and your allies ward and mana when they first pass through the wall. These effects are doubled if the wall is placed at least 2 meters away from you.
                                                                                    • Ward Gain 20 per point
                                                                                    • Mana Gain 3 per point
                                                                                    • Bonuses Doubled With Distant Wall
                                                                                    Frost WallMageRunemasterFlames UnchainedSorcererSpellbladeRunemaster3Whenever an enemy passes through your Frost Wall, you have a chance to cast Fireball towards them. This effect consumes mana equal to Fireball's mana cost.
                                                                                    • Fireball Chance On Enemy Pass Through 15% per point
                                                                                    Frost WallMageRunemasterFrigid DominationSorcererSpellbladeRunemaster2Frost Wall deals additional spell damage equal to a portion of your freeze rate multiplier.
                                                                                    • Spell Damage Per 20% Freeze Rate Multiplier +1 per point
                                                                                    Frost WallMageRunemasterFrost WallSorcererSpellbladeRunemaster0Creates a wall of frost which persists for 6 seconds. Enemies inside the wall take cold damage over time and receive a stack of chill every 0.25 seconds. You can have up to 1 active Frost Wall at a time. Enemies that reach the wall at least 0.2 seconds after it's been created are frozen for twice as long as the wall has existed, up to a 2 second freeze duration. Bosses cannot be frozen in this way.
                                                                                      Frost WallMageRunemasterFrozen ThroneSorcererSpellbladeRunemaster1Frost Wall's initial freeze has increased duration, and the wall deals more damage over time to frozen enemies (multiplicative with other modifiers). This does not affect ailments or subskills.
                                                                                      • Initial Freeze Increased Duration +25%
                                                                                      • Damage To Frozen +25%
                                                                                      Frost WallMageRunemasterGlyph of DirefrostSorcererSpellbladeRunemaster1The Runic Detonations deal more damage (multiplicative with other modifiers) in a larger area if you are facing away from the wall when the detonations occur.
                                                                                      • Detonations Damage +10%
                                                                                      • Detonations Area +50%
                                                                                      Frost WallMageRunemasterHeaping ColdSorcererSpellbladeRunemaster5If you haven't cast Frost Wall in the past 15 seconds, it has no mana cost and deals more damage (multiplicative with other modifiers).
                                                                                      • No Mana Cost
                                                                                      • Damage +15% per point
                                                                                      Frost WallMageRunemasterHowling RiftSorcererSpellbladeRunemaster1When you cast Frost Wall while having an existing wall active with more than half its duration remaining, the existing wall is moved to the new target location instead of being replaced and you gain mana equal to half the Frost Wall’s mana cost.
                                                                                      • Frost Wall Moves
                                                                                      • Mana Regain On Wall Replacement 50%
                                                                                      Frost WallMageRunemasterLightning RodSorcererSpellbladeRunemaster4One of Frost Wall's Pillars now casts Lightning Blast at nearby enemies when you first pass through the wall. This effect consumes mana equal to Lightning Blast's mana cost.
                                                                                      • Pylon Casts Lightning Blast
                                                                                      • Enemy Targets 1 per point
                                                                                      • Lightning Blast Mana Consumption 100%
                                                                                      Frost WallMageRunemasterMarching WinterSorcererSpellbladeRunemaster5Frost Wall is larger and lasts longer.
                                                                                      • Area +12% per point
                                                                                      • Duration +6% per point
                                                                                      Frost WallMageRunemasterPrepared WardsSorcererSpellbladeRunemaster1You now cast Flame Ward on you or your allies (excluding their minions) that pass through your Frost Wall, if it has existed for at least 0.2 seconds. Frost Wall now has a cooldown, which it shares with Flame Ward. Using one will put the other on cooldown.
                                                                                      • Flame Ward On Ally Pass Through
                                                                                      • Cooldown Duration (Seconds) 12
                                                                                      • Cooldown Shared with Flameward
                                                                                      Frost WallMageRunemasterProtection of the ApostateSorcererSpellbladeRunemaster3You are granted ward whenever enemies pass through the wall for the first time.
                                                                                      • Ward Gain On Enemy Pass Through 5 per point
                                                                                      Frost WallMageRunemasterPurifying GateSorcererSpellbladeRunemaster1Frost Wall now cleanses negative ailments on you and your allies when they first pass through the wall.
                                                                                      • Cleanses Negative Ailments On Pass Through
                                                                                      Frost WallMageRunemasterPyroglassSorcererSpellbladeRunemaster1Frost Wall's base cold damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to cold damage. For Frost Wall, chill chance from all sources is converted to Ignite, and Frostbite chance from all sources is converted to Fire Resistance Shred. Swaps Frost Wall's Cold tag for a Fire tag.
                                                                                      • Cold -> Fire Conversion
                                                                                      • Chill -> Ignite
                                                                                      • Frostbite -> Fire Shred
                                                                                      Frost WallMageRunemasterRunic ConclusionSorcererSpellbladeRunemaster1Frost Wall now creates three Runic Detonations shortly after you pass through it, dealing spell cold damage to nearby enemies.
                                                                                      • Frost Wall Detonation After 0.3 Seconds
                                                                                      Frost WallMageRunemasterShattered to PiecesSorcererSpellbladeRunemaster1The Runic Detonations from Runic Conclusion intensify, destroying the wall in the process and deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                      • Detonations Damage +60%
                                                                                      • Detonations Area +50%
                                                                                      Frost WallMageRunemasterShelter of the ChefSorcererSpellbladeRunemaster1Whenever an enemy passes through the wall for the first time, and after it has existed for 0.2 seconds, you gain ward equal to a small portion of the enemy's maximum health, up to a maximum amount of ward per enemy.
                                                                                      • Enemy Health To Ward Ratio 1%
                                                                                      • Maximum Ward Per Enemy 200
                                                                                      Frost WallMageRunemasterThe Dark ColdSorcererSpellbladeRunemaster5Frost Wall deals more damage over time (multiplicative with other modifiers) per second the wall has existed. This does not affect ailments or subskills.
                                                                                      • Damage Over Time Per Second Of Existence +3% per point
                                                                                      Frost WallMageRunemasterWall of Glyptic ArtSorcererSpellbladeRunemaster1Frost Wall now casts Runebolt in the original target direction the Wall was cast. The element of the bolts match the element of the Wall, regardless of Runebolt's tree. This effect consumes 2 mana per projectile and does not cast if you are at negative mana.
                                                                                      • Casts Runebolt In Target Direction
                                                                                      • Mana Consumption 2
                                                                                      Glyph of DominionMageRunemasterAmplified ExpanseRunemaster3Glyph of Dominion deals damage in a larger area.
                                                                                      • Area +20% per point
                                                                                      Glyph of DominionMageRunemasterArcane MirrorRunemaster3You and your allies gain additional resistances while standing on your Glyph.
                                                                                      • All Resistances On Glyph +15% per point
                                                                                      Glyph of DominionMageRunemasterAstral ExtensionRunemaster1You can now place down up to two Glyphs of Dominion, but Glyph of Dominion costs more mana. When the first Glyph explodes the second one does too. The second explosion deals more damage (multiplicative with other modifiers) the further it is from the first one up to a maximum.
                                                                                      • Can Place Two Glyphs
                                                                                      • Second Glyph Damage Per 1 Meter Distance +10%
                                                                                      • Maximum Damage Bonus 60%
                                                                                      • Mana Cost +10
                                                                                      Glyph of DominionMageRunemasterAstromageRunemaster5Glyph of Dominion deals more damage (multiplicative with other modifiers) and costs less mana.
                                                                                      • Damage +4% per point
                                                                                      • Mana Efficiency +8% per point
                                                                                      Glyph of DominionMageRunemasterAtomizationRunemaster1While standing on your Glyph you and your allies deal more damage over time (multiplicative with other modifiers) per stack of Armor Shred on the enemy, up to a maximum of 14 stacks.
                                                                                      • Damage Over Time Per Armor Shred +1%
                                                                                      • Maximum Damage Bonus 14%
                                                                                      Glyph of DominionMageRunemasterAttuned ShapesRunemaster1Glyph of Dominion expands faster and lasts a shorter duration (both multiplicative with other modifiers) per amount of missing mana. This decreases the time before it reaches its full size to detonate.
                                                                                      • More Expansion Speed Per 3 Missing Mana 1%
                                                                                      Glyph of DominionMageRunemasterBurning SymbolRunemaster3Glyph of Dominion ignites enemies on the Glyph every half second.
                                                                                      • Ignite Stacks Every 0.5 Seconds +1 per point
                                                                                      Glyph of DominionMageRunemasterCareful DrawingsRunemaster2Glyph of Dominion expands slower and lasts a longer (both multiplicative with other modifiers). This increases the time before it reaches its full size to detonate.
                                                                                      • Less Expansion Speed 25% per point
                                                                                      • More Duration 25% per point
                                                                                      Glyph of DominionMageRunemasterCharged ReflectionsRunemaster1Glyph of Dominion is now cast at your current location and it grants you and your allies ward per second per your uncapped resistance while standing on your Glyph.
                                                                                      • Cast On You
                                                                                      • Ward Per Second Per 5% Uncapped Resistances +1
                                                                                      Glyph of DominionMageRunemasterDoom ScribeRunemaster4After Glyph of Dominion its full size it now has a short delay before it detonates.
                                                                                      • Delay Before Detonation (seconds) 1 per point
                                                                                      Glyph of DominionMageRunemasterEvoker of ElementsRunemaster3You cast Elemental Nova in the middle of the Glyph if you stand inside it when the delay from Doom Scribe starts and you gain stacks of Fire Aura.
                                                                                      • Cast Elemental Nova When Delay Starts
                                                                                      • Fire Aura Stacks +2 per point
                                                                                      Glyph of DominionMageRunemasterFan the InfernoRunemaster1The ignite frequency from Burning Symbol is increased by your chance to ignite.
                                                                                      • Increased Ignite Frequency Per Ignite Chance 1%
                                                                                      Glyph of DominionMageRunemasterFlaming ScrollRunemaster1Glyph of Dominion's base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage. Shock chance from all sources is converted to ignite for Glyph of Dominion and effects related to shock now depend on ignite instead. Swaps Glyph of Dominion's Lightning tag for a Fire tag. Ignite chance is halved for minions and other allies.
                                                                                      • Lightning -> Fire Damage
                                                                                      • Shock -> Ignite Chance
                                                                                      • Ignite Chance Halved for Allies
                                                                                      Glyph of DominionMageRunemasterGlyph of DominionRunemaster0Places a lightning glyph on the ground that grows over time. Deals lightning damage over time and slows in its area. At full size it detonates, dealing large amounts of lightning damage to enemies within its area. You can have a maximum of one Glyph at a time by default.
                                                                                        Glyph of DominionMageRunemasterHerald of DominationRunemaster4The Glyph explosion deals more damage (multiplicative with other modifiers) per stack of slow on the target.
                                                                                        • Explosion Damage Per Slow +8% per point
                                                                                        Glyph of DominionMageRunemasterMage's DecreeRunemaster1You and your allies gain increased area to spells and attacks while standing on your Glyph.
                                                                                        • Spells and Attacks Area on Glyph +30%
                                                                                        Glyph of DominionMageRunemasterPerfect DesignRunemaster4Glyph of Dominion has additional charges and all charges are refreshed whenever you directly cast Runic Invocation.
                                                                                        • Additional Charges +1 per point
                                                                                        • Charges Refresh on Runic Invocation
                                                                                        Glyph of DominionMageRunemasterPower Word: DevastationRunemaster1Glyph of Dominion now consumes the Runes from Runic Invocation on cast to gain additional effects per Rune you have. Rah Rune: Glyph deals more damage in a larger area per Rune of this type. Gon Rune: Glyph detonates additional times during the delay per Rune of this type. Heo Rune: Glyph inflicts stacks of Frostbite per second per Rune of this type.
                                                                                        • Damage Per Rah Rune +30%
                                                                                        • Area Per Rah Rune +30%
                                                                                        • Detonations Per Gon Rune +1
                                                                                        • Frostbite Stacks Per Second Per Heo Rune +5
                                                                                        Glyph of DominionMageRunemasterPower Word: StunRunemaster3Normal and Magic enemies have a chance to be stunned every half second while on your Glyph.
                                                                                        • Stun Chance On Glyph Every 0.5 Seconds 10% per point
                                                                                        Glyph of DominionMageRunemasterRunecarver's DomainRunemaster3Glyph of Dominion expands faster and lasts a shorter duration (both multiplicative with other modifiers). This decreases the time before it reaches its full size to detonate.
                                                                                        • More Expansion Speed 12% per point
                                                                                        • Less Duration 12% per point
                                                                                        Glyph of DominionMageRunemasterRunes of DisintegrationRunemaster4Disintegrate deals more damage (multiplicative with other modifiers) and grants you ward per second if you start channelling it while standing on your Glyph.
                                                                                        • Disintegrate Damage +10% per point
                                                                                        • Disintegrate Grants Ward Gain Per Second +40 per point
                                                                                        Glyph of DominionMageRunemasterRunic DominanceRunemaster1Glyph of Dominion now has a cooldown, which is refreshed whenever you directly cast Runic Invocation. It also deals more damage (multiplicative with other modifiers) per rune from Runic Invocation, without consuming them.
                                                                                        • Damage Per Rune +10%
                                                                                        • Cooldown Refreshes on Runic Invocation
                                                                                        • Cooldown (seconds) +20
                                                                                        Glyph of DominionMageRunemasterSanctuary ThresholdRunemaster4Whenever you or your allies enters your Glyph of Dominion it cleanses ailments and grants the Haste buff for a short duration. Leaving and re-entering the same Glyph does not cause this effect to trigger again.
                                                                                        • Cleanses Ailments
                                                                                        • Haste Duration (seconds) 1 per point
                                                                                        Glyph of DominionMageRunemasterShocking GraspRunemaster4You and your allies gain additional Shock chance while standing on your Glyph.
                                                                                        • Shock Chance on Glyph +20% per point
                                                                                        Glyph of DominionMageRunemasterStatic SparksRunemaster1After casting Glyph of Dominion you gain Static Charges at an accelerating rate while standing still, until your Glyph detonates.
                                                                                        • Static Charges Per Second +4
                                                                                        • Additional Static Charges Per Second +4
                                                                                        Glyph of DominionMageRunemasterTendrils of the InvokerRunemaster3Your Lightning Blast now chains while you are standing on your Glyph, but consumes mana when cast this way while you are at positive mana.
                                                                                        • Lightning Blast Additional Chains on Glyph +1 per point
                                                                                        • Mana Consumed 2 per point
                                                                                        Glyph of DominionMageRunemasterVaporizing RealmRunemaster5Glyph of Dominion deals more damage over time (multiplicative with other modifiers).
                                                                                        • Damage Over Time +20% per point
                                                                                        Glyph of DominionMageRunemasterWreak HavocRunemaster3Glyph of Dominion's damage over time part deals more damage for each second it is active (multiplicative with other modifiers).
                                                                                        • Damage Over Time Every Second +12% per point
                                                                                        RuneboltMageRunemasterAmplified CascadeRunemaster1If your last three direct casts were all Runebolt, then any further cast of it becomes tri-elemental (fire, lightning and cold). Tri-elemental Runebolt deals more damage (multiplicative with other modifiers) and applies all the effects of the Attuned Recovery node. Once you directly cast another skill, Runebolt loses all of these effects.
                                                                                        • Runebolt Becomes Tri-Elemental
                                                                                        • Damage With Tri-Elemental +50%
                                                                                        • Health Gain With Tri-Elemental 25
                                                                                        • Ward Gain With Tri-Elemental 15
                                                                                        • Mana Gain With Tri-Elemental 2
                                                                                        RuneboltMageRunemasterArcane OverchargeRunemaster5Runebolt has a chance to shoot additional projectiles in a volley in front of you.
                                                                                        • Extra Projectiles Chance +20% per point
                                                                                        • Extra Projectiles +2
                                                                                        RuneboltMageRunemasterArcane RestorationRunemaster4Directly casting Runebolt and hitting at least one enemy has a chance to grant you mana.
                                                                                        • Mana Gain Chance +25% per point
                                                                                        • Mana Gain 12
                                                                                        RuneboltMageRunemasterArcanistRunemaster4Runebolt has increased cast speed and it has a chance to grant you the Haste buff for a short duration.
                                                                                        • Cast Speed +4% per point
                                                                                        • Haste Chance +4% per point
                                                                                        • Haste Duration 1 per point
                                                                                        RuneboltMageRunemasterAttuned RecoveryRunemaster3Directly casting Runebolt and hitting at least one enemy grants you health if it was a Fire Bolt, ward if it was a Lightning Bolt and mana if it was a Cold Bolt.
                                                                                        • Health Gain with Fire Bolt 25 per point
                                                                                        • Ward Gain with Lightning Bolt 15 per point
                                                                                        • Mana Gain with Cold Bolt 2 per point
                                                                                        RuneboltMageRunemasterAwakened RunestoneRunemaster4Every second while channeling a skill, your nearest Runestone has a chance to cast Runebolt towards your target.
                                                                                        • Chance to cast Rune Bolt 25% per point
                                                                                        RuneboltMageRunemasterBlazing FlareRunemaster1The Lightning Bolt's base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage. Shock chance from all sources is converted to ignite for Runebolt and effects related to shock now depend on ignite instead. Swaps the Lightning Bolt's Lightning tag for a Fire tag.
                                                                                        • Lightning -> Fire Damage
                                                                                        • Shock -> Ignite Chance
                                                                                        RuneboltMageRunemasterCosmic TapestryRunemaster3Each stack of Runeweave also grants your Runic Invocation additional critical strike chance.
                                                                                        • Runic Invocation Crit Chance per stack +1% per point
                                                                                        RuneboltMageRunemasterCryomantic BoltRunemaster3Runebolt deals more cold damage (multiplicative with other modifiers).
                                                                                        • Cold Damage +10% per point
                                                                                        RuneboltMageRunemasterDevastatorRunemaster1Runebolt now explodes when it reaches its target location or when hitting enemies or obstacles, dealing damage of the corresponding element in an area.
                                                                                        • Rune Bolt Explodes
                                                                                        • Mana Cost +6
                                                                                        RuneboltMageRunemasterDissolve and ConquerRunemaster1Each stack of Runeweave also grants you more elemental damage (multiplicative with other modifiers) per stack of armor shred on the target up to a maximum.
                                                                                        • Elemental Damage per stack of Armor Shred +0.5%
                                                                                        • Maximum Damage Boost per stack of Runeweave 7%
                                                                                        RuneboltMageRunemasterEchomancyRunemaster1Runebolt is now cast in a sequence with the same order of your most recent Runic Invocation
                                                                                        • Rune Bolt Sequence as Recent Runic Invocation
                                                                                        RuneboltMageRunemasterEfficient ExperimentRunemaster1Runebolt now randomly selects the element with each cast rather than by combo order. Directly casting Rune Bolt now has a chance to double cast if the previous cast was a different type. The chance is based on the amount of Glyph of Chaos you have in your crafting inventory.
                                                                                        • Chance to Double Cast Per 5 Glyph of Chaos 1%
                                                                                        • Maximum Chance to Double Cast 20%
                                                                                        RuneboltMageRunemasterFocused RunewordsRunemaster1Casting Runebolt now randomizes the runes of your Runic Invocation.
                                                                                        • Runic Invocation Runes Randomization on Cast
                                                                                        RuneboltMageRunemasterFrost SpikesRunemaster1The Lightning Bolt's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. Shock chance from all sources is converted to Chill for Runebolt and effects related to shock now depend on chill instead. Swaps the Lightning Bolt's Lightning tag for a Cold tag.
                                                                                        • Lightning -> Cold Damage
                                                                                        • Shock -> Chill Chance
                                                                                        RuneboltMageRunemasterFulminating BoltRunemaster3Runebolt deals more lightning damage (multiplicative with other modifiers).
                                                                                        • Lightning Damage +6% per point
                                                                                        RuneboltMageRunemasterIce ShardRunemaster1The Fire Bolt's base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. Ignite chance from all sources is converted to Chill for Runebolt and effects related to ignite now depend on chill instead. Swaps the Fire Bolt's Fire tag for a Cold tag.
                                                                                        • Fire -> Cold Damage
                                                                                        • Ignite -> Chill Chance
                                                                                        RuneboltMageRunemasterImbued RunestoneRunemaster1If you have 3 Runes from Runic Invocation when you create a Runestone, the Runes are consumed to instead create an Imbued Runestone that fires three bolts. An Imbued Runestone's explosion has 100% more area of effect and damage. This effect has a 20 second cooldown. When you cast Runic Invocation the remaining cooldown is reduced by 20% per Rune in the Invocation.
                                                                                        • Additional Runebolt Casts 1
                                                                                        • Area 100%
                                                                                        • Explosion Damage 100%
                                                                                        • Imbued Effect Cooldown 20s
                                                                                        RuneboltMageRunemasterInscription of MomentumRunemaster1When Runebolt passes through a Frost Wall it is intensified dealing more damage (multiplicative with other modifiers) and gains increased projectile speed.
                                                                                        • Damage through Frost Wall +30%
                                                                                        • Projectile Speed through Frost Wall +30%
                                                                                        RuneboltMageRunemasterJolting SparkRunemaster1The Fire Bolt's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Ignite chance from all sources is converted to Shock for Runebolt and effects related to ignite now depend on shock instead. Swaps the Fire Bolt's Fire tag for a Lightning tag.
                                                                                        • Fire -> Lightning Damage
                                                                                        • Ignite -> Shock Chance
                                                                                        RuneboltMageRunemasterKinetic BreachRunemaster1Runebolt deals additional physical damage per point of strength of you or your nearby ally with the highest amount of strength.
                                                                                        • Physical Spell Damage per Strength from Nearby Ally +1
                                                                                        RuneboltMageRunemasterLightning SpearRunemaster1The Cold Bolt's base cold damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to cold damage. Chill chance from all sources is converted to Shock for Runebolt and effects related to chill now depend on shock instead. Swaps the Cold Bolt's Cold tag for a Lightning tag.
                                                                                        • Cold -> Lightning Damage
                                                                                        • Chill -> Shock Chance
                                                                                        RuneboltMageRunemasterOrderly ConduitRunemaster3Runebolt gains additional effects for each unique Rune you have. Multiple Runes of the same type does not stack the effect. Rah Rune: Runebolt has a chance to ignite enemies. Gon Rune: Runebolt has a chance to shock enemies. Heo Rune: Runebolt has a chance to inflict Frostbite on enemies.
                                                                                        • Ignite Chance with Rah Rune +15% per point
                                                                                        • Shock Chance with Gon Rune +15% per point
                                                                                        • Frostbite Chance with Heo Rune +15% per point
                                                                                        RuneboltMageRunemasterPunch Through MetalRunemaster5Runebolt hits have a chance to shred enemy armor.
                                                                                        • Armor Shred Chance +20% per point
                                                                                        RuneboltMageRunemasterPyromantic BoltRunemaster3Runebolt deals more fire damage (multiplicative with other modifiers).
                                                                                        • Fire Damage +6% per point
                                                                                        RuneboltMageRunemasterRuneboltRunemaster0A combo spell that fires piercing projectiles. The first part of the combo is fire, the second is lightning, and the third is cold.
                                                                                          RuneboltMageRunemasterRunestoneRunemaster1Directly casting Runebolt now creates a Runestone in front of you if you do not currently have one nearby instead of casting a Runebolt. If you have a nearby Runestone, directly using Runebolt now casts two bolts from the Runestone towards the target. After several seconds Runestone consumes mana to explode.
                                                                                          • Runestone On Cast Instead Of Runebolt
                                                                                          • Rune Bolts from Runestone 2
                                                                                          • Runestone Duration (seconds) 8
                                                                                          • Explosion Mana Consumption 20
                                                                                          RuneboltMageRunemasterRuneweaverRunemaster3Casting Runebolt and hitting at least one enemy grants you a stack of Runeweave up to a maximum.
                                                                                          • Maximum Runeweave Stacks 1 per point
                                                                                          • Increased Mana Regen per stack 4%
                                                                                          • Mana Spent Gained As Ward per stack 40%
                                                                                          • Runeweave Duration (seconds) 3
                                                                                          RuneboltMageRunemasterRunic EvocationRunemaster1Runebolt now shoots in a cone and the projectiles seek out enemies.
                                                                                          • Auto Targets
                                                                                          • Projectiles in Cone
                                                                                          RuneboltMageRunemasterSearing DartRunemaster1The Cold Bolt's base cold damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to cold damage. Frostbite chance from all sources is converted to ignite for Runebolt and effects related to Frostbite now depend on ignite instead. Swaps the Cold Bolt's Cold tag for a Fire tag.
                                                                                          • Cold -> Fire Damage
                                                                                          • Frostbite -> Ignite Chance
                                                                                          RuneboltMageRunemasterSupercharged BoltRunemaster1Runebolt's chance to shoot extra projectiles from the Arcane Overcharge node and the amount of projectiles are doubled while standing in a Glyph of Dominion.
                                                                                          • Double Extra Projectiles Chance
                                                                                          • Extra Projectiles +2
                                                                                          RuneboltMageRunemasterTorrent of EvocationRunemaster1Runebolt's combo is now cast in a reversed order.
                                                                                          • Reverses order of Rune Bolt Combo
                                                                                          RuneboltMageRunemasterWrecking BallRunemaster1The explosion from Devastator deals damage in a larger area per uncapped resistance of the corresponding element.
                                                                                          • Increased Area per Uncapped Resistance 1%
                                                                                          Runic InvocationMageRunemasterAdept RunescribingRunemaster4Runic Invocation has a shorter cooldown.
                                                                                          • Increased Cooldown Recovery Speed 8% per point
                                                                                          Runic InvocationMageRunemasterArcane BatteryRunemaster1Your maximum Runic Energy is tripled, but bonuses per Runic Energy are halved. When you cast a skill you gain Runic Energy per mana spent.
                                                                                          • Triples Max Runic Energy
                                                                                          • Runic Energy Bonuses Halved
                                                                                          • Runic Energy Per 10 Mana +1
                                                                                          Runic InvocationMageRunemasterAttuned ApproachRunemaster4Runic Invocation grants ward per Rune consumed and on direct casts you refund a portion of its mana cost.
                                                                                          • Ward Gain +10 per point
                                                                                          • Mana Refunded 10% per point
                                                                                          Runic InvocationMageRunemasterAuthor of ArcanaRunemaster1Directly casting Runic Invocation now refunds its mana cost and it deals more damage (multiplicative with other modifiers), but it now has a cooldown when cast this way.
                                                                                          • Mana Refunded 100%
                                                                                          • Damage +45%
                                                                                          • Cooldown (seconds) +12
                                                                                          Runic InvocationMageRunemasterConsolidatorRunemaster1While you have 3 Runes and your combination of Runes changes without casting an Invocation, Runic Invocation's remaining cooldown is reduced.
                                                                                          • Cooldown Reduction When Rune Combination Changes 6%
                                                                                          Runic InvocationMageRunemasterCopied ScrollsRunemaster4Runic Invocation now has a chance to be repeated per stack of Runic Energy.
                                                                                          • Chance To Repeat Per Energy 2.5% per point
                                                                                          Runic InvocationMageRunemasterCosmic MindRunemaster2When you cast an Invocation using a sequence of three different Runes you gain ward per point of intelligence.
                                                                                          • Ward Gain Per Intelligence With Different Runes 3 per point
                                                                                          Runic InvocationMageRunemasterDevastating StarfallRunemaster2Runic Invocation deals more damage per type of Rune consumed.
                                                                                          • Damage Per Type Of Rune +4% per point
                                                                                          Runic InvocationMageRunemasterElemental LoreRunemaster1Runic Invocation penetrates elemental resistances per point of Intelligence.
                                                                                          • Elemental Penetration Per 3 Intelligence +1%
                                                                                          Runic InvocationMageRunemasterElemental StarfieldRunemaster1Whenever you cast Runic Invocation, you also cast up to one of each type of Elemental Nova that you can cast directly. Each unique Rune you have when casting Runic Invocation represents different Elemental Nova. These Novas are cast with a 0.3 second interval. This effect consumes mana equal to Elemental Nova's mana cost.
                                                                                          • Cast Elemental Novas From Runes In Invocation
                                                                                          • Elemental Nova Mana Consumption 100%
                                                                                          Runic InvocationMageRunemasterElementalist's CallRunemaster5When you directly cast Runic Invocation, the next non-channelled elemental spell you cast penetrates enemy elemental resistance and deals damage in a larger area.
                                                                                          • Elemental Penetration +4% per point
                                                                                          • Area +8% per point
                                                                                          Runic InvocationMageRunemasterEnigmaRunemaster1Whenever you directly cast an Invocation you blink to the target location first, but Runic Invocation now has a cooldown. Invocations cast this way automatically targets a random nearby enemy. Runic Invocation gains the Traversal tag.
                                                                                          • Blink Forward After Cast
                                                                                          • Becomes Traversal Skill
                                                                                          • Cooldown (seconds) +5
                                                                                          Runic InvocationMageRunemasterGlyphcarver's DominanceRunemaster3Invocations that deal damage in an area now deal damage in a larger area.
                                                                                          • Area For Area Invocations +20% per point
                                                                                          Runic InvocationMageRunemasterImmutable OrderRunemaster1Whenever you gain a Rune, instead of it depending on the type of skill cast, it always results in your sequence of Runes mirroring the first three skills on your action bar from left to right. This effect ignores skills that don't have an elemental tag.
                                                                                          • Rune Gain Depend On Skills On Action Bar
                                                                                          Runic InvocationMageRunemasterInscribed PatternsRunemaster3Runes now provide you with passive effects while you have them. Rah Rune: Grants increased mana regeneration per Rune of this type. Gon Rune: Grants ward per second per Rune of this type. Heo Rune: Grants a higher chance to freeze enemies per Rune of this type.
                                                                                          • Increased Mana Regen per Rah Rune 2% per point
                                                                                          • Ward Gain Per Second per Gon Rune +4 per point
                                                                                          • Freeze Rate Multiplier per Heo Rune +8% per point
                                                                                          Runic InvocationMageRunemasterInterludeRunemaster1During the leap you also cast the Invocation corresponding to your first two Runes, consuming its mana cost. Your Invocation must have at least two runes for this effect to occur.
                                                                                          • Auto Cast 2 Rune Invocation
                                                                                          Runic InvocationMageRunemasterMastery of the InvokerRunemaster3When you consume Runes with a skill other than Runic Invocation you have a chance to also cast the corresponding Invocation for those runes.
                                                                                          • Invocations Chance On Other Skill Use 6% per point
                                                                                          Runic InvocationMageRunemasterPrologueRunemaster1During the leap you also cast the Invocation corresponding to your first Rune, consuming its mana cost. Your Invocation must have at least one rune for this effect to occur.
                                                                                          • Auto Cast 1 Rune Invocation
                                                                                          Runic InvocationMageRunemasterRune PowercoreRunemaster1While you have 3 runes and your combination of runes changes without casting an invocation, you gain Runic Energy.
                                                                                          • Gain Runic Energy While At 3 Runes +1
                                                                                          Runic InvocationMageRunemasterRune SlingerRunemaster3Runic Invocation has increased cast speed and when directly casting an Invocation you gain ward equal to a portion of your current mana.
                                                                                          • Cast Speed +5% per point
                                                                                          • Current Mana Gained As Ward 5% per point
                                                                                          Runic InvocationMageRunemasterRunic EnergizerRunemaster1Each unique Invocation you directly cast causes Runic Energy to accumulate faster until you repeat an Invocation.
                                                                                          • Runic Energy Accumulation Speed +20%
                                                                                          • Accumulation Speed Resets On Repeat Invocation
                                                                                          Runic InvocationMageRunemasterRunic EnergyRunemaster5Every second you go without casting a Runic Invocation you gain a stack of Runic Energy up to a maximum. Invocations consume all Runic Energy to deal more damage (multiplicative with other modifiers) per Runic Energy.
                                                                                          • Runic Energy Stacks Per Second +1
                                                                                          • Damage Per Stack Of Runic Energy +2%
                                                                                          • Maximum Stacks Of Runic Energy 3 per point
                                                                                          Runic InvocationMageRunemasterRunic InvocationRunemaster0Passive: Whenever you directly use an elemental skill, gain 1 Rune of the corresponding element. For channelled skills you gain 1 rune per second instead. Active: Consume all of your active Runes to cast a unique Invocation based on the combination and order of runes consumed. The last Rune in the sequence determines the damage type. Casting a fire skill grants a Rah Rune. Casting a lightning skill grants a Gon Rune. Casting a cold skill grants a Heo Rune.
                                                                                            Runic InvocationMageRunemasterScrivener's HasteRunemaster3You gain Runes faster while channelling. You gain a burst of ward based on your maximum mana when your number of runes increases from channelling.
                                                                                            • Faster Rune Gain while Channeling 35% per point
                                                                                            • Ward Gained per 10 Max Mana 1 per point
                                                                                            Runic InvocationMageRunemasterSpell CascadeRunemaster1When you directly cast Runic Invocation with at least 12 Runic Energy you also proc a random equipped non-channeling skill of the same element as each of the Runes consumed. This effect consumes these skills' mana costs and puts them on cooldown (excluding movement skills and skills that are currently on cooldown). These skills are cast at 0.24 second intervals after the Invocation.
                                                                                            • Cast Random Equipped Skill With 12 Energy
                                                                                            • Consumes Chosen Skill's Mana Cost
                                                                                            • Puts Chosen Skill On Cooldown
                                                                                            Runic InvocationMageRunemasterStride to SafetyRunemaster3When you directly cast Runic Invocation you leap backwards a short distance, hovering in the air for a moment. In this state you take less damage and directly casting Runic Invocation deals more damage (both multiplicative with other modifiers). The effect of Enigma no longer works when taking this node. Runic Invocation gains the Movement tag.
                                                                                            • Leap Backwards On Cast
                                                                                            • Damage Taken -12% per point
                                                                                            • Direct Cast Damage +5% per point
                                                                                            Runic InvocationMageRunemasterTranscriber of PowerRunemaster4After casting Runic Invocation you gain additional spell damage and cast speed for a short duration. The buff duration scales with amount of Runes consumed.
                                                                                            • Spell Damage with Buff +8
                                                                                            • Cast Speed with Buff +8%
                                                                                            • Buff Duration (seconds) per Rune 1 per point
                                                                                            Runic InvocationMageRunemasterUnbridled RuinRunemaster4Runic Invocation deals more damage (multiplicative with other modifiers) per Rune consumed.
                                                                                            • Damage Per Rune Consumed +3% per point
                                                                                            Runic InvocationMageRunemasterWarmage's InitiativeRunemaster1When you directly cast Runic Invocation now leap forwards instead of backwards. The effect of Enigma no longer works when taking this node. Runic Invocation gains the Movement tag.
                                                                                            • Leap Forwards On Cast
                                                                                            Runic InvocationMageRunemasterWord of HeorotRunemaster4Invocations that include at least one Heo Rune have a chance to chill enemies and have a higher chance to freeze them.
                                                                                            • Chill Chance With Heo Rune +20% per point
                                                                                            • Freeze Rate Multiplier With Heo Rune +60% per point
                                                                                            Runic InvocationMageRunemasterWord of LagonRunemaster3Invocations that include at least one Gon Rune have a chance to shock enemies and have a higher chance to critically hit enemies.
                                                                                            • Shock Chance With Gon Rune +20% per point
                                                                                            • Critical Strike Chance With Gon Rune +3% per point
                                                                                            Runic InvocationMageRunemasterWord of RahyehRunemaster4Invocations that include at least one Rah Rune have a chance to ignite enemies and deal additional spell fire damage.
                                                                                            • Ignite Chance With Rah Rune +20% per point
                                                                                            • Spell Fire Damage With Rah Rune +6 per point
                                                                                            Arcane AscendanceMageSorcererAcuitySorcerer1Arcane Ascendance now has a 2 second cooldown and no longer drains your mana. You can cast 4 spells before Arcane Ascendance ends automatically. Lasts 12 seconds.
                                                                                            • No Longer Drains Mana
                                                                                            • Affects 4 Spells
                                                                                            • Duration (seconds) 12
                                                                                            • Cooldown (seconds) 2
                                                                                            Arcane AscendanceMageSorcererArcane AbsorptionSorcerer2While Arcane Ascendance is active, each hit you take increases your spell damage and cast speed, but drains your mana.
                                                                                            • Increased Spell Damage When Hit 1% per point
                                                                                            • Cast Speed When Hit +1% per point
                                                                                            • Mana Drained When Hit -1 per point
                                                                                            Arcane AscendanceMageSorcererArcane AscendanceSorcerer0Toggle to prevent movement and drain 25 mana each second. Mana drain increases by 1 mana per second. All spells cost +5 mana to cast. 100% increased spell damage and 50% increased cast speed. Also deals lightning damage over time to surrounding enemies.
                                                                                              Arcane AscendanceMageSorcererArcane RiftSorcerer3You regain mana while you enter Arcane Ascendance, but the mana is lost when you exit Arcane Ascendance.
                                                                                              • Mana Gain On Start 25 per point
                                                                                              • Mana Lost On End 25 per point
                                                                                              Arcane AscendanceMageSorcererChains of IceSorcerer3While Arcane Ascendance is active, whenever you kill a frozen enemy a nearby enemy is frozen for a duration.
                                                                                              • Freeze Duration 1 per point
                                                                                              Arcane AscendanceMageSorcererChronoclasmSorcerer4While Arcane Ascendance is active, spells and attacks have a chance to slow enemies over 5 meters away and you deal more damage to enemies per stack of slow on them.
                                                                                              • Slow Chance Against Distant Enemies +25% per point
                                                                                              • Damage per Slow +2% per point
                                                                                              Arcane AscendanceMageSorcererClosed CircuitSorcerer3Lightning Blast cast by Superconductor triggers more frequently.
                                                                                              • Superconductor Frequency +20% per point
                                                                                              Arcane AscendanceMageSorcererCold FrontSorcerer4While Arcane Ascendance is active, spells and attacks have a chance to chill enemies over 5 meters away.
                                                                                              • Chill Chance Against Distant Enemies +25% per point
                                                                                              Arcane AscendanceMageSorcererCosmic InsightSorcerer5Arcane Ascendance has a shorter cooldown.
                                                                                              • Cooldown Recovery Speed +15% per point
                                                                                              Arcane AscendanceMageSorcererCunningSorcerer3You can cast more spells via Acuity, but Arcane Ascendance has a longer cooldown.
                                                                                              • Additional Spells +4 per point
                                                                                              • Cooldown (seconds) +2 per point
                                                                                              Arcane AscendanceMageSorcererForce Of MindSorcerer1You knock back all nearby enemies when you enter Arcane Ascendance.
                                                                                              • Knockback Nearby Enemies
                                                                                              Arcane AscendanceMageSorcererFrozen MonolithSorcerer4While Arcane Ascendance is active, your spells and attacks that can freeze enemies have a higher chance to do so.
                                                                                              • Freeze Rate Multiplier +25% per point
                                                                                              Arcane AscendanceMageSorcererGlyph of LightningSorcerer4Mark Of Thunder deals more damage when it is consumed (multiplicative with other modifiers).
                                                                                              • Mark Of Thunder Damage +75% per point
                                                                                              Arcane AscendanceMageSorcererHigher PlaneSorcerer5Arcane Ascendance grants you increased spell damage while active.
                                                                                              • Increased Spell Damage +15% per point
                                                                                              Arcane AscendanceMageSorcererMana SurgeSorcerer1While Arcane Ascendance is active, you are granted mana whenever you kill an enemy that is over 5 meters away.
                                                                                              • Mana Gained On Killing Distant Enemy 6
                                                                                              Arcane AscendanceMageSorcererMark Of ThunderSorcerer1While Arcane Ascendance is active, you Mark enemies you hit that are over 5 meters away. When you exit Arcane Ascendance, you consume all marks, dealing lightning damage to affected enemies.
                                                                                              • Mark Distant Enemies Hit
                                                                                              Arcane AscendanceMageSorcererPower OverloadSorcerer5You are granted increased spell damage each second while Arcane Ascendance is active.
                                                                                              • Increased Spell Damage Per Second 1% per point
                                                                                              Arcane AscendanceMageSorcererPower SprintSorcerer3You are granted Haste for a duration after leaving Arcane Ascendance. The duration is capped at 200% of the time you spent in Arcane Ascendance.
                                                                                              • Haste Duration 2 per point
                                                                                              Arcane AscendanceMageSorcererRebuffSorcerer5You gain ward when you activate Arcane Ascendance.
                                                                                              • Ward Gain On Start 60 per point
                                                                                              Arcane AscendanceMageSorcererShocking ExpanseSorcerer5While Arcane Ascendance is active, spells and attacks have a chance to shock enemies over 5 meters away.
                                                                                              • Shock Chance Against Distant Enemies +40% per point
                                                                                              Arcane AscendanceMageSorcererSlow BreathingSorcerer3Arcane Ascendance drains less mana per second.
                                                                                              • Mana Drain -12% per point
                                                                                              Arcane AscendanceMageSorcererSuperconductorSorcerer1While Arcane Ascendance is active, you automatically cast Lightning Blast when you hit an enemy. Lightning Blast uses its skill tree and you lose mana equal to Lightning Blast's cost. This effect has a 2 second cooldown.
                                                                                              • Automatically Cast Lightning Blast
                                                                                              • Lightning Blast Costs Mana
                                                                                              Arcane AscendanceMageSorcererTranquilitySorcerer3All of your spells cost less mana while Arcane Ascendance is active, but you cannot regenerate mana while Arcane Ascendance is active.
                                                                                              • Global Increased Mana Efficiency +20% per point
                                                                                              • Cannot Regenerate Mana
                                                                                              Arcane AscendanceMageSorcererUnstable EnergySorcerer1You are granted increased cast speed each second while Arcane Ascendance is active.
                                                                                              • Cast Speed Per Second +1%
                                                                                              Black HoleMageSorcererAbsolute ZeroSorcerer4Black Hole has a chance to chill enemies within its area of effect each second.
                                                                                              • Chill Chance +25% per point
                                                                                              Black HoleMageSorcererArmageddonSorcerer1Black Hole casts Meteor every second, but consumes Meteor's mana cost every second.
                                                                                              • Black Hole Creates Meteors
                                                                                              Black HoleMageSorcererBinary SystemSorcerer1Black Hole becomes two stars which orbit each other. One deals fire damage and the other deals cold damage. Black Hole deals significantly more damage (multiplicative with other modifiers).
                                                                                              • Binary System
                                                                                              • Damage +100%
                                                                                              Black HoleMageSorcererBlack HoleSorcerer0Summon a powerful black hole at target location that aggressively pulls enemies and deals cold damage over time to enemies within its reach.
                                                                                                Black HoleMageSorcererCascade FractureSorcerer3Black Hole has a chance to create another Black Hole once it expires.
                                                                                                • Black Hole Recast Chance 10% per point
                                                                                                Black HoleMageSorcererCollapseSorcerer1Black Hole will Collapse at the end of its duration, an explosion which deals cold hit damage and knocks enemies back.
                                                                                                • Explosion At End
                                                                                                • Knockback
                                                                                                Black HoleMageSorcererDeep SpaceSorcerer5The explosions created by the Collapse and Pulsar nodes have an increased chance to freeze enemies.
                                                                                                • Explosion Freeze Rate Multiplier +90% per point
                                                                                                Black HoleMageSorcererDensitySorcerer3Black Hole lasts longer.
                                                                                                • Duration +20% per point
                                                                                                Black HoleMageSorcererDrifting SingularitySorcerer1Black Hole moves toward the nearest enemy that is not within its damaging area.
                                                                                                • Black Hole Seeks Enemies
                                                                                                Black HoleMageSorcererEndless MawSorcerer3Black Hole lasts longer, but has a longer cooldown.
                                                                                                • Duration +30% per point
                                                                                                • Cooldown Recovery Speed -15% per point
                                                                                                Black HoleMageSorcererEvent HorizonSorcerer4Black Hole deals more damage (multiplicative with other modifiers), but has reduced cast speed.
                                                                                                • Damage +15% per point
                                                                                                • Cast Speed -10% per point
                                                                                                Black HoleMageSorcererFlamingSorcerer5Black Hole deals more fire damage (multiplicative with other modifiers).
                                                                                                • Fire Damage +10% per point
                                                                                                Black HoleMageSorcererGravity's GuileSorcerer4Black Hole’s center hits enemies, dealing spell physical damage.
                                                                                                • Black Hole Center Hits
                                                                                                • Physical Damage 35 per point
                                                                                                Black HoleMageSorcererHeat WaveSorcerer5Black Hole has a chance to ignite enemies within its area of effect each second based on your uncapped fire resistance.
                                                                                                • Ignite Chance Per Second Per 1% Uncapped Fire Res +2% per point
                                                                                                Black HoleMageSorcererInfusionSorcerer5Black Hole grants you ward each second.
                                                                                                • Ward Gained Per Second 18 per point
                                                                                                Black HoleMageSorcererIntensitySorcerer5Black Hole pulls enemies toward it faster and from within an increased area.
                                                                                                • Pull Strength +15% per point
                                                                                                • Pull Area +15% per point
                                                                                                Black HoleMageSorcererPocket DimensionSorcerer1You can store an additional charge of Black Hole.
                                                                                                • Additional Charges +1
                                                                                                Black HoleMageSorcererPulsarSorcerer1Black Hole will Collapse each second while it exists, but it deals less damage over time (multiplicative with other modifiers).
                                                                                                • Explodes Each Second
                                                                                                • Damage Over Time -30%
                                                                                                Black HoleMageSorcererRecurrenceSorcerer4Black Hole's cooldown is reduced and it costs less mana, but pulls enemies towards it slower and pulls enemies within a lesser area (both multiplicative with other modifiers).
                                                                                                • Cooldown Reduction +15% per point
                                                                                                • Mana Cost -10% per point
                                                                                                • Pull Strength -25% per point
                                                                                                • Pull Area -25% per point
                                                                                                Black HoleMageSorcererRed GiantSorcerer1Black Hole’s base cold damage is converted to fire damage. Consequently this damage scales with increases to fire damage, but not increases to cold damage. Black Hole lasts much longer, but no longer pulls enemies.
                                                                                                • Base Damage Converted to Fire
                                                                                                • Duration +80%
                                                                                                • Does Not Pull
                                                                                                Black HoleMageSorcererScatteredSorcerer1A second Black Hole is created 10 meters away in a random direction from the first Black Hole.
                                                                                                • Second Black Hole
                                                                                                Black HoleMageSorcererScorchingSorcerer5Black Hole’s damage over time penetrates enemy fire resistance.
                                                                                                • Fire Penetration +15% per point
                                                                                                Black HoleMageSorcererSingularitySorcerer1Black Hole deals significantly more damage (multiplicative with other modifiers), but only 1 Black Hole can be created at a time.
                                                                                                • Damage +100%
                                                                                                • Black Holes Per Cast 1
                                                                                                Black HoleMageSorcererSpacial DilationSorcerer5Black Hole moves faster toward the nearest enemy.
                                                                                                • Projectile Speed +10% per point
                                                                                                Black HoleMageSorcererSupermassiveSorcerer4Black Hole deals more damage to rare enemies and bosses (multiplicative with other modifiers), and it prioritises moving towards rare enemies and bosses.
                                                                                                • Damage To Rares And Bosses +25% per point
                                                                                                • Prioritises Rares And Bosses
                                                                                                Black HoleMageSorcererTidal ForceSorcerer4Black Hole deals more damage (multiplicative with other modifiers), but Black Hole pulls enemies towards it slower.
                                                                                                • Damage +15% per point
                                                                                                • Pulls Strength -15% per point
                                                                                                Black HoleMageSorcererTime DilationSorcerer4Black Hole has increased duration and a chance to blind enemies within its area of effect each second.
                                                                                                • Duration +10% per point
                                                                                                • Blind Chance +25% per point
                                                                                                Black HoleMageSorcererUmbral CoreSorcerer5Black Hole deals more damage (multiplicative with other modifiers).
                                                                                                • Damage +10% per point
                                                                                                Black HoleMageSorcererWeakened RealitySorcerer3Black Hole deals more damage to enemies within 1 meter of its center.
                                                                                                • Damage to Enemies at Centre +30% per point
                                                                                                Ice BarrageMageSorcererArctic StormSorcererSpellbladeRunemaster3Ice shards released via Ice Burst have a higher chance to freeze enemies, and deal more damage (multiplicative with other modifiers).
                                                                                                • Ice Burst Damage +40% per point
                                                                                                • Ice Burst Freeze Rate Multiplier +40% per point
                                                                                                Ice BarrageMageSorcererAura of FrostSorcererSpellbladeRunemaster4Ice Barrage creates a Chilling Aura around you. The aura repeatedly applies chill to nearby enemies for a duration. This effect can apply multiple stacks of chill to the same enemy.
                                                                                                • Chills Nearby Enemies
                                                                                                • Chill Duration (seconds) 0.5 per point
                                                                                                Ice BarrageMageSorcererBiting ColdSorcererSpellbladeRunemaster4Ice Barrage deals more cold damage (multiplicative with other modifiers) and has more critical strike chance.
                                                                                                • Cold Damage +8% per point
                                                                                                • Increased Crit Chance 8% per point
                                                                                                Ice BarrageMageSorcererBrightlanceSorcererSpellbladeRunemaster1Ice Barrage hits deal more damage (multiplicative with other modifiers), but no longer seek nearby enemies.
                                                                                                • Hit Damage +30%
                                                                                                • No Homing
                                                                                                Ice BarrageMageSorcererBrittle FragmentsSorcererSpellbladeRunemaster1Ice Shards cast by Ice Barrage shatter and deal cold damage in a cone behind the target. This does not work on piercing projectiles.
                                                                                                • Ice Shards Shatter On Hit
                                                                                                Ice BarrageMageSorcererChallenge the ElementsSorcererSpellbladeRunemaster1Ice Barrage hits against bosses and rare enemies grant increased fire rate to the remaining hits. This effect stacks up to a cap.
                                                                                                • Increased Fire Rate Against Rare Enemies 10%
                                                                                                • Increased Fire Rate Against Bosses 20%
                                                                                                • Maximum Increase 100%
                                                                                                Ice BarrageMageSorcererCryogenesisSorcererSpellbladeRunemaster4Ice Barrage deals more damage (multiplicative with other modifiers), but has a shorter duration.
                                                                                                • Damage +20% per point
                                                                                                • Duration -10% per point
                                                                                                Ice BarrageMageSorcererDeep ShieldSorcererSpellbladeRunemaster1Ice Shield lasts longer, but Ice Barrage has a longer cooldown.
                                                                                                • Ice Shield Duration (seconds) +2
                                                                                                • Ice Barrage Cooldown (seconds) +2
                                                                                                Ice BarrageMageSorcererEternal WinterSorcererSpellbladeRunemaster3Ice Barrage lasts longer.
                                                                                                • Duration (Seconds) +1 per point
                                                                                                Ice BarrageMageSorcererFrigid BarrageSorcererSpellbladeRunemaster5Ice Barrage hits have a higher chance to freeze enemies.
                                                                                                • Freeze Rate Multiplier +40% per point
                                                                                                Ice BarrageMageSorcererFrigid DoomSorcererSpellbladeRunemaster1When Ice Barrage hits an enemy it has a chance to cast Frost Nova, a cold spell that damages nearby enemies.
                                                                                                • Chance To Cast Frost Nova 10%
                                                                                                Ice BarrageMageSorcererFrost ArmorSorcererSpellbladeRunemaster2While Ice Shield is active, you deal more global cold damage and take less cold damage (multiplicative with other modifiers).
                                                                                                • More Global Cold Damage 30% per point
                                                                                                • Cold Damage Taken -10% per point
                                                                                                Ice BarrageMageSorcererFrozen BallistaSorcererSpellbladeRunemaster1Ice Barrage deals significantly more damage (multiplicative with other modifiers) and has a shorter cooldown, but now only lasts 1 second and fires 3 projectiles.
                                                                                                • Damage +100%
                                                                                                • Cooldown Duration (seconds) -1.5
                                                                                                • Projectiles 3
                                                                                                • Duration (second) 1
                                                                                                Ice BarrageMageSorcererHail StormSorcererSpellbladeRunemaster5Ice Barrage has a faster rate of fire.
                                                                                                • Fire Rate +5% per point
                                                                                                Ice BarrageMageSorcererHypothermiaSorcererSpellbladeRunemaster4Ice Shards that pierce enemies have a chance to inflict them with Frostbite.
                                                                                                • Frostbite Chance with Piercing +50% per point
                                                                                                Ice BarrageMageSorcererIce BarrageSorcererSpellbladeRunemaster0Opens a rift that repeatedly shoots a barrage of ice shards in a target direction for 5 seconds.
                                                                                                  Ice BarrageMageSorcererIce BurstSorcererSpellbladeRunemaster1Ice Barrage instantly fires 5 ice shards in a cone.
                                                                                                  • Ice Burst On Activation +5
                                                                                                  Ice BarrageMageSorcererIce ShieldSorcererSpellbladeRunemaster1When you cast Ice Barrage you now also summon an Ice Shield in the target direction, a shield that blocks projectiles. Ice Shield lasts 2 seconds. Ice Barrage has a longer cooldown.
                                                                                                  • Ice Shield On Activation
                                                                                                  • Cooldown (Seconds) +4
                                                                                                  Ice BarrageMageSorcererIce SpireSorcererSpellbladeRunemaster1Ice Barrage has a faster rate of fire, but you move more slowly while it is active.
                                                                                                  • Fire Rate +30%
                                                                                                  • Reduced Movespeed 30%
                                                                                                  Ice BarrageMageSorcererIntensifying ColdSorcererSpellbladeRunemaster3Each ice shard released by Ice Barrage has a higher chance of freezing enemies than the previous shard. This effect resets when Ice Barrage is recast.
                                                                                                  • Maximum Stacks 10
                                                                                                  • Freeze Rate Multiplier Per Ice Shard +10% per point
                                                                                                  Ice BarrageMageSorcererJagged IceSorcererSpellbladeRunemaster3Ice Barrage has more critical strike chance against frozen targets (multiplicative with other modifiers).
                                                                                                  • More Crit Chance Against Frozen Targets 20% per point
                                                                                                  Ice BarrageMageSorcererLooming FrostSorcererSpellbladeRunemaster4Each ice shard released by Ice Barrage deals more damage than the previous shard (multiplicative with other modifiers). This bonus stacks, but is reset on recasting Ice Barrage.
                                                                                                  • Damage Per Ice Shard +5%
                                                                                                  • Maximum Stacks 5 per point
                                                                                                  Ice BarrageMageSorcererNailed ShotSorcererSpellbladeRunemaster3Each ice shard cast by Ice Barrage has a chance to pierce all enemies (continue through enemies hit).
                                                                                                  • Pierce Chance +34# per point
                                                                                                  Ice BarrageMageSorcererShattered SkinSorcererSpellbladeRunemaster3Ice Barrage hits deal more damage to frozen targets (multiplicative with other modifiers).
                                                                                                  • More Hit Damage To Frozen Targets 15% per point
                                                                                                  Ice BarrageMageSorcererShattering BulwarkSorcererSpellbladeRunemaster1When Ice Shield expires it explodes, freezing nearby enemies.
                                                                                                  • Ice Shield Detonates On Expiration
                                                                                                  Ice BarrageMageSorcererSleetfireSorcererSpellbladeRunemaster1Ice Barrage has significantly increased fire rate, but while it is active all skills have increased mana cost.
                                                                                                  • Increased Fire Rate 50%
                                                                                                  • Increased Mana Cost 50%
                                                                                                  Ice BarrageMageSorcererSublimationSorcererSpellbladeRunemaster3Ice Barrage deals more damage (multiplicative with other modifiers), and its ice shards become larger. Ice Barrage has a slower fire rate, and there is a longer delay between each shard being created and released.
                                                                                                  • Damage +30% per point
                                                                                                  • Ice Shard Size +10% per point
                                                                                                  • Fire Rate -13% per point
                                                                                                  • Delay Before Each Ice Shard +30%
                                                                                                  Ice BarrageMageSorcererSubthermal VelocitySorcererSpellbladeRunemaster3When a target is frozen by Ice Barrage, you are granted increased cast speed for 4 seconds. This effect can stack a limited number of times.
                                                                                                  • Increased Cast Speed Per Stack 10%
                                                                                                  • Maximum Stacks 1 per point
                                                                                                  Ice BarrageMageSorcererWarding BoltsSorcererSpellbladeRunemaster3You have a chance to gain ward on hit with Ice Barrage.
                                                                                                  • Chance To Gain Ward +15% per point
                                                                                                  • Ward Gain 7
                                                                                                  Ice BarrageMageSorcererWintry BlastSorcererSpellbladeRunemaster1Ice Barrage now fire 5 ice shards in a cone in front of you, but has a slower fire rate and costs more mana.
                                                                                                  • Extra Projectiles 4
                                                                                                  • Fire Rate -40%
                                                                                                  • Increased Mana Cost +20%
                                                                                                  Ice BarrageMageSorcererYrun's ConquestSorcererSpellbladeRunemaster3Ice Barrage releases ice shards in a wider cone.
                                                                                                  • Cone Width (Degrees) +30 per point
                                                                                                  MeteorMageSorcererAftermathSorcerer3After you cast Meteor you recover a portion of the mana spent over the next three seconds. You can only recover mana from one cast at once, so if you cast meteor again within three seconds you lose the remaining mana you would have recovered from the first cast.
                                                                                                  • Portion of Mana Cost Recovered 20% per point
                                                                                                  MeteorMageSorcererApocalyptic ImpactSorcerer4Meteors deals damage in a larger area of effect.
                                                                                                  • Area +25% per point
                                                                                                  MeteorMageSorcererAstral CataclysmSorcerer3Meteor critical strikes deal more damage.
                                                                                                  • Critical Multiplier +30% per point
                                                                                                  MeteorMageSorcererCelestial CeleritySorcerer3Meteor has increased cast speed, but costs more mana. Meteors fall faster.
                                                                                                  • Cast Speed +20% per point
                                                                                                  • Fall Speed +20% per point
                                                                                                  • Mana Cost +10% per point
                                                                                                  MeteorMageSorcererCraterbornSorcerer5Casting Meteor grants the Craterborn buff, granting additional fire penetration and increased cast speed for a short duration. Craterborn does not stack.
                                                                                                  • Craterborn Fire Penetration 15% per point
                                                                                                  • Craterborn Increased Cast Speed 15%
                                                                                                  • Craterborn Duration (seconds) 6
                                                                                                  MeteorMageSorcererCrushing ForceSorcerer4Meteor deals more damage (multiplicative with other modifiers) and even more against enemies at full health.
                                                                                                  • Damage +8% per point
                                                                                                  • Damage To Full Health Enemies +10% per point
                                                                                                  MeteorMageSorcererCycle of FireSorcerer3Directly casting Fireball while you have Craterborn grants ward and restores your mana.
                                                                                                  • Ward Gained 10 per point
                                                                                                  • Mana Gained 2 per point
                                                                                                  MeteorMageSorcererDistant CratersSorcerer5Meteor deals more damage (multiplicative with other modifiers), but meteors fall further apart.
                                                                                                  • Damage +15% per point
                                                                                                  • Fall Radius +15% per point
                                                                                                  MeteorMageSorcererExtinctionSorcerer3Improves Meteor's base critical strike chance. Meteor has a chance to deal damage in a significantly increased area.
                                                                                                  • Base Crit Chance +3% per point
                                                                                                  • Large Meteor Chance 10% per point
                                                                                                  • Large Meteor Area of Effect +100%
                                                                                                  MeteorMageSorcererForce of ImpactSorcerer5Meteor has a chance to stun enemies and stuns it inflict last longer.
                                                                                                  • Increased Stun Chance 50% per point
                                                                                                  • Increased Stun Duration 25% per point
                                                                                                  MeteorMageSorcererHeat FluxSorcerer3Meteors cast Frost Claw towards a nearby enemy on impact, consuming 120% of Frost Claw's mana cost.
                                                                                                  • Frost Claws 1 per point
                                                                                                  MeteorMageSorcererInfernal ColumnSorcerer1Meteors fall in a line towards where you aim, but Meteor costs more mana.
                                                                                                  • Meteors Fall In A Line
                                                                                                  • Mana Cost +15%
                                                                                                  MeteorMageSorcererInfernal DescentSorcerer4Meteor deals more damage (multiplicative with other modifiers), but Meteor has reduced cast speed.
                                                                                                  • Damage +12% per point
                                                                                                  • Cast Speed -5% per point
                                                                                                  MeteorMageSorcererJagged FragmentsSorcerer5Shrapnel deals more damage (multiplicative with other modifiers).
                                                                                                  • Shrapnel Damage +60% per point
                                                                                                  MeteorMageSorcererMana FallSorcerer4Meteor costs less mana.
                                                                                                  • Mana Efficiency +10% per point
                                                                                                  MeteorMageSorcererMeteorSorcerer0Call a meteor from the sky that deals a large amount of damage upon landing.
                                                                                                    MeteorMageSorcererMeteor ShowerSorcerer3When directly cast, more Meteors fall per cast, but individual Meteors deal damage in a smaller area.
                                                                                                    • Number Of Meteors For Direct Casts +1 per point
                                                                                                    • Radius -15% per point
                                                                                                    MeteorMageSorcererPiercing RemnantsSorcerer1Shrapnel projectiles pierce (continue through targets they hit), but travel slower.
                                                                                                    • Shrapnel Pierces
                                                                                                    • Shrapnel Speed and Range -20%
                                                                                                    MeteorMageSorcererRain of FireSorcerer1When directly cast, more Meteors fall per cast.
                                                                                                    • Number Of Meteors For Direct Casts +1
                                                                                                    MeteorMageSorcererRapid Break UpSorcerer3Shrapnel travels faster, causing it to travel further.
                                                                                                    • Speed and Range +40% per point
                                                                                                    MeteorMageSorcererRapid DescentSorcerer4Meteor falls faster.
                                                                                                    • Fall Speed +25% per point
                                                                                                    MeteorMageSorcererRapid ImpactsSorcerer3Meteors fall more frequently. This does not affect the total number of Meteors that fall.
                                                                                                    • Fall Frequency +35% per point
                                                                                                    MeteorMageSorcererShattering StarSorcerer2Meteor has a chance to break into Shrapnel on impact, hitting nearby enemies.
                                                                                                    • Shrapnel Chance 50% per point
                                                                                                    MeteorMageSorcererStardustSorcerer4Meteors deal more damage of all types except fire (multiplicative with other modifiers).
                                                                                                    • Non-Fire Damage +20% per point
                                                                                                    MeteorMageSorcererTwin MeteorsSorcerer1When directly cast, an additional Meteor falls within a 4m radius of the first, but Meteor costs much more mana.
                                                                                                    • Number Of Meteors For Direct Casts +1
                                                                                                    • Mana Cost +50
                                                                                                    MeteorMageSorcererWorld EnderSorcerer1Meteor always crits if you have more than 400 mana before you cast it.
                                                                                                    • Always Crits When Above 400 Mana
                                                                                                    Static OrbMageSorcererArcane CurrentSorcererSpellbladeRunemaster4Static Orb generates Static Charges on hit.
                                                                                                    • Static Charges On Hit 2 per point
                                                                                                    Static OrbMageSorcererAtomic ManipulationSorcererSpellbladeRunemaster3For 4 seconds after using Static Orb directly casting Lightning Blast and hitting at least one enemy will return 25% of Static Orb's mana cost. This effect can only occur a limited number of times.
                                                                                                    • Refund Trigger Amount 1 per point
                                                                                                    Static OrbMageSorcererAuxiliary CapacitySorcererSpellbladeRunemaster1You have a chance to cast an additional Static Orb towards the target when it hits a rare enemy or boss. This effect has a short cooldown.
                                                                                                    • Chance To Double Cast 25%
                                                                                                    • Cooldown (seconds) 5
                                                                                                    Static OrbMageSorcererBall LightningSorcererSpellbladeRunemaster1Static Orb costs significantly less mana, but it now has a chance to not explode. If you Scatter Blast then you only have a chance to create small orbs, and if you have Orbital Fulmination all static orbs orbit you for a reduced duration.
                                                                                                    • Mana Cost -26
                                                                                                    • Chance To Not Explode 90%
                                                                                                    • Small Orb Chance with Scatter Blast 20%
                                                                                                    • Orbit Duration with Orbital Fulmination -35%
                                                                                                    Static OrbMageSorcererBiting ForceSorcererSpellbladeRunemaster1Static Orb's base lightning damage is converted to cold and it gains a base freeze rate, but it no longer pulls enemies. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. Shock chance from all sources is converted to Frostbite and effects related to shock now depend on Frostbite instead.
                                                                                                    • Lightning -> Cold Damage
                                                                                                    • Static Orb Freeze Rate 40
                                                                                                    • Explosion Freeze Rate 80
                                                                                                    • Shock -> Frostbite Chance
                                                                                                    Static OrbMageSorcererCharged AlliesSorcererSpellbladeRunemaster5You and allies have additonal shock chance and increased shock effectiveness while inside Charged Ground's area.
                                                                                                    • Shock Chance Inside Area +20% per point
                                                                                                    • Shock Effect Inside Area +20% per point
                                                                                                    Static OrbMageSorcererCritical TrajectorySorcererSpellbladeRunemaster4Static Orb's critical strikes deal more damage.
                                                                                                    • Critical Multiplier +25% per point
                                                                                                    Static OrbMageSorcererElectrocuting CascadeSorcererSpellbladeRunemaster5Charged Ground deals more damage (multiplicative with other modifiers) per additonal critical strike multiplier.
                                                                                                    • Damage Per 10% Crit Multiplier +3% per point
                                                                                                    Static OrbMageSorcererForking SurgeSorcererSpellbladeRunemaster3The explosion creates additional Tendrils to hit enemies outside the explosion area.
                                                                                                    • Explosion Tendrils +2 per point
                                                                                                    Static OrbMageSorcererFusionblastSorcererSpellbladeRunemaster5After using Static Orb the next Lightning Blasts cast from any source chain 2 additonal times.
                                                                                                    • Next Number Of Lightning Blasts 1 per point
                                                                                                    • Additional Chains 2
                                                                                                    Static OrbMageSorcererGlacial OrbSorcererSpellbladeRunemaster1The orb and the explosion have a higher chance to freeze enemies, but the explosion no longer creates Tendrils.
                                                                                                    • Orb Freeze Rate Multiplier +60%
                                                                                                    • Explosion Freeze Rate Multiplier +150%
                                                                                                    • No Tendrils
                                                                                                    Static OrbMageSorcererInsidious FocusSorcererSpellbladeRunemaster1Static Orb costs less mana, but it no longer pulls enemies.
                                                                                                    • Mana Cost -6
                                                                                                    • No Pull
                                                                                                    Static OrbMageSorcererManachargedSorcererSpellbladeRunemaster5Static Orb deals more damage (multiplicative with other modifiers) per 25 maximum mana, but Static Orb costs additional mana equal to a portion of your maximum mana, up to a maximum.
                                                                                                    • Damage Per 25 Max Mana +1% per point
                                                                                                    • Max Added Mana Cost 100
                                                                                                    • Maximum Mana -> Mana Cost +2% per point
                                                                                                    Static OrbMageSorcererOpen CircuitSorcererSpellbladeRunemaster4Static Orb travels faster and deals more damage (multiplicative with other modifiers).
                                                                                                    • Projectile Speed +10% per point
                                                                                                    • Damage +5% per point
                                                                                                    Static OrbMageSorcererOrbital FulminationSorcererSpellbladeRunemaster5The orb now orbits you for up to 3 seconds before exploding, but you are limited to a few orbs and casting more will detonate older ones. Static Orb gains damage and explosion area with time rather than travel distance, but scales up to the same maximum as before.
                                                                                                    • Maximum Orbiting Orbs 1 per point
                                                                                                    • Damage And Area Time Scaling
                                                                                                    Static OrbMageSorcererOvercharged DetonationSorcererSpellbladeRunemaster1Static Orb explodes on hit rather than piercing enemies. The orb deals more hit damage (multiplicative with other modifiers) per 1 mana cost.
                                                                                                    • Explodes On Hit
                                                                                                    • Orb Hit Damage Per 1 Mana Cost +1%
                                                                                                    • No Pierce
                                                                                                    Static OrbMageSorcererOverwhelming BarrageSorcererSpellbladeRunemaster5The explosion has a higher chance to stun, increased stun duration and you gain ward on stun with the explosion.
                                                                                                    • Explosion Increased Stun Chance 20% per point
                                                                                                    • Explosion Increased Stun Duration 20% per point
                                                                                                    • Ward Gain On Stun +8 per point
                                                                                                    Static OrbMageSorcererRecurring OrbSorcererSpellbladeRunemaster1If Static Orb does not explode it returns to you and deals damage on the way back, but it costs more mana. This node has no effect if you have Orbital Fulmination.
                                                                                                    • Returns To You
                                                                                                    • Mana Cost +8
                                                                                                    Static OrbMageSorcererScatter BlastSorcererSpellbladeRunemaster4Casting Static Orb sends out smaller orbs in a cone in front of you. These small orbs can hit the same target as the large orb, but cannot explode and do not pull.
                                                                                                    • Smaller Orbs 1 per point
                                                                                                    • Small Orbs Cannot Pull
                                                                                                    • Small Orbs Cannot Explode
                                                                                                    Static OrbMageSorcererShocking ConduitSorcererSpellbladeRunemaster5Static Orb hits has a chance to shock enemies.
                                                                                                    • Shock Chance +30% per point
                                                                                                    Static OrbMageSorcererStatic ArmorSorcererSpellbladeRunemaster4Static Orb grants you Lightning Aegis for a short duration on cast, which grants 50% increased lightning damage and 25% less damage taken. Lightning Aegis causes an explosion of lightning damage when you lose 25% of your health or after 10 seconds.
                                                                                                    • Lightning Aegis Duration (seconds) 2 per point
                                                                                                    Static OrbMageSorcererStatic GroundSorcererSpellbladeRunemaster1The explosion now leaves behind Charged Ground dealing lightning damage over time in an area. Creating another Charged Ground halves the remaining duration of all existing ones.
                                                                                                    • Charged Ground On Explosion
                                                                                                    • Remaining Charged Ground Duration -50%
                                                                                                    Static OrbMageSorcererStatic OrbSorcererSpellbladeRunemaster0Casts an orb in a target direction that deals lightning damage and pulls enemies that it hits towards it as it travels. At the target location it explodes, dealing lightning damage to enemies surrounding it and also striking up to 5 enemies further out. The further it travels the higher the damage and area of effect of the explosion, up to 100%.
                                                                                                      Static OrbMageSorcererStorm ArtillerySorcererSpellbladeRunemaster1Static Orb deals more damage and now travel faster and in an arcing trajectory rather than a straight line, but it no longer pulls or hits enemies until it explodes.
                                                                                                      • Damage +8%
                                                                                                      • Projectile Speed +25%
                                                                                                      • Arcing Trajectory
                                                                                                      • No Pull
                                                                                                      Static OrbMageSorcererStorm BurstSorcererSpellbladeRunemaster1Static Orb deals more damage (multiplicative with other modifiers) in a larger area, but automatically explodes after 4 meters.
                                                                                                      • Damage +30%
                                                                                                      • Area +30%
                                                                                                      • Explodes After 4 Meters
                                                                                                      Static OrbMageSorcererStorm ConductorSorcererSpellbladeRunemaster5Static Orb deals more spell damage (multiplicative with other modifiers) to shocked enemies.
                                                                                                      • Spell Damage To Shocked Enemies +12% per point
                                                                                                      Static OrbMageSorcererVolatile OutburstSorcererSpellbladeRunemaster3The explosion's damage ramps up more with distance, but it travels slower.
                                                                                                      • Damage Ramp +30% per point
                                                                                                      • Projectile Speed -10% per point
                                                                                                      Static OrbMageSorcererWintry PowerSorcererSpellbladeRunemaster5The orb and the explosion have a higher chance to freeze enemies.
                                                                                                      • Orb Freeze Rate Multiplier +10% per point
                                                                                                      • Explosion Freeze Rate Multiplier +20% per point
                                                                                                      Enchant WeaponMageSpellbladeBurst of FireSorcererSpellbladeRunemaster1Passive: Cast Fire Burst when hitting an ignited enemy, up to a limited number of times per 2 seconds. Active: Fire Burst's limit is doubled.
                                                                                                      • Fire Burst Against Ignited Enemies
                                                                                                      • Limit Per 2 Seconds 2
                                                                                                      • Limit Per 2 Seconds While Active 4
                                                                                                      Enchant WeaponMageSpellbladeCapacitanceSorcererSpellbladeRunemaster4Zap from Conduit has a chance to be replaced with Lightning Blast.
                                                                                                      • Lightning Blast Replacement Chance +25% per point
                                                                                                      Enchant WeaponMageSpellbladeCeleritySorcererSpellbladeRunemaster5Active: You have increased melee attack speed.
                                                                                                      • Melee Attack Speed +10% per point
                                                                                                      Enchant WeaponMageSpellbladeCleansed by the ElementsSorcererSpellbladeRunemaster1Activating Enchant Weapon cleanses negative ailments.
                                                                                                      • Cleanses Ailments
                                                                                                      Enchant WeaponMageSpellbladeConcentrationSorcererSpellbladeRunemaster4Enchant Weapon is active for longer.
                                                                                                      • Active Duration +1 per point
                                                                                                      Enchant WeaponMageSpellbladeConduitSorcererSpellbladeRunemaster1Passive: You have a chance to cast Zap when you use a melee attack and hit at least one enemy. This effect has a 1 second cooldown. Active: Zap's cooldown is reduced.
                                                                                                      • Chance to Zap on Melee Hit 25%
                                                                                                      • Zap Cooldown Reduction while Active 50%
                                                                                                      Enchant WeaponMageSpellbladeConflagrateSorcererSpellbladeRunemaster1Activating Enchant Weapon consumes all ignite stacks on nearby enemies, causing their damage to be dealt instantly.
                                                                                                      • Instant Ignite Damage
                                                                                                      Enchant WeaponMageSpellbladeDesperationSorcererSpellbladeRunemaster1Active: You deal increased elemental damage with melee attacks proportional to how much mana you are missing when Enchant Weapon is activated.
                                                                                                      • Melee Elemental Damage Per 2% Missing Mana 1%
                                                                                                      Enchant WeaponMageSpellbladeDraw PowerSorcererSpellbladeRunemaster4Active: You leech a portion of the fire and lightning damage you deal with melee attacks as health.
                                                                                                      • Melee Fire Leech +0.5% per point
                                                                                                      • Melee Lightning Leech +0.5% per point
                                                                                                      Enchant WeaponMageSpellbladeEfficacySorcererSpellbladeRunemaster4Passive: Activating Enchant Weapon costs less mana. Active: You deal increased elemental damage with melee attacks.
                                                                                                      • Mana Cost -5 per point
                                                                                                      • Increased Melee Elemental Damage 10% per point
                                                                                                      Enchant WeaponMageSpellbladeEnchant WeaponSorcererSpellbladeRunemaster0Active: Enchant your weapon with elemental power. Your melee attacks deal 50% more elemental damage for 5 seconds. Passive: Your melee attacks deal 15% more elemental damage.
                                                                                                        Enchant WeaponMageSpellbladeEternal FlamesSorcererSpellbladeRunemaster5Passive: Ignites you inflict last longer (doubled while active).
                                                                                                        • Ignite Duration +5% per point
                                                                                                        Enchant WeaponMageSpellbladeFlameblastSorcererSpellbladeRunemaster3Passive: Fire Burst deals more damage (multiplicative with other modifiers). Active: Fire Burst also has increased area of effect.
                                                                                                        • Fire Burst Damage +30% per point
                                                                                                        • Fire Burst Area While Active +50% per point
                                                                                                        Enchant WeaponMageSpellbladeFrostbrandSorcererSpellbladeRunemaster5Active: You deal additional cold damage with melee attacks, and deal increased cold damage with melee attacks.
                                                                                                        • Added Melee Cold Damage +5 per point
                                                                                                        • Increased Melee Cold Damage 20% per point
                                                                                                        Enchant WeaponMageSpellbladeFrozen SparksSorcererSpellbladeRunemaster1Active: You deal additional cold and lightning damage with melee attacks based on your weapon's melee damage.
                                                                                                        • Melee Lightning Damage Per 5 Melee Damage +1
                                                                                                        • Melee Cold Damage Per 5 Melee Damage +1
                                                                                                        Enchant WeaponMageSpellbladeFulminateSorcererSpellbladeRunemaster5Passive: You have a chance to shock enemies with melee attacks. Active: This effect is doubled.
                                                                                                        • Melee Shock Chance +10% per point
                                                                                                        Enchant WeaponMageSpellbladeIcicle StrikeSorcererSpellbladeRunemaster4Passive: Your melee attacks have a chance to cast piercing Ice Shards towards enemies they hit, up to a limited number of times per 2 seconds. Active: The chance to cast Ice Shards is tripled.
                                                                                                        • Ice Shards Chance 2% per point
                                                                                                        • Limit per 2 Seconds 2
                                                                                                        • Chance Tripled while Active
                                                                                                        Enchant WeaponMageSpellbladeImmolating StrikeSorcererSpellbladeRunemaster5Passive: You have a chance to ignite enemies with melee attacks. Active: This effect is doubled.
                                                                                                        • Melee Ignite Chance +10% per point
                                                                                                        Enchant WeaponMageSpellbladeKindling BladeSorcererSpellbladeRunemaster1When you directly use a melee attack, Enchant Weapon will automatically activate if it is not on cooldown.
                                                                                                        • Automatically Casts on Melee Attack
                                                                                                        Enchant WeaponMageSpellbladeMolten SteelSorcererSpellbladeRunemaster5Active: You deal additional fire damage with melee attacks, and deal increased fire damage with melee attacks.
                                                                                                        • Melee Fire Damage +5 per point
                                                                                                        • Increased Melee Fire Damage 20% per point
                                                                                                        Enchant WeaponMageSpellbladeOverloadedSorcererSpellbladeRunemaster1Activating Enchant Weapon causes your next melee elemental attack to be free.
                                                                                                        • Free Melee Elemental Attack
                                                                                                        Enchant WeaponMageSpellbladePower VentSorcererSpellbladeRunemaster2Active: You gain stacks of Fire Aura every second.
                                                                                                        • Fire Aura Stacks Per Second +1 per point
                                                                                                        Enchant WeaponMageSpellbladeSearing ConflagrationSorcererSpellbladeRunemaster4Ignites consumed by Conflagrate deal significantly more damage (multiplicative with other modifiers).
                                                                                                        • Conflagrate Damage +50% per point
                                                                                                        Enchant WeaponMageSpellbladeShivering BladeSorcererSpellbladeRunemaster5Passive: You have a chance to chill enemies with melee attacks, and you gain a chance to inflict frostbite on enemies based on your chill chance. Active: Both of these effects are doubled.
                                                                                                        • Melee Chill Chance +10% per point
                                                                                                        • Percent of Chill Chance gained as Frostbite Chance +20% per point
                                                                                                        Enchant WeaponMageSpellbladeThunderingSorcererSpellbladeRunemaster5Active: You deal additional lightning damage with melee attacks, and deal increased lightning damage with melee attacks.
                                                                                                        • Added Melee Lightning Damage +5 per point
                                                                                                        • Increased Melee Lightning Damage 20% per point
                                                                                                        Enchant WeaponMageSpellbladeTo The BoneSorcererSpellbladeRunemaster1Active: Ice Shards fires 2 additional projectiles.
                                                                                                        • Ice Shards Projectiles +2
                                                                                                        Enchant WeaponMageSpellbladeUnstable EnchantmentSorcererSpellbladeRunemaster1Enchant Weapon has a reduced cooldown and duration. Active: You cast Elemental Nova when you activate Enchant Weapon and when its active duration ends, consuming mana equal to Elemental Nova's mana cost.
                                                                                                        • Cooldown -25%
                                                                                                        • Casts Elemental Nova on Active Start and End
                                                                                                        • Active Duration -25%
                                                                                                        • Mana Consumption 100%
                                                                                                        FirebrandMageSpellbladeArcane SharpshooterSpellblade3Firebrand grants global spell critical strike multiplier per stack of Firebrand.
                                                                                                        • Spell Critical Multiplier +5% per point
                                                                                                        FirebrandMageSpellbladeArdent BrandingSpellblade1Firebrand can have more maximum stacks and deals more damage per stack, but it has less attack speed (both multiplicative with other modifiers).
                                                                                                        • Maximum Stacks +3
                                                                                                        • Damage Per Stack +3%
                                                                                                        • Attack Speed -20%
                                                                                                        FirebrandMageSpellbladeBrand of ArcanusSpellblade1Stacks of Firebrand now also grant added spell fire damage.
                                                                                                        • Spell Fire Damage per Stack 5
                                                                                                        FirebrandMageSpellbladeCharringSpellblade3Firebrand deals more melee damage per stack of Firebrand (multiplicative with other modifiers).
                                                                                                        • Melee Damage Per Stack +4% per point
                                                                                                        FirebrandMageSpellbladeConflagrateSpellblade1You gain an additional stack of Firebrand when attacking, but Firebrand costs more mana.
                                                                                                        • Stacks Per Attack +1
                                                                                                        • Mana Cost +3
                                                                                                        FirebrandMageSpellbladeCrossfireSpellblade4Each stack of Firebrand grants you global Ignite Chance.
                                                                                                        • Ignite Chance Per Stack +10% per point
                                                                                                        FirebrandMageSpellbladeElectrostaticSpellblade3Gain stacks of Static if Firebrand hits at least one enemy.
                                                                                                        • Static Charges +5 per point
                                                                                                        FirebrandMageSpellbladeEverflamesSpellblade1You refresh the duration of all stacks of Firebrand when gaining a new stack.
                                                                                                        • Stacks Refreshed
                                                                                                        FirebrandMageSpellbladeExcitationSpellblade1While you have at least 1 stack of Firebrand, your next cast of Lightning Blast will consume all stacks to chain additional times per stack consumed.
                                                                                                        • Lightning Blast Chains per Firebrand Stack Consumed 2
                                                                                                        FirebrandMageSpellbladeExothermicSpellblade3Using Flame Reave consumes stacks of Firebrand to gain Ignite Chance per stack consumed.
                                                                                                        • Stacks Consumed 3 per point
                                                                                                        • Ignite Chance Per Stack +100%
                                                                                                        FirebrandMageSpellbladeFading FlameSpellblade3You gain ward when a stack of Firebrand expires or is consumed.
                                                                                                        • Ward Per Stack Consumed or Expired 15 per point
                                                                                                        FirebrandMageSpellbladeFirebrandSpellblade0A melee attack which grants you a stack of Firebrand buff if it hits an enemy. Each stack of the Firebrand buff increases the size of subsequent Firebrand attacks and adds melee fire damage.
                                                                                                          FirebrandMageSpellbladeFlareSpellblade4Firebrand has a chance to ignite enemies.
                                                                                                          • Ignite Chance +25% per point
                                                                                                          FirebrandMageSpellbladeFulminationSpellblade3Firebrand attacks faster per stack of Firebrand, up to a maximum.
                                                                                                          • Attack Speed Per Stack +3% per point
                                                                                                          • Maximum Added Speed 15% per point
                                                                                                          FirebrandMageSpellbladeGalvanizeSpellblade1Firebrands's base fire damage and added melee fire damage from stacks is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. All ignite chance from this tree is converted to shock chance and effects related to ignite now depend on shock instead. Swaps Firebrand's Fire tag for a Lightning tag.
                                                                                                          • Fire -> Lightning Conversion
                                                                                                          • Ignite -> Shock Chance
                                                                                                          FirebrandMageSpellbladeHeat WaveSpellblade3Directly using Firebrand has a chance to grant a stack of Fire Aura based on your current Firebrand stacks. This effect can trigger a limited number of times per second.
                                                                                                          • Fire Aura Chance per Firebrand Stack +5% per point
                                                                                                          • Limit per Second 4
                                                                                                          FirebrandMageSpellbladeHypothermiaSpellblade3Using Shatter Strike consumes stacks of Firebrand to gain Frostbite Chance per stack consumed.
                                                                                                          • Frostbite Chance Per Stack +100%
                                                                                                          • Stacks Consumed 3 per point
                                                                                                          FirebrandMageSpellbladeIlluminating FireSpellblade3Consuming stacks of Firebrand with Incineration grants bonus critical strike chance and critical strike multiplier per stack.
                                                                                                          • Crit Chance per Stack Consumed +2% per point
                                                                                                          • Crit Multiplier per Stack Consumed +2% per point
                                                                                                          FirebrandMageSpellbladeIncinerationSpellblade1Your next melee attack, that is not Firebrand, consumes all stacks of Firebrand and deals more damage per stack consumed (multiplicative with other modifiers).
                                                                                                          • Other Melee Consumes Stacks
                                                                                                          • Damage Per Stack +12%
                                                                                                          FirebrandMageSpellbladeInfernoSpellblade3Firebrand has a chance to inflict Spreading Flames when hitting an ignited enemy. Stacks of Firebrand also grant more fire damage (multiplicative with other modifiers) against enemies afflicted by Spreading Flames.
                                                                                                          • Spreading Flames Chance vs Ignited 10% per point
                                                                                                          • More Fire Damage Per Stack vs Spreading Flames +2% per point
                                                                                                          FirebrandMageSpellbladeInflameSpellblade4Firebrand has additional melee critical strike multiplier per stack of Firebrand.
                                                                                                          • Melee Critical Multiplier +5% per point
                                                                                                          FirebrandMageSpellbladeInsulationSpellblade5Firebrand grants additional armor and fire resistance per stack of Firebrand.
                                                                                                          • Armor Per Stack +15 per point
                                                                                                          • Fire Resistance Per Stack 8% per point
                                                                                                          FirebrandMageSpellbladeKindlingSpellblade4Firebrand has increased melee critical strike chance per stack of Firebrand.
                                                                                                          • Increased Melee Crit Chance Per Stack 10% per point
                                                                                                          FirebrandMageSpellbladePyreSpellblade1If Firebrand hits at least one enemy, it consumes mana to cast Flame Wave, a spell that deals fire damage in a line.
                                                                                                          • Flame Wave On Hit
                                                                                                          • Mana Consumed 4
                                                                                                          FirebrandMageSpellbladePyroshieldingSpellblade5You gain ward when Firebrand hits at least one enemy.
                                                                                                          • Ward Gain 8 per point
                                                                                                          FirebrandMageSpellbladeSearing BrandSpellblade5Firebrand deals more damage (multiplicative with other modifiers).
                                                                                                          • Damage +12% per point
                                                                                                          FirebrandMageSpellbladeTriple StrikeSpellblade1Firebrand now shoots three lines instead of one in a cone in front of you, but costs more mana.
                                                                                                          • Firebrand lines 3
                                                                                                          • Mana Cost +3
                                                                                                          FirebrandMageSpellbladeUndying FireSpellblade5Stacks of Firebrand last longer.
                                                                                                          • Stack Duration +15% per point
                                                                                                          FirebrandMageSpellbladeWarding FlamesSpellblade3You gain ward per second per stack of Firebrand.
                                                                                                          • Ward Per Second Per Stack 3 per point
                                                                                                          FirebrandMageSpellbladeWildfireSpellblade2Firebrand can have more maximum stacks.
                                                                                                          • Maximum Stacks +1 per point
                                                                                                          Flame ReaveMageSpellbladeAccelerandoSorcererSpellbladeRunemaster3Flame Reave requires fewer stacks of Rhythm of Fire to consume all stacks. This does not affect the bonuses from consuming stacks. Additionally when Flame Reave consumes Rhythm of Fire stacks it gains additional critical strike chance.
                                                                                                          • Required Rhythm of Fire Stacks -1 per point
                                                                                                          • Crit Chance when Consuming Stacks +2% per point
                                                                                                          Flame ReaveMageSpellbladeArcane SeveranceSorcererSpellbladeRunemaster4Flame Reave deals more melee damage (multiplicative with other modifiers) and it deals added melee damage based on your added spell damage.
                                                                                                          • Melee Damage +4% per point
                                                                                                          • Melee Damage per 4 Spell Damage +1 per point
                                                                                                          Flame ReaveMageSpellbladeAshen WasteSorcererSpellbladeRunemaster2Flame Reave's critical strikes deal more damage.
                                                                                                          • Critical Multiplier +25% per point
                                                                                                          Flame ReaveMageSpellbladeCatalyst of AshSorcererSpellbladeRunemaster2When you directly cast Flame Reave and consume Rhythm of Fire, you cast Elemental Nova with more area and damage (multiplicative with other modifiers). This effect consumes a percentage of Elemental Nova's mana cost.
                                                                                                          • Rhythm of Fire Casts Elemental Nova
                                                                                                          • Elemental Nova Damage And Area +25% per point
                                                                                                          • Mana Consumption 50%
                                                                                                          Flame ReaveMageSpellbladeChaos FlareSorcererSpellbladeRunemaster4Flame Reave melee hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).
                                                                                                          • More Crit Chance Against Ignited 20% per point
                                                                                                          Flame ReaveMageSpellbladeDancing FlamesSorcererSpellbladeRunemaster5Flame Reave has increased attack speed and costs less mana, but travels more slowly, reducing its range.
                                                                                                          • Attack Speed +4% per point
                                                                                                          • Mana Cost -14% per point
                                                                                                          • Range -5% per point
                                                                                                          Flame ReaveMageSpellbladeEmber InfusionSorcererSpellbladeRunemaster4Flame Reave deals more melee damage (multiplicative with other modifiers).
                                                                                                          • Melee Damage +12% per point
                                                                                                          Flame ReaveMageSpellbladeEngulfing FlamesSorcererSpellbladeRunemaster4Flame Reave hits have a chance to apply Spreading Flames. Flame Reave deals more fire damage over time (multiplicative with other modifiers).
                                                                                                          • Spreading Flames Chance +25% per point
                                                                                                          • Fire Damage Over Time +12% per point
                                                                                                          Flame ReaveMageSpellbladeFlame CallerSorcererSpellbladeRunemaster1Flame Reave returns to you. This can hit the same enemy again.
                                                                                                          • Returns To You
                                                                                                          Flame ReaveMageSpellbladeFlame ReaveSorcererSpellbladeRunemaster0A melee attack that releases a wave of flames from your weapon, cleaving through enemies in a cone in front of you. Deals less damage as it expands, up to 50% less at maximum distance.
                                                                                                            Flame ReaveMageSpellbladeFrenzied FlameSorcererSpellbladeRunemaster4Flame Reave hits have a chance to grant you Frenzy for 3 seconds. In addition to Frenzy's base effect it now grants Flame Reave additional melee fire damage.
                                                                                                            • Frenzy Chance 10% per point
                                                                                                            • Flame Reave Fire Damage during Frenzy +8 per point
                                                                                                            • Frenzy Duration (Seconds) 3
                                                                                                            Flame ReaveMageSpellbladeHeat WaveSorcererSpellbladeRunemaster5Flame Reave deals more fire damage (multiplicative with other modifiers)
                                                                                                            • Fire Damage +10% per point
                                                                                                            Flame ReaveMageSpellbladeInfernal AlchemySorcererSpellbladeRunemaster3When you attack with Flame Reave and critically strike at least one enemy you gain ward.
                                                                                                            • Ward Gained 15 per point
                                                                                                            Flame ReaveMageSpellbladeInfernal CallingSorcererSpellbladeRunemaster1Each time Flame Reave returns, it pulls enemies to you and grants you Haste for a duration.
                                                                                                            • Pulls Enemies On Return
                                                                                                            • Haste Duration (seconds) 1
                                                                                                            Flame ReaveMageSpellbladeKindlingSorcererSpellbladeRunemaster2Flame Reave can store an additional charge and has increased cooldown recovery rate, but it also has additional mana cost.
                                                                                                            • Additional Charges +1 per point
                                                                                                            • Cooldown Recovery Speed +15% per point
                                                                                                            • Mana Cost +6 per point
                                                                                                            Flame ReaveMageSpellbladeLingering EmbersSorcererSpellbladeRunemaster2You have a chance to cast Fire Aura when you directly use Flame Reave. Flame Reave has additional chance to Ignite on hit per active Fire Aura. These effects are tripled if Flame Reave has a cooldown.
                                                                                                            • Fire Aura Chance 20% per point
                                                                                                            • Ignite Chance per Fire Aura +4% per point
                                                                                                            • Tripled With Cooldown
                                                                                                            Flame ReaveMageSpellbladeNaurcristSorcererSpellbladeRunemaster4Flame Reave hits deal additional melee fire damage per equipped sword.
                                                                                                            • Melee Fire Damage Per Sword +5 per point
                                                                                                            Flame ReaveMageSpellbladePrecise DestructionSorcererSpellbladeRunemaster3Flame Reave has additional critical strike chance, but deals damage in a narrower area.
                                                                                                            • Crit Chance +4% per point
                                                                                                            • Width -8% per point
                                                                                                            Flame ReaveMageSpellbladeReflashSorcererSpellbladeRunemaster1Flame Reave now has a cooldown, but it expands and returns a second time. This can hit the same enemy two additional times.
                                                                                                            • Expands and Returns Again
                                                                                                            • Cooldown (seconds) 3
                                                                                                            Flame ReaveMageSpellbladeRhythm of FireSorcererSpellbladeRunemaster1Using Flame Reave grants 4 stacks of Rhythm of Fire. If you already have 12 stacks, Flame Reave instead consumes all the stacks to gain significantly more width, range, and damage (all multiplicative with other modifiers).
                                                                                                            • Stacks on use 4
                                                                                                            • Width when consuming 12 stacks +65%
                                                                                                            • Range when consuming 12 stacks +130%
                                                                                                            • Damage when consuming 12 stacks +130%
                                                                                                            Flame ReaveMageSpellbladeRolling FlamesSorcererSpellbladeRunemaster2Flame Reave travels faster, increasing its range.
                                                                                                            • Range +15% per point
                                                                                                            Flame ReaveMageSpellbladeRolling ThunderSorcererSpellbladeRunemaster1Half of Flame Reave's base damage is converted to lightning, meaning that this half of the damage scales with increases to lightning damage but not with increases to fire damage. Fire damage bonuses from this tree now also apply to Lightning. Ignite chance from this tree now also grants an equal amount of shock chance. Flame Reave gains a Lightning tag.
                                                                                                            • 50% Base Damage -> Lightning 50%
                                                                                                            • Fire Damage modifiers on tree also apply to Lightning Damage
                                                                                                            • Ignite Chance from tree also grants Shock Chance
                                                                                                            Flame ReaveMageSpellbladeScorched EarthSorcererSpellbladeRunemaster1When you directly use Flame Reave and kill an enemy or hit a boss or rare enemy, you cast Fireball at a random enemy within 6 meters. This effect can occur a limited number of times per 2 seconds, and consumes a percentage of Fireball's mana cost.
                                                                                                            • Fireball on Kill or Boss or Rare Hit
                                                                                                            • Limit per 2 Seconds 3
                                                                                                            • Mana Consumption 50%
                                                                                                            Flame ReaveMageSpellbladeScorching TideSorcererSpellbladeRunemaster3Flame Reave hits deal more melee damage against ignited enemies (multiplicative with other modifiers).
                                                                                                            • Melee Damage vs Ignited +20% per point
                                                                                                            Flame ReaveMageSpellbladeSlash and BurnSorcererSpellbladeRunemaster4Flame Reave hits have a chance to ignite enemies.
                                                                                                            • Ignite Chance +25% per point
                                                                                                            Flame ReaveMageSpellbladeThermopileSorcererSpellbladeRunemaster1When you directly use Flame Reave and kill an enemy or hit a boss or rare enemy, you cast Lightning Blast at a random enemy within 6 meters. This effect can occur a limited number of times per 2 seconds, and consumes a percentage of Lightning Blast's mana cost.
                                                                                                            • Lightning Blast on Kill or Rare or Boss Hit
                                                                                                            • Limit Per 2 Seconds 3
                                                                                                            • Mana Consumption 50%
                                                                                                            Flame ReaveMageSpellbladeUnbound FlamesSorcererSpellbladeRunemaster3Flame Reave deals damage in a larger area.
                                                                                                            • Width +12% per point
                                                                                                            Flame ReaveMageSpellbladeVersatilitySorcererSpellbladeRunemaster1Directly using Surge, Fireball, Mana Strike, or Firebrand also grants stacks of Rhythm of Fire. These skills cannot consume stacks of Rhythm of Fire and you cannot exceed the number of stacks required for Flame Reave to consume stacks, which is 12 by default.
                                                                                                            • Stacks on Surge Use 6
                                                                                                            • Stacks on Fireball Use 5
                                                                                                            • Stacks on Manastrike Use 4
                                                                                                            • Stacks on Firebrand Use 3
                                                                                                            Flame ReaveMageSpellbladeWorldfireSorcererSpellbladeRunemaster1Flame Reave hits enemies in an expanding circle centered on you, but has less range and costs significantly more mana.
                                                                                                            • Circle Area Of Effect
                                                                                                            • Mana Cost +8
                                                                                                            • Range -20%
                                                                                                            Shatter StrikeMageSpellbladeAbsolute ZeroSpellblade4Shatter Strike deals more damage, but has less attack speed (both multiplicative with other modifiers).
                                                                                                            • Damage +15% per point
                                                                                                            • Attack Speed -5% per point
                                                                                                            Shatter StrikeMageSpellbladeAcclimatedSpellblade2You take less cold damage (multiplicative with other modifiers) for 4 seconds after hitting an enemy with Shatter Strike. This effect is doubled when hitting a frozen enemy.
                                                                                                            • Less Cold Damage Taken On Hit 5% per point
                                                                                                            • Doubled Against Frozen Enemies
                                                                                                            Shatter StrikeMageSpellbladeArctic BlastSpellblade1Shatter Strike pulls enemies towards a point in front of you.
                                                                                                            • Pull Towards Overlap
                                                                                                            Shatter StrikeMageSpellbladeBreadth of ColdSpellblade3Shatter Strike deals more damage (multiplicative with other modifiers) and has increased area of effect.
                                                                                                            • Damage +10% per point
                                                                                                            • Area +10% per point
                                                                                                            Shatter StrikeMageSpellbladeChillflameSpellblade1Shatter Strike hits convert all stacks of ignite on enemies into Frostbite.
                                                                                                            • Ignite -> Frostbite
                                                                                                            Shatter StrikeMageSpellbladeClash of LightningSpellblade1Shatter Strike's base cold damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to cold damage. Frostbite chance from all sources is converted to shock chance. Swaps Shatter Strike's Cold tag for a Lightning tag. Shatter Strike can no longer freeze enemies. Effects within Shatter Strike's tree which require a frozen target instead require that the target has 10 stacks of shock.
                                                                                                            • Cold -> Lightning Damage
                                                                                                            • Frostbite Chance -> Shock Chance
                                                                                                            • Cannot Freeze
                                                                                                            Shatter StrikeMageSpellbladeCold PresenceSpellblade4Shatter Strike deals more damage (multiplicative with other modifiers). This effect is doubled against enemies at high health.
                                                                                                            • More Damage +10% per point
                                                                                                            • Doubled Against High Health Enemies
                                                                                                            Shatter StrikeMageSpellbladeCold SteelSpellblade4Shatter Strike’s critical strikes deal more damage per equipped sword.
                                                                                                            • Critical Multiplier Per Sword +20% per point
                                                                                                            Shatter StrikeMageSpellbladeFrigid EfficacySpellblade3Ice Spikes deal more damage (multiplicative with other modifiers). Ice Spikes from direct casts of Shatter Strike move faster, causing them to travel farther.
                                                                                                            • Ice Spikes Damage +30% per point
                                                                                                            • Ice Spikes Projectile Speed for Direct Casts +15% per point
                                                                                                            Shatter StrikeMageSpellbladeFrigid ZephyrSpellblade1Shatter Strike grants Haste for two seconds when it kills a frozen enemy.
                                                                                                            • Haste On Frozen Kill
                                                                                                            Shatter StrikeMageSpellbladeFrostbittenSpellblade4Shatter Strike has a chance to inflict enemies with Frostbite.
                                                                                                            • Frostbite Chance +25% per point
                                                                                                            Shatter StrikeMageSpellbladeFrozen ShrapnelSpellblade1Shatter Strike fires 8 Ice Spikes. Indirect casts create half as many Ice Spikes. An enemy can be hit by both Shatter Strike and up to 1 Ice Spike from each cast.
                                                                                                            • Shatter Strike Casts Ice Spikes
                                                                                                            Shatter StrikeMageSpellbladeGlacial SmashSpellblade4Shatter Strike's hits deal more damage (multiplicative with other modifiers). This effect is doubled against frozen enemies.
                                                                                                            • Hit Damage +8% per point
                                                                                                            • Doubled Against Frozen Enemies
                                                                                                            Shatter StrikeMageSpellbladeHoarfrostSpellblade4Shatter Strike hits grant ward. This effect is doubled for hits against frozen enemies.
                                                                                                            • Ward Gained +3 per point
                                                                                                            • Doubled Against Frozen
                                                                                                            Shatter StrikeMageSpellbladeIce BarrierSpellblade3Shatter Strike hits grant a stack of Ice Barrier for 4 seconds, granting additional armor. This effect can trigger a limited number of times per 4 seconds.
                                                                                                            • Armor Gained +6 per point
                                                                                                            • Limit Per 4 Seconds 40
                                                                                                            Shatter StrikeMageSpellbladeIceblinkSpellblade4Shatter Strike has increased attack speed with a one handed weapon equipped, and it has a chance to recast two additional times with a two handed weapon equipped.
                                                                                                            • Attack Speed with One Handed Weapon +12% per point
                                                                                                            • Chance for Two Recasts with Two Handed Weapon +6% per point
                                                                                                            Shatter StrikeMageSpellbladeIcy FlowSpellblade4Shatter Strike costs less mana and grants ward on hit.
                                                                                                            • Mana Efficiency +12% per point
                                                                                                            • Ward Gained +3 per point
                                                                                                            Shatter StrikeMageSpellbladeLingering ChillSpellblade4You deal more cold damage (multiplicative with other modifiers) and are more likely to freeze enemies if you have used Shatter Strike recently (past 4 seconds).
                                                                                                            • Global More Cold Damage +5% per point
                                                                                                            • Global Freeze Rate Multiplier +40% per point
                                                                                                            Shatter StrikeMageSpellbladeObliterationSpellblade2Shatter Strike's instant kill on frozen enemies occurs at a higher health threshold, and Shatter Strike has additional critical strike chance.
                                                                                                            • Kill Threshold Against Frozen Enemies +2% per point
                                                                                                            • Critical Chance +3% per point
                                                                                                            Shatter StrikeMageSpellbladeRazor IceSpellblade4Frostbite inflicted by Shatter Strike has additional Cold Penetration.
                                                                                                            • Cold Penetration with Frostbite +15% per point
                                                                                                            Shatter StrikeMageSpellbladeRimestrikeSpellblade1Shatter Strike chills enemies, and has additional freeze rate based on its chill chance.
                                                                                                            • Chill Chance +100%
                                                                                                            • Freeze Rate per 10% Chill Chance +1
                                                                                                            Shatter StrikeMageSpellbladeShatter StrikeSpellblade0A sweeping melee attack of 2 arcs that strikes enemies in a circle around you dealing cold damage and instantly kills frozen enemies below 10% health. Enemies in the middle of the attack are hit twice, where the arcs overlap.
                                                                                                              Shatter StrikeMageSpellbladeShiverSpellblade5Shatter Strike deals damage in a larger area and penetrates enemy cold resistance.
                                                                                                              • Area +20% per point
                                                                                                              • Cold Penetration +5% per point
                                                                                                              Shatter StrikeMageSpellbladeSolidifySpellblade4Shatter Strike has a higher chance to freeze enemies and costs less mana.
                                                                                                              • Freeze Rate Multiplier +50% per point
                                                                                                              • Mana Efficiency +8% per point
                                                                                                              Shatter StrikeMageSpellbladeStormfusedSpellblade2Shatter Strike deals more lightning damage per stack of shock on the target.
                                                                                                              • Lightning Damage per Shock +2% per point
                                                                                                              Shatter StrikeMageSpellbladeUnrelenting WinterSpellblade4Ice Spikes have a chance on hit to create a random size Glacier, consuming a percentage of Glacier's mana cost.
                                                                                                              • Glacier Chance 5% per point
                                                                                                              • Mana Consumption 25%
                                                                                                              Shatter StrikeMageSpellbladeWhiteoutSpellblade2Shatter Strike recasts after it finishes, but costs more mana and has less attack speed (multiplicative with other modifiers). You can use other skills during the recasts.
                                                                                                              • Recasts 1 per point
                                                                                                              • Less Attack Speed 10% per point
                                                                                                              • Mana Cost +80% per point
                                                                                                              Shatter StrikeMageSpellbladeWinter's BoonSpellblade1Shatter Strike grants mana when it kills an enemy, doubled if that enemy was frozen.
                                                                                                              • Mana Gain on Kill +1
                                                                                                              • Doubled for Frozen Enemies
                                                                                                              SurgeMageSpellbladeCapacitatorSpellblade3You gain Static Charges on hit with Surge.
                                                                                                              • Static Charges +1 per point
                                                                                                              SurgeMageSpellbladeCharged MovementSpellblade4Surge has a chance to apply a Spark Charge on enemies.
                                                                                                              • Spark Charge +25% per point
                                                                                                              SurgeMageSpellbladeColdfrontSpellblade1Surge causes a Tidal Wave to continue past the arrival point, dealing spell cold damage and chills enemies.
                                                                                                              • Tidal Wave On Arrival
                                                                                                              • Chill Chance 100%
                                                                                                              SurgeMageSpellbladeConcentrated CurrentSpellblade2Surge deals more damage (multiplicative with other modifiers) but you travel a shorter distance.
                                                                                                              • Damage +20% per point
                                                                                                              • Distance -20% per point
                                                                                                              SurgeMageSpellbladeConduitSpellblade3Surge deals more lightning damage per 4 Static Charges you have when you use Surge (multiplicative with other modifiers).
                                                                                                              • Lightning Damage +1% per point
                                                                                                              SurgeMageSpellbladeCrackling BladesSpellblade2Shock applied by Surge has increased duration per equipped sword. Spark Charges applied by Surge deal more damage (multiplicative with other modifiers) per equipped sword.
                                                                                                              • Shock Duration Per Sword +50% per point
                                                                                                              • Spark Charge Damage Per Sword +50% per point
                                                                                                              SurgeMageSpellbladeCryomantic PathSpellblade5Surge has a higher chance to freeze enemies and deals more cold damage (multiplicative with other modifiers).
                                                                                                              • Freeze Rate Multiplier +25% per point
                                                                                                              • Cold Damage +10% per point
                                                                                                              SurgeMageSpellbladeDischargeSpellblade1You cast Static on arrival with Surge.
                                                                                                              • Static On Arrival
                                                                                                              SurgeMageSpellbladeDynamicsSpellblade2Surge has increased duration, causing you to move slower.
                                                                                                              • Duration +25% per point
                                                                                                              SurgeMageSpellbladeEffluenceSpellblade5Improves Surge's base critical strike chance and you gain ward on crit with Surge.
                                                                                                              • Base Crit Chance +1% per point
                                                                                                              • Ward Gain 10 per point
                                                                                                              SurgeMageSpellbladeElectropulseSpellblade3You now cast Lightning Blasts while travelling with Surge. This uses Lightning Blast's mana cost.
                                                                                                              • Lightning Blasts While Travelling +1 per point
                                                                                                              SurgeMageSpellbladeExpanseSpellblade5Surge deals damage in a larger area.
                                                                                                              • Area +20% per point
                                                                                                              SurgeMageSpellbladeFlaming SurgeSpellblade1Surge's base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage. Shock chance from all sources is converted to ignite chance and effects related to shock now depend on ignite instead. Swaps Surge's Lightning tag for a Fire tag. Has no effect if you have the Glacial Assault node.
                                                                                                              • Lightning -> Fire Damage
                                                                                                              • Shock -> Ignite Chance
                                                                                                              SurgeMageSpellbladeFulminationSpellblade4You have a chance to cast Fire Aura when you consume a stack of Dormant Energy.
                                                                                                              • Fire Aura Chance 25% per point
                                                                                                              SurgeMageSpellbladeGlacial AssaultSpellblade1Surge's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It also has a chance to freeze enemies. Shock chance from all sources is converted to Frostbite chance and effects related to shock now depend on Frostbite instead. Swaps Surge's Lightning tag for a Cold tag.
                                                                                                              • Lightning -> Cold Damage
                                                                                                              • Shock -> Frostbite Chance
                                                                                                              • Freeze Rate 60
                                                                                                              SurgeMageSpellbladeInsulationSpellblade3Consuming stacks of Dormant Energy grants you ward per stack consumed.
                                                                                                              • Ward Gain Per Stack 10 per point
                                                                                                              SurgeMageSpellbladeJoltSpellblade3Surge shocks enemies and has an increased chance to stun.
                                                                                                              • Shock Chance +100% per point
                                                                                                              • Increased Stun Chance 50% per point
                                                                                                              SurgeMageSpellbladeLightning RushSpellblade3Surge deals more damage per 1% of movement speed (multiplicative with other modifiers).
                                                                                                              • Damage +1% per point
                                                                                                              SurgeMageSpellbladeLongstriderSpellblade5You travel further with Surge.
                                                                                                              • Travel Distance +10% per point
                                                                                                              SurgeMageSpellbladePyroclasmSpellblade1Surge causes a Flame Reave to continue past the arrival point, a melee attack dealing fire damage in a cone in front of you. This effect costs Flame Reave's mana cost as well.
                                                                                                              • Flame Reave On Arrival
                                                                                                              SurgeMageSpellbladeRide the LightningSpellblade1Surge now moves you in a zig zag motion rather than a straight line and deals more spell lightning damage (multiplicative with other modifiers).
                                                                                                              • Zig Zag Motion
                                                                                                              • Spell Lightning Damage +30%
                                                                                                              SurgeMageSpellbladeShielding AdvanceSpellblade1You are invulnerable while Surging.
                                                                                                              • Invulnerability While Surging
                                                                                                              SurgeMageSpellbladeShielding EffluxSpellblade5You gain ward on hit with Surge.
                                                                                                              • Ward Gain 5 per point
                                                                                                              SurgeMageSpellbladeShocking BlowsSpellblade5Surge deals additional melee lightning damage.
                                                                                                              • Melee Lightning Damage +10 per point
                                                                                                              SurgeMageSpellbladeStagnantSpellblade3Surge Immobilizes enemies hit for a short duration.
                                                                                                              • Immobilize Duration (seconds) 1 per point
                                                                                                              SurgeMageSpellbladeStatic BuildupSpellblade5Gain Static Charges when you use Surge.
                                                                                                              • Static Charges +6 per point
                                                                                                              SurgeMageSpellbladeStorm AegisSpellblade5You gain ward if Surge hits at least one enemy.
                                                                                                              • Ward Gain 30 per point
                                                                                                              SurgeMageSpellbladeStorm BatterySpellblade5While Surge is on cooldown, using a melee attack and hitting at least one enemy grants you a stack of Dormant Energy up to a maximum. Using Surge again consumes all stacks to deal more damage per stack (multiplicative with other modifiers).
                                                                                                              • Maximum Dormant Energy Stacks 2 per point
                                                                                                              • Damage Per Stack +10%
                                                                                                              SurgeMageSpellbladeStormbringerSpellblade1You now cast Lightning Blast on arrival with Surge. This uses Lightning Blast's mana cost.
                                                                                                              • Lightning Blast On Arrival
                                                                                                              SurgeMageSpellbladeSurgeSpellblade0Quick fixed distance dash which hits all enemies in the path with a lightning melee attack.
                                                                                                                Eterra's BlessingPrimalistPrimalistAncestral RenewalBeastmasterShamanDruid3When you heal a target that is already at high health, you have a chance to summon a Healing Totem at its location which heals nearby allies.
                                                                                                                • Chance To Summon Healing Totem On High Health Heal 34# per point
                                                                                                                Eterra's BlessingPrimalistPrimalistArdent TouchBeastmasterShamanDruid5When cast on a minion, Eterra's Blessing also grants increased movement, attack, and cast speed for 4 seconds.
                                                                                                                • Increased Minion Movespeed +6% per point
                                                                                                                • Increased Minion Attack Speed +6% per point
                                                                                                                • Increased Minion Cast Speed +6% per point
                                                                                                                Eterra's BlessingPrimalistPrimalistBinding HealBeastmasterShamanDruid4When Eterra's Blessing is cast on one of your companions, you also heal yourself for a portion of its base heal amount.
                                                                                                                • Self Heal Amount 15% per point
                                                                                                                Eterra's BlessingPrimalistPrimalistBoon of the ShifterBeastmasterShamanDruid4Eterra's Blessing heals for more if you have transformed recently (last 4 seconds).
                                                                                                                • Increased Healing If Recently Transformed +50% per point
                                                                                                                Eterra's BlessingPrimalistPrimalistCaustic RenewalBeastmasterShamanDruid5When Eterra's Blessing is cast on your Scorpion companion, you are both granted a chance to poison enemies with attacks and spells for 4 seconds.
                                                                                                                • Poison Chance +30% per point
                                                                                                                Eterra's BlessingPrimalistPrimalistConservationBeastmasterShamanDruid5Eterra's Blessing costs less mana.
                                                                                                                • Mana Efficiency +10% per point
                                                                                                                Eterra's BlessingPrimalistPrimalistEfflorescenceBeastmasterShamanDruid1Eterra's Blessing heals half of its value immediately, and half of its value over 4 seconds.
                                                                                                                • Eterra's Blessing Heals Over Time
                                                                                                                Eterra's BlessingPrimalistPrimalistEmboldenBeastmasterShamanDruid4Your next spell after casting Eterra's Blessing deals increased damage.
                                                                                                                • Increased Spell Damage On Next Cast 25% per point
                                                                                                                Eterra's BlessingPrimalistPrimalistEncourageBeastmasterShamanDruid4When Eterra's Blessing heals one of your companions it has a chance to refresh its activated ability cooldown, but Eterra's Blessing costs more mana.
                                                                                                                • Chance To Refresh Companion Ability 25% per point
                                                                                                                • Mana Cost +5
                                                                                                                Eterra's BlessingPrimalistPrimalistEterra's BlessingBeastmasterShamanDruid0The nearest allied target is healed for 100 health. If the target is one of your minions then the healing is tripled and the minion is energised for 4 seconds, increasing its size by 20% and its damage by 100%.
                                                                                                                  Eterra's BlessingPrimalistPrimalistEterra's FurorBeastmasterShamanDruid1When you directly cast Eterra's Blessing on a companion it taunts nearby enemies for 4 seconds. However Eterra's Blessing now has a long cooldown.
                                                                                                                  • Companion Taunts
                                                                                                                  • Cooldown (seconds) 12
                                                                                                                  Eterra's BlessingPrimalistPrimalistImproved BlessingBeastmasterShamanDruid5Eterra's Blessing has increased healing effectiveness.
                                                                                                                  • Increased Healing +20% per point
                                                                                                                  Eterra's BlessingPrimalistPrimalistLifestreamBeastmasterShamanDruid2After casting Eterra's Blessing, your spells leech a portion of the damage they deal as health for 4 seconds.
                                                                                                                  • Spell Health Leech +2% per point
                                                                                                                  Eterra's BlessingPrimalistPrimalistNatural AffinityBeastmasterShamanDruid1When cast on a minion, Eterra's Blessing grants stun immunity for 4 seconds.
                                                                                                                  • Minion Stun Immunity
                                                                                                                  Eterra's BlessingPrimalistPrimalistOvergrowthBeastmasterShamanDruid4Eterra's Blessing has a chance to heal all allies nearby its target for 50 health.
                                                                                                                  • Chance To Heal Allies Nearby Target 25% per point
                                                                                                                  • Heal Amount 50
                                                                                                                  Eterra's BlessingPrimalistPrimalistPurgeBeastmasterShamanDruid1Eterra's Blessing cleanses all ailments on its target.
                                                                                                                  • Cleanses Target Ailments
                                                                                                                  Eterra's BlessingPrimalistPrimalistRebukeBeastmasterShamanDruid3Eterra's Blessing knocks back enemies a given distance from its target.
                                                                                                                  • Knockback Distance (Meters) 1 per point
                                                                                                                  Eterra's BlessingPrimalistPrimalistRegrowthBeastmasterShamanDruid1When Efflorescence's heal over time expires, heal again for half of Eterra's Blessing's value.
                                                                                                                  • Heal Again When Efflorescence Expires
                                                                                                                  Eterra's BlessingPrimalistPrimalistRosebloomBeastmasterShamanDruid1Whenever you directly cast Thorn Shield, you also cast Eterra's Blessing on the same target. Consumes Eterra's Blessing's mana cost as rage.
                                                                                                                  • Cast on Thorn Shield Use
                                                                                                                  Eterra's BlessingPrimalistPrimalistSafeguardBeastmasterShamanDruid5Eterra's Blessing grants elemental and poison resistance.
                                                                                                                  • Elemental Resistance +15% per point
                                                                                                                  • Poison Resistance +15% per point
                                                                                                                  Eterra's BlessingPrimalistPrimalistSavage BoonBeastmasterShamanDruid4When Eterra's Blessing is cast on your Wolf or Bear companions, you are both granted increased physical damage for 4 seconds.
                                                                                                                  • Global Increased Physical Damage +25% per point
                                                                                                                  Eterra's BlessingPrimalistPrimalistSkyboonBeastmasterShamanDruid1When Eterra's Blessing is cast on your Storm Crow companions, they are granted Haste and Frenzy for 5 seconds.
                                                                                                                  • Haste on Storm Crow
                                                                                                                  • Frenzy on Storm Crow
                                                                                                                  Eterra's BlessingPrimalistPrimalistSoul BondBeastmasterShamanDruid4When Eterra's Blessing is cast on your Spriggan companion, you are both granted increased spell damage for 4 seconds.
                                                                                                                  • Global Increased Spell Damage +25% per point
                                                                                                                  Eterra's BlessingPrimalistPrimalistSwift RecoveryBeastmasterShamanDruid1When Eterra's Blessing targets a downed companion, it heals them for a portion of their maximum downed duration.
                                                                                                                  • Companion Down Duration Healed 30%
                                                                                                                  Eterra's BlessingPrimalistPrimalistSymbiosisBeastmasterShamanDruid3When Eterra's Blessing is cast on your Sabertooth or Raptor companions, you are both granted a chance to cause enemies to bleed with attacks and spells for 4 seconds.
                                                                                                                  • Bleed Chance +30% per point
                                                                                                                  Eterra's BlessingPrimalistPrimalistTranquil SpiritBeastmasterShamanDruid1When you are out of mana Eterra's Blessing is free, but Eterra's Blessing can no longer provide additional buffs.
                                                                                                                  • Out-Of-Mana Cost 0
                                                                                                                  • Eterra's Blessing Cannot Provide Buffs
                                                                                                                  Eterra's BlessingPrimalistPrimalistTriageBeastmasterShamanDruid1Eterra's Blessing automatically targets the lowest health ally in range, but Eterra's Blessing costs more mana.
                                                                                                                  • Automatically Targets Lowest Health Ally
                                                                                                                  • Mana Cost +5
                                                                                                                  Fury LeapPrimalistPrimalistAmbush PredatorBeastmasterShamanDruid5Fury Leap hits deal more damage against enemies at full health (multiplicative with other modifiers).
                                                                                                                  • Hit Damage Against Enemies At Full Health +30% per point
                                                                                                                  Fury LeapPrimalistPrimalistAspect of the MantisBeastmasterShamanDruid1Fury Leap's cooldown is reset when you kill an enemy with a short leap. Fury Leap's cooldown can only be reset once every 5 seconds.
                                                                                                                  • Reset Fury Leap Cooldown On Short Leap Kill
                                                                                                                  Fury LeapPrimalistPrimalistBattle BloomBeastmasterShamanDruid1When you land you cleanse all ailments on you and your minions.
                                                                                                                  • Ailments Cleansed on Landing
                                                                                                                  Fury LeapPrimalistPrimalistBrutal ImpactBeastmasterShamanDruid5Fury Leap's critical strikes deal more damage.
                                                                                                                  • Critical Strike Multiplier +20% per point
                                                                                                                  Fury LeapPrimalistPrimalistCraterBeastmasterShamanDruid4Fury Leap's deals damage in a larger area and costs less mana.
                                                                                                                  • Area +25% per point
                                                                                                                  • Mana Cost -2 per point
                                                                                                                  Fury LeapPrimalistPrimalistCrushing ImpactBeastmasterShamanDruid5Fury Leap has an increased chance to stun enemies and stuns it inflicts last longer.
                                                                                                                  • Increased Stun Chance 30% per point
                                                                                                                  • Increased Stun Duration 30% per point
                                                                                                                  Fury LeapPrimalistPrimalistFrenzied OnslaughtBeastmasterShamanDruid1When you land, you and your minions gain Frenzy for 3 seconds, which increases attack and cast speed. Frenzy cannot stack.
                                                                                                                  • Frenzy Duration (Seconds) 3
                                                                                                                  Fury LeapPrimalistPrimalistFury LeapBeastmasterShamanDruid0Leap to the target location, dealing damage to nearby enemies when you hit the ground.
                                                                                                                    Fury LeapPrimalistPrimalistGravityBeastmasterShamanDruid1Fury Leap pulls enemies when you land.
                                                                                                                    • Pulls Enemies
                                                                                                                    Fury LeapPrimalistPrimalistHeorot's ProtectionBeastmasterShamanDruid1You are immune to damage while leaping.
                                                                                                                    • Immune while Leaping
                                                                                                                    Fury LeapPrimalistPrimalistLagon's WrathBeastmasterShamanDruid1Fury Leap creates Storm Bolts while you are leaping.
                                                                                                                    • Fury Leap Casts Storm Bolt
                                                                                                                    Fury LeapPrimalistPrimalistPack LeaderBeastmasterShamanDruid1Your Wolf, Sabertooth, and Raptor companions leap with you.
                                                                                                                    • Companions Leap With You
                                                                                                                    Fury LeapPrimalistPrimalistPanther StrikeBeastmasterShamanDruid4Fury Leap deals more damage (multiplicative with other modifiers) and has a shorter cooldown.
                                                                                                                    • Damage +6% per point
                                                                                                                    • Cooldown Recovery Speed +6% per point
                                                                                                                    Fury LeapPrimalistPrimalistPoisonous ThicketBeastmasterShamanDruid4Fury Leap has a chance to cast Summon Vines where you land.
                                                                                                                    • Chance To Cast Summon Vines At Arrival 25% per point
                                                                                                                    Fury LeapPrimalistPrimalistRegain StaminaBeastmasterShamanDruid4You have a chance to reset Fury Leap's cooldown whenever you kill an enemy with any other skill. Fury Leap's cooldown can only be reset once every 5 seconds.
                                                                                                                    • Chance To Reset Fury Leap Cooldown On Kill 5% per point
                                                                                                                    Fury LeapPrimalistPrimalistRejuvenating StormsBeastmasterShamanDruid1You have additional spell damage per 2 Attunement while leaping, and kills with Storm Bolt have a chance to reset Fury Leap's cooldown. Fury Leap's cooldown can only be reset once every 5 seconds.
                                                                                                                    • Spell Damage Per 2 Attunement While Leaping +1
                                                                                                                    • Chance For Storm Bolt To Reset Fury Leap's Cooldown 30%
                                                                                                                    Fury LeapPrimalistPrimalistRiseBeastmasterShamanDruid4Fury Leap has a chance to cast Summon Vines where you leap from.
                                                                                                                    • Chance To Cast Summon Vines At Departure 25% per point
                                                                                                                    Fury LeapPrimalistPrimalistSavage ImpactBeastmasterShamanDruid5Fury Leap deal more damage (multiplicative with other modifiers) and you leech a portion of the damage it deals as health.
                                                                                                                    • Damage +6% per point
                                                                                                                    • Health Leech 3% per point
                                                                                                                    Fury LeapPrimalistPrimalistStorm BringerBeastmasterShamanDruid5Storm Bolts occur with increased frequency.
                                                                                                                    • Storm Bolt Frequency +20% per point
                                                                                                                    Fury LeapPrimalistPrimalistUnshackledBeastmasterShamanDruid1While you are below half health, Fury Leap always critically strikes.
                                                                                                                    • Critical Chance Below Half Health 100%
                                                                                                                    Fury LeapPrimalistPrimalistViolent UpheavalBeastmasterShamanDruid1When you land with Fury Leap you cast Upheaval. This consumes Upheaval's mana cost and requires positive mana.
                                                                                                                    • Casts Upheaval on Landing
                                                                                                                    • Consumes Upheaval's Mana Cost
                                                                                                                    Fury LeapPrimalistPrimalistWarrior's EntranceBeastmasterShamanDruid5When you land, you and your minions gain additional melee damage and spell damage for 3 seconds. This buff can stack.
                                                                                                                    • Global Melee Damage +3 per point
                                                                                                                    • Global Spell Damage +3 per point
                                                                                                                    • Duration (Seconds) 3
                                                                                                                    Fury LeapPrimalistPrimalistWind HammerBeastmasterShamanDruid3Fury Leap deals more damage based on how far you leap.
                                                                                                                    • Damage per Meter Travelled +1% per point
                                                                                                                    Fury LeapPrimalistPrimalistWings of EnduranceBeastmasterShamanDruid3When you land, you and your minions are healed.
                                                                                                                    • Health Restored on Landing 50 per point
                                                                                                                    Gathering StormPrimalistPrimalistA Storm GathersBeastmasterShamanDruid3Whenever you expend a Storm Stack you have a chance to gain a stack instead of losing one.
                                                                                                                    • Chance To Gain Stack 6% per point
                                                                                                                    Gathering StormPrimalistPrimalistClouds on the HorizonBeastmasterShamanDruid2Storm Bolts target enemies from farther away.
                                                                                                                    • Target Area +25% per point
                                                                                                                    Gathering StormPrimalistPrimalistConcentrated StormBeastmasterShamanDruid4Gathering Storm deals more damage (multiplicative with other modifiers) and you expend Storm Stacks more frequently, but Storm Bolts target enemies within a smaller area.
                                                                                                                    • Damage +8% per point
                                                                                                                    • Storm Bolt Cast Frequency +8% per point
                                                                                                                    • Target Area -8% per point
                                                                                                                    Gathering StormPrimalistPrimalistEarth SmasherBeastmasterShamanDruid1Gathering Storm's and Storm Bolt's base lightning damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to lightning damage. Shock chance on hit from all sources is converted to armor shred chance for Gathering Storm. Swaps Gathering Storm's Lightning tag for a Physical tag.
                                                                                                                    • Physical Conversion
                                                                                                                    • Shock -> Armor Shred Chance
                                                                                                                    Gathering StormPrimalistPrimalistEnergized by the SkiesBeastmasterShamanDruid3Gathering Storm's hits have a chance to consume mana to grant you additional Storm Stacks.
                                                                                                                    • Chance To Consume Mana 25%
                                                                                                                    • Mana Consumed 6 per point
                                                                                                                    • Additional Storm Stacks +1 per point
                                                                                                                    Gathering StormPrimalistPrimalistExcited BoltsBeastmasterShamanDruid1Storm Bolts now consume a portion of your current mana to deal more damage (multiplicative with other modifiers) per 10 current mana, up to a maximum.
                                                                                                                    • Current Mana Consumption 1%
                                                                                                                    • Damage Per 10 Current Mana +3%
                                                                                                                    • Max Damage Bonus 300%
                                                                                                                    Gathering StormPrimalistPrimalistFriends of the TempestBeastmasterShamanDruid5If you have from 1 to 15 Storm Stacks, your minions' lightning skill hits have a chance to grant you a Storm Stack.
                                                                                                                    • Minion Storm Stack Chance 8% per point
                                                                                                                    Gathering StormPrimalistPrimalistFrostbringerBeastmasterShamanDruid1Gathering Storm's and Storm Bolt's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. Shock chance on hit from all sources is converted to frostbite chance for Gathering Storm. Swaps Gathering Storm's Lightning tag for a Cold tag.
                                                                                                                    • Cold Conversion
                                                                                                                    • Shock -> Frostbite Chance
                                                                                                                    • Base Freeze Rate 40
                                                                                                                    Gathering StormPrimalistPrimalistGathering StormBeastmasterShamanDruid0Strike at your enemy with a mighty lightning powered storm. When you use Gathering Storm and hit at least one enemy, you gain a Storm Stack. Every second you expend a Storm Stack to cause a Storm Bolt to strike a nearby enemy. This interval is reduced by 2% for every stack you currently have.
                                                                                                                      Gathering StormPrimalistPrimalistIn the Eye of the StormBeastmasterShamanDruid2Whenever you expend a Storm Stack you have a chance to cast Maelstrom.
                                                                                                                      • Maelstrom Chance 5% per point
                                                                                                                      Gathering StormPrimalistPrimalistIsland CleaverBeastmasterShamanDruid4Gathering Storm's melee attack deals damage in a larger area and you have a chance to gain an additional Storm Stack if you hit at least 3 enemies with the same melee attack.
                                                                                                                      • Melee Area +12% per point
                                                                                                                      • Additional Storm Stack Chance 25% per point
                                                                                                                      Gathering StormPrimalistPrimalistJolting StrikesBeastmasterShamanDruid4Storm Bolts' hits have chance to shock enemies. Gathering Storm deals more melee damage (multiplicative with other modifiers) to shocked enemies.
                                                                                                                      • Storm Bolts Shock Chance +25% per point
                                                                                                                      • Melee Damage To Shocked +10% per point
                                                                                                                      Gathering StormPrimalistPrimalistLagonian DiplomacyBeastmasterShamanDruid1While wielding a staff the melee attack of Gathering Storm is replaced by a direct ranged cast of Storm Bolt, but Gathering Storm costs additional mana.
                                                                                                                      • Ranged Storm Bolt With Staff
                                                                                                                      • Mana Cost +6
                                                                                                                      Gathering StormPrimalistPrimalistLightning GaleBeastmasterShamanDruid1Whenever you expend a Storm Stack you have a chance to gain Haste.
                                                                                                                      • Haste Chance 15%
                                                                                                                      Gathering StormPrimalistPrimalistLightning Strikes TwiceBeastmasterShamanDruid1Whenever you hit a boss or rare enemy with a Storm Bolt you have a chance to cast it again at the same enemy after 0.25 seconds.
                                                                                                                      • Storm Bolt Repeat Chance 20%
                                                                                                                      Gathering StormPrimalistPrimalistLooming CloudsBeastmasterShamanDruid4Whenever you expend a Storm Stack you have a chance to cast Storm Bolt at an additional enemy.
                                                                                                                      • Storm Bolt Chance +8% per point
                                                                                                                      Gathering StormPrimalistPrimalistManafused StormBeastmasterShamanDruid1Whenever you directly use Gathering Storm you gain mana per active Storm Stack up to a maximum.
                                                                                                                      • Mana Gain Per Storm Stack On Use 1
                                                                                                                      • Maximum Storm Stacks 5
                                                                                                                      Gathering StormPrimalistPrimalistOf Ice and SnowBeastmasterShamanDruid3Gathering Storm's hits have a chance to chill enemies and a higher chance to freeze enemies.
                                                                                                                      • Chill Chance +20% per point
                                                                                                                      • Freeze Rate +5 per point
                                                                                                                      Gathering StormPrimalistPrimalistRending VortexBeastmasterShamanDruid1Gathering Storm has improved base critical strike chance per stack of Maelstrom on you from any source.
                                                                                                                      • Crit Chance Per Maelstrom +1%
                                                                                                                      Gathering StormPrimalistPrimalistSeismic CrashBeastmasterShamanDruid1Gathering Storm deals additional melee damage per Strength while wielding a 2 handed weapon.
                                                                                                                      • Melee Damage Per Strength +1
                                                                                                                      Gathering StormPrimalistPrimalistTempest WeaponBeastmasterShamanDruid2Gathering Storm deals additional spell damage per 3 melee damage on your equipped axe or mace. The added spell damage granted by this effect is significantly reduced when applied to a Storm Totem through its Unmatched Storms.
                                                                                                                      • Spell Damage Per 3 Melee Damage +1 per point
                                                                                                                      • Reduced Effect on Storm Totem 50%
                                                                                                                      Gathering StormPrimalistPrimalistThe TyphoonBeastmasterShamanDruid2You have increased global stun chance and additional freeze rate multiplier per active Storm Stack up to a maximum.
                                                                                                                      • Increased Stun Chance Per Storm Stack 15% per point
                                                                                                                      • Freeze Rate Multiplier Per Storm Stack +15% per point
                                                                                                                      • Maximum Storm Stacks 10
                                                                                                                      Gathering StormPrimalistPrimalistThunderous StrikesBeastmasterShamanDruid4Gathering Storm penetrates enemy lightning resistance.
                                                                                                                      • Lightning Penetration +10% per point
                                                                                                                      Gathering StormPrimalistPrimalistTwo Eyed StormBeastmasterShamanDruid1Whenever you expend a Storm Stack while dual wielding you now cast Storm Bolts at two enemies instead of one.
                                                                                                                      • Additional Storm Bolt While Dual Wielding
                                                                                                                      Gathering StormPrimalistPrimalistWhirlwind TacticsBeastmasterShamanDruid4Whenever you use a companion ability you expend Storm Stacks over the next 0.3 seconds. Storm Bolts triggered this way deal more damage (multiplicative with other modifiers).
                                                                                                                      • Expends Storm Stacks On Companion Use 1 per point
                                                                                                                      • Storm Bolt Damage +15%
                                                                                                                      Gathering StormPrimalistPrimalistWindfury BlowsBeastmasterShamanDruid3Gathering Storm has increased attack speed.
                                                                                                                      • Attack Speed +5% per point
                                                                                                                      Gathering StormPrimalistPrimalistWings of LightningBeastmasterShamanDruid4Whenever you use Gathering Storm's and hit at least one enemy you gain a stack of Wings of Lightning. Each time one of your Storm Crows attack they consume a stack of Wings of Lightning causing their basic attack to chain 2 additional times.
                                                                                                                      • Number Of Storm Crows 1 per point
                                                                                                                      Gathering StormPrimalistPrimalistWinter ComesBeastmasterShamanDruid1Gathering Storm has a higher chance to freeze enemies per 2 Attunement and it also has additional cold penetration for frostbite per 2 Attunement.
                                                                                                                      • Freeze Rate Multiplier Per 2 Attunement +1%
                                                                                                                      • Frostbite Cold Penetration Per 2 Attunement +1%
                                                                                                                      MaelstromPrimalistPrimalistArctic BlastBeastmasterShamanDruid5Maelstrom has an increased chance to freeze enemies each second.
                                                                                                                      • Freeze Rate Multiplier +40% per point
                                                                                                                      MaelstromPrimalistPrimalistArctic ChillBeastmasterShamanDruid5Maelstrom has a chance to chill enemies each second.
                                                                                                                      • Chill Chance Per Second +20% per point
                                                                                                                      MaelstromPrimalistPrimalistBeneath The WavesBeastmasterShamanDruid3If you go one second without directly casting Maelstrom you gain a stack of Lagon's Slumber. When you next cast Maelstrom directly, all stacks of Lagon's Slumber are consumed to cast Maelstrom an additional time per stack.
                                                                                                                      • Max Stacks of Lagon's Slumber 1 per point
                                                                                                                      • Extra Casts per Stack of Lagon's Slumber 1
                                                                                                                      • Lagon's Slumber Stacks Per Second 1
                                                                                                                      MaelstromPrimalistPrimalistCalmBeastmasterShamanDruid4Maelstrom costs less mana.
                                                                                                                      • Mana Efficiency +15% per point
                                                                                                                      MaelstromPrimalistPrimalistCycloneBeastmasterShamanDruid1Maelstrom's base cold damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to cold damage. Chill chance from this tree is converted to slow chance. Maelstrom can no longer freeze, but each stack of Maelstrom grants global more physical damage (multiplicative with other modifiers).
                                                                                                                      • Cold Damage -> Physical Damage
                                                                                                                      • Chill Chance -> Slow Chance
                                                                                                                      • Global More Physical Damage Per Maelstrom Stack +1%
                                                                                                                      • Maelstrom Can No Longer Freeze
                                                                                                                      MaelstromPrimalistPrimalistEnergizedBeastmasterShamanDruid3Storm Bolt from the Power of the Storm node is cast at additional targets.
                                                                                                                      • Additional Targets +1 per point
                                                                                                                      MaelstromPrimalistPrimalistEssence of DebrisBeastmasterShamanDruid4Each stack of Maelstrom grants you an increased chance to stun enemies.
                                                                                                                      • Global Increased Stun Chance Per Stack +8% per point
                                                                                                                      MaelstromPrimalistPrimalistEye of the StormBeastmasterShamanDruid4Maelstrom deals more damage (multiplicative with other modifiers), but in a smaller area.
                                                                                                                      • Damage +25% per point
                                                                                                                      • Area -10% per point
                                                                                                                      MaelstromPrimalistPrimalistFrozen AbyssBeastmasterShamanDruid4Maelstrom deals more damage to chilled or frozen enemies (multiplicative with other modifiers).
                                                                                                                      • Damage to Chilled +10% per point
                                                                                                                      • Damage to Frozen +30% per point
                                                                                                                      MaelstromPrimalistPrimalistGrip of ChaosBeastmasterShamanDruid1When you directly cast Maelstrom, you have a chance to also cast Tornado. This consumes a percentage of Tornado's mana cost.
                                                                                                                      • Chance for Tornado on Direct Cast 10%
                                                                                                                      • Percent of Tornado Mana Cost Consumed 50%
                                                                                                                      MaelstromPrimalistPrimalistGrowing StormBeastmasterShamanDruid5You have a chance on killing an enemy or hitting a boss or rare enemy to cast Maelstrom. This effect has a 2 second cooldown.
                                                                                                                      • Chance On Kill To Cast Maelstrom +5% per point
                                                                                                                      • Chance On Hitting Boss Or Rare +2% per point
                                                                                                                      MaelstromPrimalistPrimalistHealing WindsBeastmasterShamanDruid3Maelstrom also heals allies in its area of effect each second.
                                                                                                                      • Healing Per Second 2 per point
                                                                                                                      MaelstromPrimalistPrimalistMaelstromBeastmasterShamanDruid0Surrounds you with a freezing Maelstrom that deals cold damage over time to nearby enemies. Can be cast repeatedly to create multiple maelstroms at once. Each Maelstrom lasts 7 seconds.
                                                                                                                        MaelstromPrimalistPrimalistPower of the StormBeastmasterShamanDruid1While you have 6 or more stacks, you cast Storm Bolt at a nearby enemy each second.
                                                                                                                        • Storm Bolt Cast Each Second At 6 Or More Stacks
                                                                                                                        MaelstromPrimalistPrimalistSleet-FootedBeastmasterShamanDruid3Each stack of Maelstrom grants you increased dodge chance.
                                                                                                                        • Increased Dodge Rating Per Maelstrom Stack 3% per point
                                                                                                                        MaelstromPrimalistPrimalistStorm's AidBeastmasterShamanDruid1You can choose to cast Maelstrom on your minions instead of yourself.
                                                                                                                        • Can Target Minions
                                                                                                                        MaelstromPrimalistPrimalistStrong TidesBeastmasterShamanDruid3Power of The Storm's stack requirement is reduced.
                                                                                                                        • Stacks Required To Cast Lightning -1 per point
                                                                                                                        MaelstromPrimalistPrimalistTsunamiBeastmasterShamanDruid1After every fifth Maelstrom stack gained, you release a Tsunami, a cold spell that deals damage in an area around you.
                                                                                                                        • Tsunami Every Fifth Stack
                                                                                                                        MaelstromPrimalistPrimalistTurbulenceBeastmasterShamanDruid5Maelstrom deals more damage (multiplicative with other modifiers). This bonus is doubled if you have at least 60 Attunement.
                                                                                                                        • Damage +8% per point
                                                                                                                        • Doubled with 60+ Attunement
                                                                                                                        MaelstromPrimalistPrimalistTurmoilBeastmasterShamanDruid4Maelstrom deals damage in a larger area.
                                                                                                                        • Area +25% per point
                                                                                                                        MaelstromPrimalistPrimalistTyphoonBeastmasterShamanDruid3Tsunami deals more damage and has increased area for each stack of Maelstrom on you.
                                                                                                                        • Tsunami Damage per Maelstrom Stack +20% per point
                                                                                                                        • Tsunami Area per Maelstrom Stack +10% per point
                                                                                                                        MaelstromPrimalistPrimalistViolent SquallBeastmasterShamanDruid1Maelstrom deals significantly more damage (multiplicative with other modifiers), has significantly increased healing effectiveness and lasts significantly longer, but you can have only one maximum stack of Maelstrom.
                                                                                                                        • Damage +200%
                                                                                                                        • Increased Healing +200%
                                                                                                                        • Duration +200%
                                                                                                                        • Maximum Stacks 1
                                                                                                                        MaelstromPrimalistPrimalistVortexBeastmasterShamanDruid5Maelstrom deals more damage when cast on a totem (multiplicative with other modifiers).
                                                                                                                        • Damage When Cast On Totem +60% per point
                                                                                                                        MaelstromPrimalistPrimalistWhirlpoolBeastmasterShamanDruid4Maelstrom stacks have a longer duration.
                                                                                                                        • Stack Duration +10% per point
                                                                                                                        MaelstromPrimalistPrimalistWindfuryBeastmasterShamanDruid1If you have 6 stacks of Maelstrom or more, you gain Frenzy.
                                                                                                                        • Frenzy At 6 Or More Stacks
                                                                                                                        MaelstromPrimalistPrimalistWindsweptBeastmasterShamanDruid1If you have 6 stacks of Maelstrom or more, you gain Haste.
                                                                                                                        • Haste At 6 Or More Stacks
                                                                                                                        Serpent StrikePrimalistPrimalistBiting WindsBeastmasterShamanDruid3Frosbite inflicted by Serpent Strike lasts longer and has additional cold penetration
                                                                                                                        • Cold Penetration with Frostbite +15% per point
                                                                                                                        • Frostbite Duration +15% per point
                                                                                                                        Serpent StrikePrimalistPrimalistCobra LungeBeastmasterShamanDruid1When you attempt to use Serpent Strike against a target that is slightly out of range you will lunge forwards before attacking.
                                                                                                                        • Lunge if Slightly Out of Range
                                                                                                                        Serpent StrikePrimalistPrimalistColdfangBeastmasterShamanDruid5Serpent Strike hits have a higher chance to freeze enemies.
                                                                                                                        • Freeze Rate +20 per point
                                                                                                                        Serpent StrikePrimalistPrimalistConstrictorBeastmasterShamanDruid5You gain a stack of Constrictor every 0.5 seconds, up to a maximum of 4. When you use Serpent Strike all stacks are consumed causing the attack to deal more damage per stack (multiplicative with other modifiers).
                                                                                                                        • Damage per Stack Consumed 5% per point
                                                                                                                        • Stacks Gained per 0.5 Seconds 1
                                                                                                                        • Max Constrictor Stacks 4
                                                                                                                        Serpent StrikePrimalistPrimalistCorrosive VenomBeastmasterShamanDruid5Serpent Strike hits have a chance to shred enemy armor and posion resistance.
                                                                                                                        • Armour Shred Chance +20% per point
                                                                                                                        Serpent StrikePrimalistPrimalistCulling PointBeastmasterShamanDruid3Serpent Strike hits have a chance to instantly kill enemies that are below a threshold (a percentage of their maximum health).
                                                                                                                        • Kill Threshold 6% per point
                                                                                                                        Serpent StrikePrimalistPrimalistDevour PreyBeastmasterShamanDruid2You regain health when Serpent Strikes kills or critically strikes an enemy.
                                                                                                                        • Health Gained On Kill 6 per point
                                                                                                                        • Health Gained On Crit 6 per point
                                                                                                                        Serpent StrikePrimalistPrimalistDread FangBeastmasterShamanDruid3Ailments applied by Serpent Strike and Primal Serpents have additional poison penetration.
                                                                                                                        • Poison Penetration +15% per point
                                                                                                                        Serpent StrikePrimalistPrimalistEmerald FangsBeastmasterShamanDruid3Primal Serpents's hits have an additional chance to poison enemies and inflict frailty.
                                                                                                                        • Primal Serpent Poison Chance +35% per point
                                                                                                                        • Primal Serpent Frailty Chance +35% per point
                                                                                                                        Serpent StrikePrimalistPrimalistEye of the ViperBeastmasterShamanDruid3Serpent Strike's critical strikes deal more damage.
                                                                                                                        • Critical Multiplier +25% per point
                                                                                                                        Serpent StrikePrimalistPrimalistFast Acting ToxinsBeastmasterShamanDruid1Serpent Venom deals more damage (multiplicative with other modifiers) based on your melee critical strike chance. If your melee crit chance is above 50% then Serpent Venom deals its damage twice as quickly. This does not increase the total damage it deals over its full duration, but rather halves its duration and doubles its damage per second.
                                                                                                                        • Serpent Venom Damage per Melee Crit Chance +2%
                                                                                                                        • Serpent Venom Speed with >50% Melee Crit Chance +100%
                                                                                                                        Serpent StrikePrimalistPrimalistFrostwyrm's FuryBeastmasterShamanDruid1Serpent Strike now has a chance to freeze and its base physical damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not increases to physical damage. Bleed chance from all sources is converted to Frostbite chance.
                                                                                                                        • Base Damage -> Cold 100%
                                                                                                                        • Freeze Rate 40
                                                                                                                        • Bleed Chance -> Frostbite
                                                                                                                        Serpent StrikePrimalistPrimalistGouging SpearBeastmasterShamanDruid5Serpent Strike hits have a chance to cause enemies to bleed.
                                                                                                                        • Bleed Chance +20% per point
                                                                                                                        Serpent StrikePrimalistPrimalistGuardian SpearBeastmasterShamanDruid1Instead of summoning a new serpent when the Primal Serpent node's effect triggers, you heal your current serpent to full health and it deals more damage (multiplicative with other modifiers) for 10 seconds. This damage buff can stack.
                                                                                                                        • Heal Serpent Instead of Resummoning
                                                                                                                        • Serpent Damage Buff on Heal 65%
                                                                                                                        • Damage Buff Duration (Seconds) 10
                                                                                                                        Serpent StrikePrimalistPrimalistHydra StrikesBeastmasterShamanDruid3Serpent Strike has increased attack speed.
                                                                                                                        • Attack Speed +5% per point
                                                                                                                        Serpent StrikePrimalistPrimalistIron ScalesBeastmasterShamanDruid3Primal Serpents have more health (multiplicative with other modifiers) and additional armour
                                                                                                                        • Primal Serpent Health +60% per point
                                                                                                                        • Primal Serpent Armour +160 per point
                                                                                                                        Serpent StrikePrimalistPrimalistMussuranaBeastmasterShamanDruid3Each stack of Constrictor also grants Serpent Strike additional poison chance and increased poison duration when consumed
                                                                                                                        • Poison Chance per Stack +16% per point
                                                                                                                        • Poison Duration per Stack +4% per point
                                                                                                                        Serpent StrikePrimalistPrimalistPoison TippedBeastmasterShamanDruid5Serpent Strike hits have a higher chance to poison on hit and they deal more melee damage per stack of poison on the target, up to a limit.
                                                                                                                        • Poison Chance +8% per point
                                                                                                                        • Melee Damage Per Poison +1% per point
                                                                                                                        • Max Melee Damage Bonus +12% per point
                                                                                                                        Serpent StrikePrimalistPrimalistPrimal SerpentBeastmasterShamanDruid1When Serpent Strike kills an enemy or hits a rare or boss enemy, you have a chance to summon a Primal Serpent.
                                                                                                                        • Maximum Primal Serpents 1
                                                                                                                        • Summon Chance on Kill 12%
                                                                                                                        • Summon Chance on Rare or Boss Hit 2%
                                                                                                                        Serpent StrikePrimalistPrimalistSapping CoilsBeastmasterShamanDruid2You regain mana when you consume a stack of Constrictor.
                                                                                                                        • Mana per Stack Consumed 1 per point
                                                                                                                        Serpent StrikePrimalistPrimalistSerpent StrikeBeastmasterShamanDruid0Requires a spear. A melee attack with 140% poison chance. Poisons inflicted by serpent strike last 40% longer.
                                                                                                                          Serpent StrikePrimalistPrimalistSerpent VenomBeastmasterShamanDruid2Serpent Strike hits have a chance to inflict Serpent Venom, an ailment that deals poison damage over time and prevents enemies from landing critical strikes. It lasts 3 seconds and cannot stack.
                                                                                                                          • Serpent Venom Chance 50% per point
                                                                                                                          Serpent StrikePrimalistPrimalistShattered ImmunityBeastmasterShamanDruid3Serpent Venom deals more damage (multiplicative with other modifiers) based on the number of poison and frostbite stacks on them, up to a maximum benefit from each ailment.
                                                                                                                          • Serpent Venom Damage Per Poison +1% per point
                                                                                                                          • Serpent Venom Damage Per Frostbite Stack +1% per point
                                                                                                                          • Maximum Benefit per Ailment +100% per point
                                                                                                                          Serpent StrikePrimalistPrimalistShroud of WinterBeastmasterShamanDruid1You have additional dodge rating per cold resistance, for each stack of the Slither buff.
                                                                                                                          • Dodge Rating Per 1% Cold Resistance +1
                                                                                                                          Serpent StrikePrimalistPrimalistSlitherBeastmasterShamanDruid3You gain Slither for 4 seconds when you use Serpent Strike and hit at least one enemy. Each stack grants you more dodge rating (multiplicative with other modifiers).
                                                                                                                          • Slither Max Stacks 1 per point
                                                                                                                          • Slither Dodge Rating +10% per point
                                                                                                                          Serpent StrikePrimalistPrimalistSpirit ViperBeastmasterShamanDruid1Serpent Venom deals more damage (multiplicative with other modifiers) based on your Vitality, and if you have 50 Vitality you regain mana when you inflict an enemy with Serpent Venom or refresh its duration.
                                                                                                                          • Serpent Venom Damage per Vitality +2%
                                                                                                                          • Mana Gain with at least 50 Vitality 1
                                                                                                                          Serpent StrikePrimalistPrimalistSteel EaterBeastmasterShamanDruid1Armour Shred inflicted by Serpent Strike has an increased effect based on your Dexterity.
                                                                                                                          • Armour Shred Effect per Dexterity +4%
                                                                                                                          Serpent StrikePrimalistPrimalistSwirling CarnageBeastmasterShamanDruid1Each active stack of Maelstrom grants Serpent Strike additional chance to inflict bleed on hit and more damage over time (multiplicative with other modifiers).
                                                                                                                          • Bleed Chance per Maelstrom +2%
                                                                                                                          • Damage over Time per Maelstrom +2%
                                                                                                                          Serpent StrikePrimalistPrimalistVenomous UnionBeastmasterShamanDruid1When you lunge forwards with Serpent Strike, if you have a Scorpion it casts its companion ability, Venom Nova, twice, once centred on itself, and once centred on you. This effect has a 12 second cooldown, but ignores Venom Nova's regular cooldown and does not put it on cooldown.
                                                                                                                          • Venom Novas on Lunge (12 Second Cooldown) 2
                                                                                                                          Serpent StrikePrimalistPrimalistVicious StrikesBeastmasterShamanDruid3Primal Serpents have increased melee attack speed and are granted health when they hit enemies with a melee attack.
                                                                                                                          • Primal Serpent Attack Speed +10% per point
                                                                                                                          • Primal Serpent Health Granted On Melee Hit 10 per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistArboristBeastmasterShamanDruid1Wisdom of the Storm no longer has a cooldown, but can now only target totems.
                                                                                                                          • No Cooldown
                                                                                                                          • Wisdom of the Storm On Totems
                                                                                                                          Summon Storm CrowsPrimalistPrimalistArctic BreathBeastmasterShamanDruid5Storm Crows have a higher chance to freeze enemies.
                                                                                                                          • Freeze Rate Multiplier +70% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistAspect of the CrowBeastmasterShamanDruid3Storm Crow hits have a chance to grant you a stack of Aspect of the Crow for 8 seconds, granting you additional melee and spell lightning damage per stack.
                                                                                                                          • Aspect of the Crow Chance 10% per point
                                                                                                                          • Melee Lightning Damage Per Stack +3
                                                                                                                          • Spell Lightning Damage Per Stack +3
                                                                                                                          Summon Storm CrowsPrimalistPrimalistAvisBeastmasterShamanDruid3Storm Crows have increased cast speed, movement speed and more health (multiplicative with other modifiers).
                                                                                                                          • Cast Speed +10% per point
                                                                                                                          • Movespeed +10% per point
                                                                                                                          • Health +10% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistCharged FeathersBeastmasterShamanDruid5Storm Crows' basic lightning spell deals more damage (multiplicative with other modifiers) for each second they spent moving since their previous attack, up to a maximum duration.
                                                                                                                          • Basic Spell Damage +10% per point
                                                                                                                          • Maximum Duration (seconds) 5
                                                                                                                          Summon Storm CrowsPrimalistPrimalistExpansive PulseBeastmasterShamanDruid5Crowstorm deals damage in a larger area and has a chance to shock enemies it hits.
                                                                                                                          • Crowstorm Area +30% per point
                                                                                                                          • Crowstorm Shock Chance +100% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistFeathered StormBeastmasterShamanDruid1Storm Crows hits have a chance to shred enemy armor per point of strength, and armor shred they apply has increased effectiveness per point of strength.
                                                                                                                          • Armor Shred Chance Per Strength +4%
                                                                                                                          • Armor Shred Effect Per Strength +4%
                                                                                                                          Summon Storm CrowsPrimalistPrimalistForagerBeastmasterShamanDruid3Storm Crows are able to use Goodberries more frequently.
                                                                                                                          • Increased Cooldown Recovery Speed 40% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistFrigid WingsBeastmasterShamanDruid1Storm Crows' base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It also has a chance to freeze enemies. Shock chance from all sources is converted to Frostbite chance and effects related to shock now depend on Frostbite instead.
                                                                                                                          • Lightning -> Cold Damage
                                                                                                                          • Shock -> Frostbite Chance
                                                                                                                          • Freeze Rate 60
                                                                                                                          Summon Storm CrowsPrimalistPrimalistFulminating CawBeastmasterShamanDruid5Your increases to lightning damage also apply to your Storm Crows, but at reduced effectiveness.
                                                                                                                          • Lightning Damage Effectiveness 30% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistGoodberriesBeastmasterShamanDruid4Storm Crows fly to your companions below half health to heal them. This effect has a 10 second cooldown. The amount of healing is increased by healing effectiveness.
                                                                                                                          • Healing Amount 75 per point
                                                                                                                          • Cooldown (seconds) 10
                                                                                                                          Summon Storm CrowsPrimalistPrimalistHuntsmanBeastmasterShamanDruid4Your melee hits have a 20% chance to grant active Storm Crows more damage (multiplicative with other modifiers) for 10 seconds, stacking up to 3 times.
                                                                                                                          • Damage +15% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistMurder of CrowsBeastmasterShamanDruid5Storm Crows deal more damage per active crow (multiplicative with other modifiers).
                                                                                                                          • Damage Per Crow +4% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistNavigatorBeastmasterShamanDruid1Your non-crow companions gain Aspect of the Crow when you do, but it has 50% reduced duration on them.
                                                                                                                          • Aspect of the Crow On Other Companions
                                                                                                                          • Buff Duration -50%
                                                                                                                          Summon Storm CrowsPrimalistPrimalistNimblenessBeastmasterShamanDruid5Storm Crows have additional dodge chance and increased dodge chance.
                                                                                                                          • Added Dodge Rating +80 per point
                                                                                                                          • Increased Dodge Rating +40% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistObserve and LearnBeastmasterShamanDruid5Your melee hits have a 20% chance to improve active Storm Crows' base critical strike chance for 10 seconds, stacking up to 3 times.
                                                                                                                          • Base Crit Chance +4% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistOrnithologyBeastmasterShamanDruid5You are granted additional Intelligence per active Storm Crow.
                                                                                                                          • Intelligence Per Crow +2 per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistPincersBeastmasterShamanDruid5Storm Crows' critical strikes deal more damage.
                                                                                                                          • Critical Multiplier 10% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistPower ClawBeastmasterShamanDruid3Storm Crows' basic lightning spell deals more damage (multiplicative with other modifiers), but now consumes your mana.
                                                                                                                          • Basic Spell Damage +40% per point
                                                                                                                          • Mana Consumed 2 per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistShatterboltBeastmasterShamanDruid5Storm Crows deal more damage (multiplicative with other modifiers) and have increased critical strike chance.
                                                                                                                          • Damage +5% per point
                                                                                                                          • Increased Crit Chance 10% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistShocking DisplayBeastmasterShamanDruid5Storm Crows have a chance to shock enemies and have additional lightning resistance.
                                                                                                                          • Shock Chance +15% per point
                                                                                                                          • Lightning Resistance +15% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistShredding BeaksBeastmasterShamanDruid5Storm Crows hits have a chance to shred enemy armor.
                                                                                                                          • Armor Shred Chance +20% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistSilverberriesBeastmasterShamanDruid4Goodberries now also grants the companion ward. The amount of ward gained is increased by healing effectiveness.
                                                                                                                          • Ward Gain 75 per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistSky PassageBeastmasterShamanDruid1When you directly cast Crowstorm you and your crows are teleported to the target location if it is accessible. Crowstorm now counts as a Traversal skill.
                                                                                                                          • Teleport with Crowstorm
                                                                                                                          • Counts as Traversal Skill
                                                                                                                          Summon Storm CrowsPrimalistPrimalistStorm BreathBeastmasterShamanDruid3Storm Crows deal more spell damage per stack of shock on the target (multiplicative with other modifiers), up to a maximum.
                                                                                                                          • Damage Per Shock Stack +3% per point
                                                                                                                          • Maximum Damage 30% per point
                                                                                                                          Summon Storm CrowsPrimalistPrimalistSummon Storm CrowsBeastmasterShamanDruid0Summons Storm Crows up to your companion limit. The Storm Crow casts spells from a distance. When its health drops to 0 it is downed, and you can stand near it to revive it. The Storm Crow counts as a companion. You can have a maximum of two companions at once by default.
                                                                                                                            Summon Storm CrowsPrimalistPrimalistThundering StrikeBeastmasterShamanDruid3Crowstorm deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.
                                                                                                                            • Crowstorm Damage +40% per point
                                                                                                                            • Crowstorm Increased Stun Chance 40% per point
                                                                                                                            Summon Storm CrowsPrimalistPrimalistThunderous BlastBeastmasterShamanDruid2Crowstorm deals more damage per contributing Crow (multiplicative with other modifiers) and has a shorter cooldown.
                                                                                                                            • Crowstorm Damage Per Crow +10% per point
                                                                                                                            • Crowstorm Cooldown Length -6% per point
                                                                                                                            Summon Storm CrowsPrimalistPrimalistThunderstruckBeastmasterShamanDruid5Storm Crows' basic lightning spell has a chance to chain to up to 2 additional targets.
                                                                                                                            • Chain Lightning Chance 5% per point
                                                                                                                            Summon Storm CrowsPrimalistPrimalistWinds of RestorationBeastmasterShamanDruid1Storm Crows can now also fly to and heal you with Goodberries.
                                                                                                                            • Storm Crows Can Heal You
                                                                                                                            Summon Storm CrowsPrimalistPrimalistWinged RaptorBeastmasterShamanDruid1You can now only have 1 Storm Crow, it deals more damage, has more health (both multiplicative with other modifiers) and is larger.
                                                                                                                            • Damage +30%
                                                                                                                            • Health +30%
                                                                                                                            • Size +30%
                                                                                                                            • Limited To 1 Crow
                                                                                                                            Summon Storm CrowsPrimalistPrimalistWisdom of the StormBeastmasterShamanDruid1Every 10 seconds Storm Crows cast Wisdom of the Storm on its nearest ally, granting it Aspect of the Crow. This effect has 50% reduced duration on minions.
                                                                                                                            • Wisdom of the Storm On Allies
                                                                                                                            Summon Thorn TotemPrimalistPrimalistAncient PowerBeastmasterShamanDruid4Thorn Totem deals more damage, but has less cast speed (both multiplicative with other modifiers).
                                                                                                                            • Damage +25% per point
                                                                                                                            • Cast Speed -5% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistEternal ForestBeastmasterShamanDruid4Thorn Totems last longer and have more health (multiplicative with other modifiers)
                                                                                                                            • Duration (seconds) +1 per point
                                                                                                                            • Health +15% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistForested ExpanseBeastmasterShamanDruid4You can have additional Thorn Totems active, but Summon Thorn Totem costs more mana.
                                                                                                                            • Maximum Thorn Totems +1 per point
                                                                                                                            • Mana Cost +25% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistFrenetic AttunementBeastmasterShamanDruid3You summon Thorn Totem faster and all Thorn Totems have increased cast speed.
                                                                                                                            • Summoning Speed +10% per point
                                                                                                                            • Thorn Totem Cast Speed +3% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistFrost AttunementBeastmasterShamanDruid1Thorn Totem has a higher chance to freeze enemies, and a greater chance to freeze enemies for each point of Attunement you have.
                                                                                                                            • Freeze Rate Multiplier +25%
                                                                                                                            • Freeze Rate Multiplier Per Point Of Attunement +5%
                                                                                                                            Summon Thorn TotemPrimalistPrimalistGrove MindBeastmasterShamanDruid1You summon your maximum number of Thorn Totems at once in a ring around the target location, but your maximum number of Thorn Totems is reduced and Summon Thorn Totem costs additional mana per additional totem summoned.
                                                                                                                            • Totems Summoned In Ring At Location
                                                                                                                            • Maximum Thorn Totems -1
                                                                                                                            • Mana Cost Per Additional Totem Summoned +15
                                                                                                                            Summon Thorn TotemPrimalistPrimalistGuided ThornsBeastmasterShamanDruid1Thorn Totem's thorns now seek nearby targets, but Thorn Totem has less cast speed (multiplicative with other modifiers).
                                                                                                                            • Homing
                                                                                                                            • Cast Speed -20%
                                                                                                                            Summon Thorn TotemPrimalistPrimalistImpaleBeastmasterShamanDruid3Thorn Totem's thorns have a chance to deal double damage on hit.
                                                                                                                            • Chance For Double Damage 17% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistLasting AfflictionBeastmasterShamanDruid4Poison and Frostbite inflicted by Thorn Totem last longer.
                                                                                                                            • Poison Duration +12% per point
                                                                                                                            • Frostbite Duration +12% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistLethal ThicketBeastmasterShamanDruid4Thorn Totems have an increased critical strike chance and deal more damage (multiplicative with other modifiers).
                                                                                                                            • Increased Crit Chance 50% per point
                                                                                                                            • Damage +5% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistMemories of EterraBeastmasterShamanDruid4You regain mana when a Thorn Totem dies or is unsummoned.
                                                                                                                            • Mana Gain 3 per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistNightshade BriarBeastmasterShamanDruid1Thorn Totem's thorn hits deal more damage per stack of poison on the target (multiplicative with other modifiers) up to a maximum.
                                                                                                                            • Hit Damage per Poison +4%
                                                                                                                            • Maximum Damage Bonus 80%
                                                                                                                            Summon Thorn TotemPrimalistPrimalistOaken ProtectionBeastmasterShamanDruid5Thorn Totems have more health (multiplicative with other modifiers) and additional physical resistance.
                                                                                                                            • Maximum Health +20% per point
                                                                                                                            • Physical Resistance +10% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistOn Astral WindsBeastmasterShamanDruid4Thorn Totems deal more spell damage (multiplicative with other modifiers), but their projectiles travel more slowly.
                                                                                                                            • Spell Damage +25% per point
                                                                                                                            • Projectile Speed -10% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistPillars of HeorotBeastmasterShamanDruid1Thorn Totem's thorns gain a chance to freeze and 100% of their base physical damage is converted to cold damage. Consequently its damage now scales with your totems' increases to cold damage instead of physical damage. All poison chance is converted to frostbite chance for Thorn Totems. Thorn Totems have additional cold resistance.
                                                                                                                            • Base Physical Damage -> Cold Damage 100%
                                                                                                                            • Poison -> Frostbite
                                                                                                                            • Freeze Rate 30
                                                                                                                            • Cold Resistance +25%
                                                                                                                            Summon Thorn TotemPrimalistPrimalistRotten CoreBeastmasterShamanDruid1When Thorn Totems die or are unsummoned they release a Poison Burst, which deals a small amount of physical spell damage on hit and inflicts poison. Thorn Totem gains a Poison tag, but this does not affect the damage type of Thorn Totems' other abilities.
                                                                                                                            • Poison Burst On Totem Death
                                                                                                                            Summon Thorn TotemPrimalistPrimalistShred ArmorBeastmasterShamanDruid5Thorn Totem hits have a chance to shred enemy armor.
                                                                                                                            • Armor Shred Chance +20% per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistSpriggans' WrathBeastmasterShamanDruid4Thorn Totem's thorns can pierce enemies up to a maximum
                                                                                                                            • Maximum Enemies Pierced 1 per point
                                                                                                                            Summon Thorn TotemPrimalistPrimalistSummon Thorn TotemBeastmasterShamanDruid0Summons a totem that fires thorns at nearby enemies. You can have a maximum of two thorn totems by default.
                                                                                                                              Summon Thorn TotemPrimalistPrimalistTitan's BaneBeastmasterShamanDruid1Thorn Totems fire only one thorn with each burst, but they have massively increased cast speed, are more accurate with their thorns, and their thorns' hits deal more damage to rare enemies and bosses (multiplicative with other modifiers).
                                                                                                                              • Increased Cast Speed 100%
                                                                                                                              • Accuracy +80%
                                                                                                                              • Thorn Hit Damage vs Rares and Bosses +10%
                                                                                                                              • Single Projectile
                                                                                                                              Summon Thorn TotemPrimalistPrimalistTorrent of ThornsBeastmasterShamanDruid3Thorn Totems have a chance to release twice as many thorns with each burst.
                                                                                                                              • Double Projectiles Chance 7% per point
                                                                                                                              Summon Thorn TotemPrimalistPrimalistTotemic WisdomBeastmasterShamanDruid5Summon Thorn Totem costs less mana.
                                                                                                                              • Mana Efficiency +15% per point
                                                                                                                              Summon Thorn TotemPrimalistPrimalistVenom Tipped ThornsBeastmasterShamanDruid4Thorn Totem hits have a chance to poison enemies.
                                                                                                                              • Poison Chance +25% per point
                                                                                                                              Summon Thorn TotemPrimalistPrimalistWinged ThornsBeastmasterShamanDruid3Thorn Totem's thorns travel faster and farther.
                                                                                                                              • Speed and Range +20% per point
                                                                                                                              Summon Thorn TotemPrimalistPrimalistWinterwoodBeastmasterShamanDruid5Thorn Totem deals additional spell cold damage, including its own thorns.
                                                                                                                              • Spell Cold Damage +4 per point
                                                                                                                              Summon WolfPrimalistPrimalistBattlecryBeastmasterShamanDruid2The buffs granted by Howl last longer and wolves have a chance to Howl when they hit a rare or boss enemy. This does not expend Howl's mana cost or put it on cooldown.
                                                                                                                              • Howl Buff Duration +25% per point
                                                                                                                              • Howl On Boss Hit Chance 2% per point
                                                                                                                              Summon WolfPrimalistPrimalistCall of the WindBeastmasterShamanDruid3Your Wolves' Howl also grant Haste for a short duration.
                                                                                                                              • Seconds of Haste on Howl 1 per point
                                                                                                                              Summon WolfPrimalistPrimalistCanine AgilityBeastmasterShamanDruid4Your Wolves have additional dodge chance, and have increased dodge rating for each point of strength you have.
                                                                                                                              • Dodge Rating +30 per point
                                                                                                                              • Increased Dodge Rating Per Strength 3% per point
                                                                                                                              Summon WolfPrimalistPrimalistCloud RunnersBeastmasterShamanDruid5Your Wolves deal more lightning damage (multiplicative with other modifiers).
                                                                                                                              • Lightning Damage +30% per point
                                                                                                                              Summon WolfPrimalistPrimalistCrippling WoundsBeastmasterShamanDruid4Bleed inflicted by Wolves lasts longer and wolves have a chance to slow on hit and when hit.
                                                                                                                              • Bleed Duration +25% per point
                                                                                                                              • Slow Chance +25% per point
                                                                                                                              • Slow Retaliation Chance +25% per point
                                                                                                                              Summon WolfPrimalistPrimalistEarthbornBeastmasterShamanDruid3Wolves have additional armor, and their attacks leech a portion of the physical damage they deal as health.
                                                                                                                              • Armor +100 per point
                                                                                                                              • Physical Health Leech +5% per point
                                                                                                                              Summon WolfPrimalistPrimalistFrozen FangsBeastmasterShamanDruid1Your Wolves gain the Ice Bite ability, which deals higher damage in a larger area, with a 6 second cooldown. 20% of the remaining cooldown is recovered every time the Wolf hits with an ability other than Ice Bite, including their basic attack. Ice Bite deals melee cold damage. Consequently this damage scales with your wolves' increases to melee and cold damage, but not increases to their physical damage.
                                                                                                                              • Ice Bite Cooldown 6
                                                                                                                              • Remaining Cooldown Recovered On Hit 20%
                                                                                                                              Summon WolfPrimalistPrimalistHowl of MightBeastmasterShamanDruid4Wolves have more damage and dodge rating (multiplicative with other modifiers). This bonus is tripled for Wolves that have used Howl recently.
                                                                                                                              • Damage +10% per point
                                                                                                                              • Dodge Rating 10% per point
                                                                                                                              • Bonuses Tripled if Howled Recently
                                                                                                                              Summon WolfPrimalistPrimalistLeap AttackBeastmasterShamanDruid1Your Wolves gain a Leap Attack to close the gap on distant enemies. Leap Attack has a 10 second cooldown.
                                                                                                                              • Wolf Leap Attack
                                                                                                                              Summon WolfPrimalistPrimalistLegendary BiteBeastmasterShamanDruid1Your Wolves' melee hits deal more damage, have a greater chance to stun (both multiplicative with other modifiers) and it has improved base critical strike enemies, but has less attack speed (multiplicative with other modifiers).
                                                                                                                              • Melee Damage +40%
                                                                                                                              • Melee Stun Chance +40%
                                                                                                                              • Melee Crit Chance +5%
                                                                                                                              • Attack Speed -10%
                                                                                                                              Summon WolfPrimalistPrimalistLone WolfBeastmasterShamanDruid1While you have the additional wolf from Permanent Bond summoned, Summon Wolf is replaced with Howl, but you cannot have more than one wolf summoned at a time.
                                                                                                                              • Summon Wolf becomes Howl with only one active Wolf
                                                                                                                              • You can only have one active Wolf
                                                                                                                              Summon WolfPrimalistPrimalistLupine EnduranceBeastmasterShamanDruid5Your Wolves have more health (multiplicative with other modifiers).
                                                                                                                              • Health +15% per point
                                                                                                                              Summon WolfPrimalistPrimalistOn the HuntBeastmasterShamanDruid5Wolves have increased attack and move speed.
                                                                                                                              • Attack Speed +8% per point
                                                                                                                              • Movespeed +12% per point
                                                                                                                              Summon WolfPrimalistPrimalistPatient HuntersBeastmasterShamanDruid4Wolves deal more damage over time (multiplicative with other modifiers) and bleed they inflict has additional Physical Penetration.
                                                                                                                              • Damage Over Time +15% per point
                                                                                                                              • Physical Penetration with Bleed +15% per point
                                                                                                                              Summon WolfPrimalistPrimalistPermanent BondBeastmasterShamanDruid1You have an additional wolf companion at all times. This wolf does not count towards your companion limit.
                                                                                                                              • Additional Wolf Companion
                                                                                                                              Summon WolfPrimalistPrimalistRelentlessBeastmasterShamanDruid1Your Wolves cannot be stunned.
                                                                                                                              • Stun Immunity
                                                                                                                              Summon WolfPrimalistPrimalistSafety In NumbersBeastmasterShamanDruid1You can summon Wolves up to your maximum number of companions.
                                                                                                                              • Wolves Up To Companion Limit
                                                                                                                              Summon WolfPrimalistPrimalistSavage HuntersBeastmasterShamanDruid5Wolves deal more damage (multiplicative with other modifiers).
                                                                                                                              • Damage +15% per point
                                                                                                                              Summon WolfPrimalistPrimalistSerrated ClawsBeastmasterShamanDruid4Wolves have a chance to cause enemies to bleed with their melee attacks.
                                                                                                                              • Melee Bleed Chance +25% per point
                                                                                                                              Summon WolfPrimalistPrimalistShaman's BondBeastmasterShamanDruid1Your Wolves now deal increase damage and have increased health for each point of Attunement you have.
                                                                                                                              • Damage Per Point Of Attunement 4%
                                                                                                                              • Health Per Point Of Attunement 4%
                                                                                                                              Summon WolfPrimalistPrimalistSnarlBeastmasterShamanDruid2When you kill an enemy one of your Wolves has a chance to Howl. This does not expend Howl's mana cost or put it on cooldown. Howl also grants more melee damage (multiplicative with other modifiers) and increased melee attack speed to all affected allies.
                                                                                                                              • Howl On Your Kill Chance 2% per point
                                                                                                                              • Howl Melee Damage +5% per point
                                                                                                                              • Howl Melee Attack Speed +5% per point
                                                                                                                              Summon WolfPrimalistPrimalistStorm Caller's ReprisalBeastmasterShamanDruid1Your Wolves have a chance to retaliate with Storm Bolt when hit, and deal more spell damage (multiplicative with other modifiers).
                                                                                                                              • Storm Bolt Retaliation Chance +35%
                                                                                                                              • Spell Damage +35%
                                                                                                                              Summon WolfPrimalistPrimalistStorm JawsBeastmasterShamanDruid4Your Wolves' melee attacks deal additional lightning damage.
                                                                                                                              • Melee Lightning Damage +5 per point
                                                                                                                              Summon WolfPrimalistPrimalistStormbornBeastmasterShamanDruid5Your Wolves have a chance to retaliate with Storm Bolt when hit or when they hit an enemy.
                                                                                                                              • Storm Bolt Retaliation Chance 5% per point
                                                                                                                              • Storm Bolt On Hit 2% per point
                                                                                                                              Summon WolfPrimalistPrimalistSummon WolfBeastmasterShamanDruid0Summons a primal wolf that follows you into combat. When its health drops to 0 it is downed, and you can stand near it to revive it. While you have your maximum number of wolves, the ability is replaced with Howl. The wolf counts as a companion. You can have a maximum of two companions at once by default.
                                                                                                                                Summon WolfPrimalistPrimalistTundra StalkersBeastmasterShamanDruid5Wolves deal additional cold damage with attacks, and have an increased chance to stun enemies.
                                                                                                                                • Cold Damage +2 per point
                                                                                                                                • Increased Stun Chance +20% per point
                                                                                                                                Summon WolfPrimalistPrimalistVictory HowlBeastmasterShamanDruid3Wolves have a chance to Howl on kill. This does not expend Howl's mana cost or put it on cooldown.
                                                                                                                                • Howl On Kill Chance 10% per point
                                                                                                                                Summon WolfPrimalistPrimalistWinterbornBeastmasterShamanDruid4Wolves have a chance to chill enemies on hit.
                                                                                                                                • Chill Chance +10% per point
                                                                                                                                Summon WolfPrimalistPrimalistWolfen RecoveryBeastmasterShamanDruid4Wolves have additional base health regeneration and increased health regeneration.
                                                                                                                                • Health Regen +4 per point
                                                                                                                                • Increased Health Regen 80% per point
                                                                                                                                SwipePrimalistPrimalistAspect of the PantherBeastmasterShamanDruid5When you attack with Swipe and hit at least one enemy you gain a stack of Aspect of the Panther. Each stack lasts 4 seconds and grants you more damage (multiplicative with other modifiers).
                                                                                                                                • Maximum Stacks 1 per point
                                                                                                                                • Global Damage Per Stack +5%
                                                                                                                                SwipePrimalistPrimalistAvatar of StoneBeastmasterShamanDruid3When you use Swipe and hit at least one enemy, all your totems gain +1 Melee Damage and +1 Spell Damage. This buff stacks and lasts until the totems expire.
                                                                                                                                • Totem Melee Damage on Hit +1 per point
                                                                                                                                • Totem Spell Damage on Hit +1 per point
                                                                                                                                SwipePrimalistPrimalistBlood BeastBeastmasterShamanDruid5Swipe hits have a chance to cause enemies to bleed.
                                                                                                                                • Bleed Chance +20% per point
                                                                                                                                SwipePrimalistPrimalistClaws of StoneBeastmasterShamanDruid3You have a chance to summon a Claw Totem when Swipe kills an enemy or hits a rare or boss enemy.
                                                                                                                                • Chance To Summon Claw Totem On Kill 10% per point
                                                                                                                                • Chance to Summon Claw Totem On Rare or Boss hit 10% per point
                                                                                                                                SwipePrimalistPrimalistClaws of the BearBeastmasterShamanDruid1Swipe deals significantly more damage (multiplicative with other modifiers) and slows enemies, but has a cooldown.
                                                                                                                                • Damage +85%
                                                                                                                                • Slow Chance 100%
                                                                                                                                • Cooldown 2
                                                                                                                                SwipePrimalistPrimalistCullingBeastmasterShamanDruid2Swipe hits instantly kill enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node then the highest threshold is used.
                                                                                                                                • Kill Threshold 7% per point
                                                                                                                                SwipePrimalistPrimalistDuality of NatureBeastmasterShamanDruid3When you attack with Swipe and hit at least one enemy you gain health if you are transformed, or mana if you are not transformed.
                                                                                                                                • Health Gain 7 per point
                                                                                                                                • Mana Gain 3 per point
                                                                                                                                SwipePrimalistPrimalistFeline HunterBeastmasterShamanDruid1While you have Aspect of the Panther you have increased attack and cast speed. This does not scale with the number of stacks.
                                                                                                                                • Global Attack Speed +12%
                                                                                                                                • Global Cast Speed +12%
                                                                                                                                SwipePrimalistPrimalistLagon's FuryBeastmasterShamanDruid1The cooldown for the effect of the Storm Claw node is reset if you summon a Totem.
                                                                                                                                • Storm Claw Cooldown Reset on Totem Summon
                                                                                                                                SwipePrimalistPrimalistLion's StrengthBeastmasterShamanDruid2Aspect of the Panther can have more stacks and each stack grants you additional melee damage.
                                                                                                                                • Maximum Aspect of the Panther Stacks +1 per point
                                                                                                                                • Global Melee Damage per Stack +1 per point
                                                                                                                                SwipePrimalistPrimalistLupine AttunementBeastmasterShamanDruid1When you attack with Swipe and hit at least one enemy you call forth a Spirit Wolf from each of your summoned wolves.
                                                                                                                                • Summon Spirit Wolves On Hit
                                                                                                                                SwipePrimalistPrimalistPrimal ResonanceBeastmasterShamanDruid1When you use Swipe and hit at least one enemy your nearest companion uses its companion ability and is restored to full health.
                                                                                                                                • Nearest Companion Ability on Hit
                                                                                                                                • Nearest Companion Health Restored on Hit 100%
                                                                                                                                SwipePrimalistPrimalistRendingBeastmasterShamanDruid4Swipe has a chance to shred physical resistance on hit.
                                                                                                                                • Physical Shred Chance 25% per point
                                                                                                                                SwipePrimalistPrimalistSabertooth's EnduranceBeastmasterShamanDruid5Each stack of Aspect of the Panther lasts longer and grants increased health regen. Aspect of the Panther also applies to your Sabertooth if you have one.
                                                                                                                                • Aspect of the Panther Duration +15% per point
                                                                                                                                • Increased Health Regen per Stack 3% per point
                                                                                                                                • Aspect of the Panther affects Sabertooth
                                                                                                                                SwipePrimalistPrimalistStorm ClawBeastmasterShamanDruid1Swipe deals more lightning damage (multiplicative with other modifiers). Every 3 seconds, your next Swipe deals damage in a larger area and has its base damage converted to lightning. Consequently this damage scales with increases to lightning damage, but not with increases to physical damage. Swipe gains a Lightning tag.
                                                                                                                                • Lightning Damage +30%
                                                                                                                                • Increased Area (Every 3 Seconds) 30%
                                                                                                                                • Base Damage -> Lightning (Every 3 Seconds) 100%
                                                                                                                                SwipePrimalistPrimalistStorm ScourBeastmasterShamanDruid1Swipe has additional lightning penetration based on your Attunement
                                                                                                                                • Lightning Penetration per Attunement +2%
                                                                                                                                SwipePrimalistPrimalistSwipeBeastmasterShamanDruid0A melee attack that hits all enemies in an area in front of you. Unaffected by weapon range.
                                                                                                                                  SwipePrimalistPrimalistTrapperBeastmasterShamanDruid3Swipe hits deal more damage against slowed enemies (multiplicative with other modifiers)
                                                                                                                                  • Hit Damage vs Slowed +20% per point
                                                                                                                                  SwipePrimalistPrimalistTwin FangsBeastmasterShamanDruid3While you have Aspect of the Panther you have additional critical strike multiplier per Stack. This bonus is doubled if you are dual wielding.
                                                                                                                                  • Global Critical Multiplier per Stack +4% per point
                                                                                                                                  • Doubled while Dual Wielding
                                                                                                                                  SwipePrimalistPrimalistUmjol's GuidanceBeastmasterShamanDruid5Swipe has a chance to shock on hit and a portion of Swipe's base damage is converted to Lightning. Consequently this damage scales with increases to lightning damage, but not with increases to physical damage. If you have 5 points in this node, Swipe loses its Physical tag.
                                                                                                                                  • Shock Chance 20% per point
                                                                                                                                  • Base Damage -> Lightning 20% per point
                                                                                                                                  SwipePrimalistPrimalistWay of the HuntBeastmasterShamanDruid5Swipe deals more damage (multiplicative with other modifiers) and leeches a portion of damage dealt as health.
                                                                                                                                  • Hit Damage +5% per point
                                                                                                                                  • Health Leech +2% per point
                                                                                                                                  SwipePrimalistPrimalistWengarian ReachBeastmasterShamanDruid5Swipe deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                  • Damage +6% per point
                                                                                                                                  • Area +18% per point
                                                                                                                                  SwipePrimalistPrimalistWild CallingBeastmasterShamanDruid3When you attack with Swipe and hit at least one enemy you have a chance to call forth a Spirit Wolf from each of your summoned wolves.
                                                                                                                                  • Spirit Wolves On Hit Chance 15% per point
                                                                                                                                  SwipePrimalistPrimalistWrath of the WildBeastmasterShamanDruid3Swipe deals more Lightning Damage per stack of Shock on the target and more Cold Damage per stack of Chill on the target.
                                                                                                                                  • Lightning Damage per Shock +1% per point
                                                                                                                                  • Cold Damage per Chill +8% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistAncestral SwiftnessBeastmasterShamanDruid4Tempest Strike has increased attack speed and costs less mana.
                                                                                                                                  • Attack Speed +4% per point
                                                                                                                                  • Mana Cost -2 per point
                                                                                                                                  Tempest StrikePrimalistPrimalistAttuned SlamBeastmasterShamanDruid4Tempest Strike deals more damage (multiplicative with other modifiers) per 1 mana cost, but it also costs additional mana.
                                                                                                                                  • Damage Per Mana Cost +1% per point
                                                                                                                                  • Mana Cost +3 per point
                                                                                                                                  Tempest StrikePrimalistPrimalistBlizzard's WrathBeastmasterShamanDruid4You have a chance to also cast Frigid Tempest when you attack with lightning or physical Tempest Strike.
                                                                                                                                  • Frigid Tempest Chance 10% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistBulwark of NatureBeastmasterShamanDruid3Whenever you cast a Tempest you also regain a portion of your Endurance Threshold as health.
                                                                                                                                  • Endurance Threshold -> Health Regain 1% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistCalm SeasBeastmasterShamanDruid1Tempest Strike can no longer cast Wind Tempest, but it does not remove the physical strike from the combo. Additioanlly, Tempest Strike has increased attack speed and costs less mana.
                                                                                                                                  • Removes Wind Tempest
                                                                                                                                  • Attack Speed +20%
                                                                                                                                  • Mana Cost -4
                                                                                                                                  Tempest StrikePrimalistPrimalistCeaseless TyhoonBeastmasterShamanDruid1Whenever you cast Wind Tempest you have a chance to also cast Tornado. This consumes mana equal to a portion of Tornado's mana cost.
                                                                                                                                  • Tornado Chance On Wind Tempest 30%
                                                                                                                                  • Tornado Mana Consumption 110%
                                                                                                                                  Tempest StrikePrimalistPrimalistCloudburst ConduitBeastmasterShamanDruid1Whenever you cast Thunder Tempest you also cast it around your nearest Storm Totem.
                                                                                                                                  • Thunder Tempest Around Storm Totem
                                                                                                                                  Tempest StrikePrimalistPrimalistColdest NightBeastmasterShamanDruid3Frigid Tempest chills on enemies it hits. Additionally, Tempest Strike has a higher chance to freeze enemies.
                                                                                                                                  • Chill Stacks 1 per point
                                                                                                                                  • Freeze Rate Multiplier +60% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistCrashing WavesBeastmasterShamanDruid1Tempest Strike deals additional melee damage per 2 Attunement. All the melee strikes have a higher chance to freeze enemies.
                                                                                                                                  • Melee Damage Per 2 Attunement +1
                                                                                                                                  • Freeze Rate With Melee Strikes +20
                                                                                                                                  Tempest StrikePrimalistPrimalistDevastating WhirlwindBeastmasterShamanDruid3Tornados cast from Wind Tempest deal more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                  • Tornado Damage +15% per point
                                                                                                                                  • Tornado Area +10% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistDruid's CallBeastmasterShamanDruid5While transformed and you use any melee attack and hit at least one enemy you have a chance to cast each Tempest of a matching damage type. This consumes mana equal to a portion of Tempest Strike's mana cost.
                                                                                                                                  • Tempest Chance While Transformed 5% per point
                                                                                                                                  • Tempest Strike Mana Consumption 75%
                                                                                                                                  Tempest StrikePrimalistPrimalistFirm GripBeastmasterShamanDruid3Tempest Strike deals more melee damage (multiplicative with other modifiers) in a larger area. These effects are doubled while wielding a 2 handed weapon.
                                                                                                                                  • Melee Damage +5% per point
                                                                                                                                  • Melee Area +10% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistFulminating StrikesBeastmasterShamanDruid3Thunder Tempest shocks enemies it hits. Additionally, Tempest Strike deals more damage (multiplicative with other modifiers) to shocked enemies.
                                                                                                                                  • Shock Stacks 1 per point
                                                                                                                                  • Damage To Shocked +8% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistGladiator of LagonBeastmasterShamanDruid4The melee hits grant you a stack of Gladiator of Lagon for 8 seconds which grants you and your minions additional spell damage. This effect can trigger a maximum of 3 times per second.
                                                                                                                                  • Shared Spell Damage Buff +1 per point
                                                                                                                                  • Gladiator of Lagon Duration (seconds) 8
                                                                                                                                  Tempest StrikePrimalistPrimalistGrand CycloneBeastmasterShamanDruid4You have a chance to also cast Wind Tempest when you attack with lightning or cold Tempest Strike.
                                                                                                                                  • Wind Tempest Chance 10% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistGrounded RefugeBeastmasterShamanDruid1Tempest Strike can no longer cast Thunder Tempest, but it does not remove the lightning strike from the combo. Additioanlly, Tempest Strike has increased attack speed and costs less mana.
                                                                                                                                  • Removes Thunder Tempest
                                                                                                                                  • Attack Speed +20%
                                                                                                                                  • Mana Cost -4
                                                                                                                                  Tempest StrikePrimalistPrimalistHeorot's ArsenalBeastmasterShamanDruid4Tempest Strike deals additional melee damage per equipped axe or mace and additional spell damage while wielding a 2 handed weapon.
                                                                                                                                  • Melee Damage With Axe Or Mace +5 per point
                                                                                                                                  • Spell Damage With 2h Weapon +8 per point
                                                                                                                                  Tempest StrikePrimalistPrimalistLagonian ShamanismBeastmasterShamanDruid1You now have a chance to gain a stack of Gladiator of Lagon when you cast a Tempest.
                                                                                                                                  • Gladiator of Lagon Chance 30%
                                                                                                                                  Tempest StrikePrimalistPrimalistLooming GaleBeastmasterShamanDruid1You now create a Tempest Totem that casts a Tempest of the corresponding strike that created the totem. You are limited to 1 of each type of totem.
                                                                                                                                  • Removes Melee Attack
                                                                                                                                  • Summons Tempest Totems
                                                                                                                                  • Totem Per Type Limit 1
                                                                                                                                  Tempest StrikePrimalistPrimalistNature's StormBeastmasterShamanDruid1If Tempest Strike's melee attack does not hit an enemy you consume a stack of Gladiator of Lagon to cast a Tempest of the respective type.
                                                                                                                                  • Tempest on non-hits
                                                                                                                                  Tempest StrikePrimalistPrimalistResurgence of the LandBeastmasterShamanDruid1You recover mana if whenever you use Tempest Strike and it hits an enemy and it doesn't cast a Tempest.
                                                                                                                                  • Mana Gain On Hit With No Tempest 5
                                                                                                                                  Tempest StrikePrimalistPrimalistRousing SymbolsBeastmasterShamanDruid2Your Tempest Totems gain a random amount of more cast speed (multiplicative with other modifiers) when summoned.
                                                                                                                                  • Minimum Cast Speed +10% per point
                                                                                                                                  • Maximum Cast Speed +40% per point
                                                                                                                                  Tempest StrikePrimalistPrimalistScheme of the ArchitectBeastmasterShamanDruid1Gladiator of Lagon has double the effect on your totems and Storm Crows if you have at least 50 Intelligence.
                                                                                                                                  • Effect on Minions with 50 Intelligence +100%
                                                                                                                                  Tempest StrikePrimalistPrimalistSky OpenerBeastmasterShamanDruid1You now expend Storm Stacks when you use Tempest Strike and hit at least one enemy with the melee attack. Storm Bolts cast this way deal more damage.
                                                                                                                                  • Expend Storm Stack On Hit
                                                                                                                                  • Storm Bolt Damage +60%
                                                                                                                                  Tempest StrikePrimalistPrimalistSoaring BlowsBeastmasterShamanDruid1Tempest Strike penetrates enemy resistances per your uncapped resistances corresponding to a specific type.
                                                                                                                                  • Physical Pen Per 5% Uncapped Physical Res +1%
                                                                                                                                  • Cold Pen Per 5% Uncapped Cold Res +1%
                                                                                                                                  • Lighting Pen Per 5% Uncapped Lighting Res +1%
                                                                                                                                  Tempest StrikePrimalistPrimalistStormriding CompanionsBeastmasterShamanDruid1Tempest Strike penetrates enemy physical resistance per active physical minion, penetrates cold resistance per cold minion and penetrates lightning resistance per lightning minion.
                                                                                                                                  • Physical Pen per Physical Minion +1%
                                                                                                                                  • Cold Pen per Cold Minion +2%
                                                                                                                                  • Lightning Pen per Lightning Minion +3%
                                                                                                                                  Tempest StrikePrimalistPrimalistTempest StrikeBeastmasterShamanDruid0A melee combo attack that cycles through a cold strike, a physical strike, and a lightning strike that trigger elemental Tempest spells of the same damage type if the strikes hit at least one enemy. Cold strike: Triggers a Frigid Tempest, which is a cold projectile that pierces through enemies. Physical strike: Triggers a Wind Tempest, which is a small twister that lasts a short duration dealing physical damage per over time. Lightning strike: Triggers a Thunder Tempest, which is an expanding storm of lightning bolts.
                                                                                                                                    Tempest StrikePrimalistPrimalistTempestuous LegendBeastmasterShamanDruid4Frigid Tempest has a higher chance to freeze enemies. Thunder Tempest has a chance to shock enemies. Wind Tempest deals more damage (multiplicative with other modifiers).
                                                                                                                                    • Frigid Tempest Freeze Rate +20 per point
                                                                                                                                    • Thunder Tempest Shock Chance +50% per point
                                                                                                                                    • Wind Tempest Damage +10% per point
                                                                                                                                    Tempest StrikePrimalistPrimalistThunderous StormBeastmasterShamanDruid4You have a chance to also cast Thunder Tempest when you attack with cold or physical Tempest Strike.
                                                                                                                                    • Thunder Tempest Chance 10% per point
                                                                                                                                    Tempest StrikePrimalistPrimalistWarm ShelterBeastmasterShamanDruid1Tempest Strike can no longer cast Frigid Tempest, but it does not remove the cold strike from the combo. Additioanlly, Tempest Strike has increased attack speed and costs less mana.
                                                                                                                                    • Removes Frigid Tempest
                                                                                                                                    • Attack Speed +20%
                                                                                                                                    • Mana Cost -4
                                                                                                                                    Tempest StrikePrimalistPrimalistWind BoosterBeastmasterShamanDruid3Whenever you cast Wind Tempest you and your other allies it touches gain Haste for a short duration. Additionally, Tempest Strike deals more damage (multiplicative with other modifiers) while you have Haste.
                                                                                                                                    • Haste Duration (seconds) 1 per point
                                                                                                                                    • Damage With Haste +8% per point
                                                                                                                                    Tempest StrikePrimalistPrimalistWindfury ForceBeastmasterShamanDruid4Tempest Strike deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                    • Damage +3% per point
                                                                                                                                    • Area +10% per point
                                                                                                                                    Tempest StrikePrimalistPrimalistWrath of the MountainBeastmasterShamanDruid1While channeling Avalanche you now also cast Frigid Tempest every second.
                                                                                                                                    • Frigid Tempest Each Second During Avalanche
                                                                                                                                    UpheavalPrimalistPrimalistBrutish EngagementBeastmasterShamanDruid5Upheaval deals more melee damage to enemies (multiplicative with other modifiers) based on how close they are to you, up to a maximum.
                                                                                                                                    • Maximum Damage To Closer Targets +20% per point
                                                                                                                                    UpheavalPrimalistPrimalistCold FrontBeastmasterShamanDruid5Upheaval has additional freeze rate and has additional chance to inflict Frostbite on hit.
                                                                                                                                    • Freeze Rate +20 per point
                                                                                                                                    • Frostbite Chance +20% per point
                                                                                                                                    UpheavalPrimalistPrimalistCrust RuptureBeastmasterShamanDruid4Upheaval critical strikes deal more damage.
                                                                                                                                    • Critical Multiplier +25% per point
                                                                                                                                    UpheavalPrimalistPrimalistEarthbreakerBeastmasterShamanDruid1Upheaval deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies, but no longer scales with modifiers to attack speed. These effects are doubled when Upheaval is directly used.
                                                                                                                                    • Damage +60%
                                                                                                                                    • Increased Stun Chance 40%
                                                                                                                                    • Benefits Doubled with Direct Use
                                                                                                                                    • No Attack Speed Scaling
                                                                                                                                    UpheavalPrimalistPrimalistErupting EarthBeastmasterShamanDruid1Upheaval now travels in 5 fault lines in a star around you.
                                                                                                                                    • 5 Fault Lines Around You
                                                                                                                                    UpheavalPrimalistPrimalistExcavating BlowBeastmasterShamanDruid1Upheaval now splits up into 3 fault lines in front of you, but Upheaval costs additional mana. Enemies can only be hit by 1 Fault Line at a time. Upheaval Totems now have 50% less attack speed (multiplicative with other modifiers).
                                                                                                                                    • 3 Fault Lines In Front
                                                                                                                                    • Mana Cost +16
                                                                                                                                    • Upheaval Totem Attack Speed -50%
                                                                                                                                    UpheavalPrimalistPrimalistFrozen CollisionBeastmasterShamanDruid5Upheaval deals additional melee cold damage, and also deals more melee damage to frozen enemies (multiplicative with other modifiers).
                                                                                                                                    • Melee Cold Damage +8 per point
                                                                                                                                    • Melee Damage To Frozen +16% per point
                                                                                                                                    UpheavalPrimalistPrimalistGlacial CascadeBeastmasterShamanDruid1Upheaval's base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. Upheaval has a chance to freeze enemies on hit. Bleed chance from all sources is converted to Frostbite chance and slow chance from all sources is converted to chill chance.
                                                                                                                                    • Base Damage -> Cold
                                                                                                                                    • Base Freeze Rate 40
                                                                                                                                    • Bleed -> Frostbite Chance
                                                                                                                                    • Slow -> Chill Chance
                                                                                                                                    UpheavalPrimalistPrimalistGlacial CrashBeastmasterShamanDruid4Upheaval penetrates enemy physical and cold resistance. This effect is doubled while using a two handed weapon.
                                                                                                                                    • Physical Penetration +10% per point
                                                                                                                                    • Cold Penetration +10% per point
                                                                                                                                    • Doubled With 2h Weapon
                                                                                                                                    UpheavalPrimalistPrimalistHindering TremorsBeastmasterShamanDruid3Upheaval hits have a chance to apply Frailty to enemies and it penetrates enemy physical resistance, but travels a shorter distance.
                                                                                                                                    • Frailty Chance +35% per point
                                                                                                                                    • Physical Penetration +10% per point
                                                                                                                                    • Range -10% per point
                                                                                                                                    UpheavalPrimalistPrimalistInexhaustibleBeastmasterShamanDruid3Upheaval costs less mana and has a chance to shred enemy armor.
                                                                                                                                    • Mana Cost -2 per point
                                                                                                                                    • Armor Shred Chance +10% per point
                                                                                                                                    UpheavalPrimalistPrimalistMaiming RubbleBeastmasterShamanDruid3Upheaval hits have a chance to cause enemies to bleed and have a chance to slow them. This effect is doubled while using a two handed weapon.
                                                                                                                                    • Bleed Chance +15% per point
                                                                                                                                    • Slow Chance +15% per point
                                                                                                                                    • Doubled With 2h Weapon
                                                                                                                                    UpheavalPrimalistPrimalistMantle StrikeBeastmasterShamanDruid1Improves Upheaval's base critical strike chance and it cannot be dodged.
                                                                                                                                    • Base Crit Chance +2%
                                                                                                                                    • Cannot Be Dodged
                                                                                                                                    UpheavalPrimalistPrimalistMaster of the TotemBeastmasterShamanDruid1Upheaval hits grant your totems increased armor and more damage (each stack multiplicative with each other and other modifiers) for 4 seconds. This effect can stack up to 4 times.
                                                                                                                                    • Totem Armor With Buff +80%
                                                                                                                                    • Totem Damage With Buff +15%
                                                                                                                                    UpheavalPrimalistPrimalistMountain FortressBeastmasterShamanDruid1You can now create an additional maximum Upheaval Totem and you have an additional charge.
                                                                                                                                    • Maximum Upheaval Totems +1
                                                                                                                                    • Additional Charges +1
                                                                                                                                    UpheavalPrimalistPrimalistNatural WeaponsBeastmasterShamanDruid3Upheaval has increased area while using a mace, additional bleed chance while using an axe and additional cold penetration while using a staff.
                                                                                                                                    • Area With Mace +40% per point
                                                                                                                                    • Bleed Chance With Axe +50% per point
                                                                                                                                    • Cold Penetration With Staff +30% per point
                                                                                                                                    UpheavalPrimalistPrimalistPrimal BulwarkBeastmasterShamanDruid3When you use Upheaval and hit at least one enemy you gain a stack of Earth Armor for 6 seconds up to a maximum amount of stacks, granting you additional armor and endurance threshold per stack of Attunement.
                                                                                                                                    • Maximum Stacks 1 per point
                                                                                                                                    • Earth Armor On Hit
                                                                                                                                    • Armour Per Attunement Per Stack +2
                                                                                                                                    • Endurance Threshold Per Attunement Per Stack +1
                                                                                                                                    UpheavalPrimalistPrimalistQuarry MakerBeastmasterShamanDruid2Upheaval now creates additional fault lines and deals more damage (multiplicative with other modifiers), but costs more mana.
                                                                                                                                    • Fault Lines +1 per point
                                                                                                                                    • Damage +8% per point
                                                                                                                                    • Mana Cost +3 per point
                                                                                                                                    UpheavalPrimalistPrimalistRejuvenating SplintersBeastmasterShamanDruid1Upheaval and Shockwave hits from the Sundering Strikes node now Shatter totems, releasing shards of rock and debris dealing spell physical damage and heals you per point of Attunement.
                                                                                                                                    • Totems Shatter On Upheaval Hit
                                                                                                                                    • Health Gain Per Attunement +2
                                                                                                                                    UpheavalPrimalistPrimalistRock UpsurgeBeastmasterShamanDruid4When Upheaval hits your totems it has a chance to release a Shockwave from the totem.
                                                                                                                                    • Shockwave Chance On Totem Hit +25% per point
                                                                                                                                    UpheavalPrimalistPrimalistStonethorn PillarsBeastmasterShamanDruid1Creating an Upheaval Totem consumes all active Thorn Totems to grant it more damage per totem consumed (multiplicative with other modifiers). You can now create an additional maximum Upheaval totem and you have an additional charge.
                                                                                                                                    • Upheaval Totem Damage Per Totem Consumed +30%
                                                                                                                                    • Maximum Upheaval Totems +1
                                                                                                                                    • Additional Charges +1
                                                                                                                                    UpheavalPrimalistPrimalistStrengthened RootsBeastmasterShamanDruid3Upheaval Totems last longer, and they deal more damage (multiplicative with other modifiers).
                                                                                                                                    • Duration (seconds) +2 per point
                                                                                                                                    • Damage +8% per point
                                                                                                                                    UpheavalPrimalistPrimalistSublimationBeastmasterShamanDruid1You cast Shatter on enemies you kill with Upheaval, a spell subskill dealing cold damage in an area.
                                                                                                                                    • Cast Shatter On Kill
                                                                                                                                    UpheavalPrimalistPrimalistSundering StrikeBeastmasterShamanDruid3When Upheaval hits an enemy it has a chance to release a Shockwave, a melee physical subskill. The Shockwave cannot hit enemies already hit by Upheaval and vice versa.
                                                                                                                                    • Shockwave Chance +16% per point
                                                                                                                                    UpheavalPrimalistPrimalistTerraforming ClashBeastmasterShamanDruid3Upheaval travels further.
                                                                                                                                    • Range +14% per point
                                                                                                                                    UpheavalPrimalistPrimalistTerrain DelvingBeastmasterShamanDruid4Upheaval deals damage in a wider area.
                                                                                                                                    • Area +25% per point
                                                                                                                                    UpheavalPrimalistPrimalistThrough Muck and ClayBeastmasterShamanDruid1While you have Earth Armor, if you fall below 6 stacks of Maelstrom you consume all stacks of Earth Armor to cast Maelstrom once per stack consumed.
                                                                                                                                    • Consume Earth Armor Falling Below 6 Maelstroms
                                                                                                                                    • Maelstrom Stacks Per Stack Consumed 1
                                                                                                                                    UpheavalPrimalistPrimalistTremblorBeastmasterShamanDruid3When you directly use Upheaval and hit at least one enemy you gain a stack of Earth Shattering up to a maximum, causing your next Fury Leap or Earthquake to consume all stacks to gain additional physical penetration and increased area per stack consumed.
                                                                                                                                    • Max Earth Shattering Stacks 2 per point
                                                                                                                                    • Buff To Next Fury Leap Or Earthquake
                                                                                                                                    • Physical Penetration Per Stack Consumed +20%
                                                                                                                                    • Area Per Stack Consumed +20%
                                                                                                                                    UpheavalPrimalistPrimalistUnstoppable StrengthBeastmasterShamanDruid5Upheaval deals more damage (multiplicative with other modifiers) and has a higher chance to stun enemies.
                                                                                                                                    • Damage +8% per point
                                                                                                                                    • Increased Stun Chance 8% per point
                                                                                                                                    UpheavalPrimalistPrimalistUpheavalBeastmasterShamanDruid0Sunders the ground in a line in front of you, dealing damage to enemies along the path.
                                                                                                                                      UpheavalPrimalistPrimalistUpheaval TotemsBeastmasterShamanDruid1You now create an Upheaval Totem that attacks with Upheaval from it rather than yourself. You are limited to 1 of these totems. Upheaval now has a cooldown and costs significantly more mana. Upheaval Totems last 8 seconds.
                                                                                                                                      • Creates Upheaval Totem
                                                                                                                                      • Totem Limit 1
                                                                                                                                      • Cooldown (seconds) +3
                                                                                                                                      • Mana Cost +150%
                                                                                                                                      WarcryPrimalistPrimalistApprehendBeastmasterShamanDruid1Warcry now pulls enemies instead of knocking them back.
                                                                                                                                      • Pull Instead Of Knockback
                                                                                                                                      WarcryPrimalistPrimalistBattle CryBeastmasterShamanDruid4You and allies affected by Warcry gain increased crit chance for 4 seconds.
                                                                                                                                      • Increased Crit Chance 25% per point
                                                                                                                                      WarcryPrimalistPrimalistBerserkerBeastmasterShamanDruid1You gain the Berserk buff for 1.5 seconds when you use Warcry, granting you additional melee damage. While you have Berserk, you gain additional stacks of Berserk on melee hit up to a maximum, and melee hits refresh all stacks.
                                                                                                                                      • Berserk On Use
                                                                                                                                      • Melee Damage Per Stack +4
                                                                                                                                      • Berserk Stacks On Hit While Berserk +1
                                                                                                                                      • Maximum Stacks 10
                                                                                                                                      WarcryPrimalistPrimalistBloodthirstBeastmasterShamanDruid1Berserk now also affects your Raptor and Bear.
                                                                                                                                      • Berserk Affects Raptor And Bear
                                                                                                                                      WarcryPrimalistPrimalistBreath of EterraBeastmasterShamanDruid3Warcry now also restores your health. The amount of healing is increased by healing effectiveness and is doubled if used while on low health.
                                                                                                                                      • Healing 100 per point
                                                                                                                                      WarcryPrimalistPrimalistBringer of WinterBeastmasterShamanDruid1You and your cold minions affected by Warcry gain increased crit chance and additional chill chance for 4 seconds.
                                                                                                                                      • Increased Crit Chance 100%
                                                                                                                                      • Chill Chance +100%
                                                                                                                                      WarcryPrimalistPrimalistBrutalityBeastmasterShamanDruid5Berserk has increased duration and additional maximum stacks.
                                                                                                                                      • Berserk Duration +14% per point
                                                                                                                                      • Maximum Stacks +1 per point
                                                                                                                                      WarcryPrimalistPrimalistChallenging MightBeastmasterShamanDruid2Warcry now also taunts affected enemies for a short duration.
                                                                                                                                      • Taunt Duration (seconds) 3 per point
                                                                                                                                      WarcryPrimalistPrimalistDebilitating ShoutBeastmasterShamanDruid5Warcry applies one stack of Frailty to affected enemies for a short duration.
                                                                                                                                      • Frailty On Hit
                                                                                                                                      • Duration (seconds) 2 per point
                                                                                                                                      WarcryPrimalistPrimalistDeep RoarBeastmasterShamanDruid5Warcry affects a larger area.
                                                                                                                                      • Area +20% per point
                                                                                                                                      WarcryPrimalistPrimalistEnergized ChargeBeastmasterShamanDruid5Warcry costs less mana and Haste gained from Hastily Advance lasts longer.
                                                                                                                                      • Mana Efficiency +30% per point
                                                                                                                                      • Haste Duration +30% per point
                                                                                                                                      WarcryPrimalistPrimalistEviscerating HowlBeastmasterShamanDruid5Warcry causes enemies to bleed.
                                                                                                                                      • Bleed Stacks 1 per point
                                                                                                                                      WarcryPrimalistPrimalistFerocityBeastmasterShamanDruid1While Warcry is on cooldown, your critical strikes have a chance to use Warcry for you. This effect can only happen once per direct Warcry use, and it will reset the cooldown.
                                                                                                                                      • Warcry Chance On Crit 5%
                                                                                                                                      WarcryPrimalistPrimalistFrightful PresenceBeastmasterShamanDruid1Warcry now fears enemies for 2 seconds instead of stunning them.
                                                                                                                                      • Fears
                                                                                                                                      WarcryPrimalistPrimalistFrigid BreathBeastmasterShamanDruid1Enemies frozen by Warcry take increased damage from hits.
                                                                                                                                      • Hit Damage Taken While Frozen +15%
                                                                                                                                      WarcryPrimalistPrimalistFrost ClawBeastmasterShamanDruid5You and allies affected by Warcry deal increased cold damage for 4 seconds.
                                                                                                                                      • Increased Cold Damage 50% per point
                                                                                                                                      WarcryPrimalistPrimalistFury StrikesBeastmasterShamanDruid3Berserk now also grants you increased attack speed per stack of Berserk up to a maximum.
                                                                                                                                      • Attack Speed per Berserk Stack +4% per point
                                                                                                                                      • Attack Speed Maximum 16% per point
                                                                                                                                      WarcryPrimalistPrimalistHastily AdvanceBeastmasterShamanDruid1If Warcry hits at least one enemy, you gain Haste for 1 second.
                                                                                                                                      • Haste Duration (seconds) 1
                                                                                                                                      WarcryPrimalistPrimalistHeart of RimeBeastmasterShamanDruid5Warcry inflicts stacks of Frostbite to affected enemies.
                                                                                                                                      • Frostbite Stacks +2 per point
                                                                                                                                      WarcryPrimalistPrimalistHorrifying CryBeastmasterShamanDruid2Fear inflicted by Warcry lasts longer and each stack of the Berserk buff from the Berserker node now also causes you to deal more damage to Feared enemies (multiplicative with other modifiers).
                                                                                                                                      • Fear Duration +20% per point
                                                                                                                                      • Damage to Feared per Berserk Stack +2% per point
                                                                                                                                      WarcryPrimalistPrimalistInvigorateBeastmasterShamanDruid1Warcry now also restores ally health for the same amount as from Breath of Eterra. The amount of healing is increased by healing effectiveness and is doubled if used while on low health.
                                                                                                                                      • Heals Allies
                                                                                                                                      WarcryPrimalistPrimalistJormun's WrathBeastmasterShamanDruid1Warcry now freezes enemies instead of stunning them, but it no longer knocks enemies back. Bleed chance from all sources is converted to Frostbite chance and effects related to bleed now depend on Frostbite instead.
                                                                                                                                      • Stun -> Freeze
                                                                                                                                      • Physical -> Cold Damage
                                                                                                                                      • Bleed -> Frostbite
                                                                                                                                      • No Knockback
                                                                                                                                      WarcryPrimalistPrimalistJuggernautBeastmasterShamanDruid1You are invulnerable for 1 second after using Warcry.
                                                                                                                                      • Invulnerable After Warcry
                                                                                                                                      WarcryPrimalistPrimalistKinetic ScreamBeastmasterShamanDruid1Warcry now hits enemies and deals spell physical damage.
                                                                                                                                      • Spell Physical Damage 40
                                                                                                                                      WarcryPrimalistPrimalistPurging ShoutBeastmasterShamanDruid1Warcry now cleanses negative ailments on you.
                                                                                                                                      • Cleanses Ailments
                                                                                                                                      WarcryPrimalistPrimalistRaging FrenzyBeastmasterShamanDruid1You gain Frenzy for the same duration as you have Haste from Hastily Advance.
                                                                                                                                      • Frenzy On Hit
                                                                                                                                      WarcryPrimalistPrimalistShallow BreathBeastmasterShamanDruid1Warcry now has a cooldown of 5 seconds which cannot be reduced by stunning or freezing enemies, but Warcry no longer has a guaranteed stun, freeze, or fear.
                                                                                                                                      • Cooldown (seconds) 5
                                                                                                                                      • No Stun, Freeze, Fear
                                                                                                                                      WarcryPrimalistPrimalistStaggering RoarBeastmasterShamanDruid4Warcry knocks enemies further back.
                                                                                                                                      • Knockback Distance +25% per point
                                                                                                                                      WarcryPrimalistPrimalistTotemic HeartBeastmasterShamanDruid1You now place down a totem for 3 seconds that repeatedly uses Warcry instead of you, but Warcry costs more mana.
                                                                                                                                      • Create Warcry Totem
                                                                                                                                      • Mana Cost +20
                                                                                                                                      WarcryPrimalistPrimalistToxic CompanionsBeastmasterShamanDruid5For 4 seconds after using Warcry, your Wolves have a chance to cause enemies to bleed and your Scorpion has a chance to poison enemies.
                                                                                                                                      • Wolves Bleed Chance +20% per point
                                                                                                                                      • Scorpion Poison Chance +20% per point
                                                                                                                                      WarcryPrimalistPrimalistWarcryBeastmasterShamanDruid0Unleash a mighty roar that knocks back nearby enemies and stuns them for 1.5 seconds. Rares and bosses are stunned for half as long. 20% of remaining cooldown recovered whenever you stun (or freeze if Warcry is converted to cold) an enemy, including with Warcry itself. This effect can occur a maximum of two times each second.
                                                                                                                                        WarcryPrimalistPrimalistWhirlpoolBeastmasterShamanDruid4You now cast Maelstrom when you use Warcry. Maelstrom cast this way costs less mana.
                                                                                                                                        • Maelstrom Stacks On Use 1 per point
                                                                                                                                        • Maelstrom Mana Cost -50%
                                                                                                                                        Summon BearPrimalistBeastmasterArmored BearsBeastmasterShamanDruid5Your bear has additional armor based on your strength.
                                                                                                                                        • Armor per Strength +10 per point
                                                                                                                                        Summon BearPrimalistBeastmasterBarbed ThornsBeastmasterShamanDruid4Thorn Burst deals more damage (multiplicative with other modifiers) and has a chance to inflict bleed on hit.
                                                                                                                                        • Thorn Burst Damage +10% per point
                                                                                                                                        • Thorn Burst Bleed Chance +25% per point
                                                                                                                                        Summon BearPrimalistBeastmasterBellowing RoarBeastmasterShamanDruid3Your bear's Roar has increased area and healing effectiveness.
                                                                                                                                        • Roar Area +10% per point
                                                                                                                                        • Healing Effectiveness +30% per point
                                                                                                                                        Summon BearPrimalistBeastmasterBestial FuryBeastmasterShamanDruid4Your bear has increased attack speed.
                                                                                                                                        • Attack Speed +8% per point
                                                                                                                                        Summon BearPrimalistBeastmasterEndless RampageBeastmasterShamanDruid1Your bear has increased movement speed and cannot be stunned.
                                                                                                                                        • Movespeed +10%
                                                                                                                                        • Stun Immunity
                                                                                                                                        Summon BearPrimalistBeastmasterForceful SwipesBeastmasterShamanDruid1Your bear can use Swipe with a 2 second cooldown. Your Bear's Swipe scales with its own stats, but is affected by your Swipe Tree. Your bear deals additional melee physical damage per 3 points of your Strength.
                                                                                                                                        • Bears use Swipe
                                                                                                                                        • Swipe Cooldown for Bears (Seconds) 2
                                                                                                                                        • Melee Physical Damage Per 3 Strength +1
                                                                                                                                        Summon BearPrimalistBeastmasterFrightenBeastmasterShamanDruid3Your bear's Roar inflicts Frailty on enemies.
                                                                                                                                        • Roar Frailty Stacks 1 per point
                                                                                                                                        Summon BearPrimalistBeastmasterGroundshaking MightBeastmasterShamanDruid1Your bear can use Earthquake, with a 6 second cooldown. When cast this way, Earthquake uses your bear's stats but your Earthquake tree. Earthquakes cast by your bear deal less damage.
                                                                                                                                        • Bear Can Use Earthquake
                                                                                                                                        • Bear Earthquake Damage -60%
                                                                                                                                        Summon BearPrimalistBeastmasterGuardianBeastmasterShamanDruid2Your bear's Roar also grants you a percentage of damage taken redirected to your highest health minion for 6 seconds.
                                                                                                                                        • Roar Grants Damage Taken Redirected to Highest Health Minion +5% per point
                                                                                                                                        Summon BearPrimalistBeastmasterLacerating ClawsBeastmasterShamanDruid5Your bear deals more damage (multiplicative with other modifiers) and has a chance to cause enemies to bleed.
                                                                                                                                        • Damage +10% per point
                                                                                                                                        • Bleed Chance +10% per point
                                                                                                                                        Summon BearPrimalistBeastmasterMother BearBeastmasterShamanDruid4Your bear's Roar also grants itself and your minions less damage taken for 6 seconds.
                                                                                                                                        • Roar Grants Less Damage Taken +10% per point
                                                                                                                                        Summon BearPrimalistBeastmasterPrimal PrecisionBeastmasterShamanDruid3Your bear has additional critical strike chance.
                                                                                                                                        • Crit Chance +4% per point
                                                                                                                                        Summon BearPrimalistBeastmasterRapid SwipesBeastmasterShamanDruid3Your bear's Swipe has a shorter cooldown.
                                                                                                                                        • Swipe Cooldown Recovery Speed +40% per point
                                                                                                                                        Summon BearPrimalistBeastmasterRenewed ForceBeastmasterShamanDruid1Your bear gains an additional charge for Earthquake. When you directly cast Warcry or enter Werebear Form, your bear restores a charge for Earthquake.
                                                                                                                                        • Bear Earthquake Charges +1
                                                                                                                                        • Bear Earthquake Charge Restore on Warcry or Werebear
                                                                                                                                        Summon BearPrimalistBeastmasterShredding ThornsBeastmasterShamanDruid3Thorn Burst has a chance to shred armor on hit.
                                                                                                                                        • Armor Shred Chance +34# per point
                                                                                                                                        Summon BearPrimalistBeastmasterStorm BeastBeastmasterShamanDruid1The base physical damage of your bear's melee attack is converted to lightning, and it has a Lightning tag instead of Physical. Your bear shocks enemies on hit. Your bear gains the ability to teleport towards enemies, on an 8 second cooldown.
                                                                                                                                        • Base Melee Damage -> Lightning +100%
                                                                                                                                        • Shock Chance +100%
                                                                                                                                        • Bear Can Use Teleport
                                                                                                                                        Summon BearPrimalistBeastmasterSummon BearBeastmasterShamanDruid0Summons a primal bear that follows you into combat. When its health drops to 0 it is downed, and you can stand near it to revive it. The bear counts as a companion. You can have a maximum of two companions at once by default.
                                                                                                                                          Summon BearPrimalistBeastmasterThick HideBeastmasterShamanDruid5Your bear has more health and takes less damage at low health (both multiplicative with other modifiers).
                                                                                                                                          • Health +40% per point
                                                                                                                                          • Damage Taken at Low Health -10% per point
                                                                                                                                          Summon BearPrimalistBeastmasterThorn BearBeastmasterShamanDruid1Your bear's basic attack releases a Thorn Burst, a spell that deals physical damage around the bear.
                                                                                                                                          • Bear Attacks Cause Thorn Burst
                                                                                                                                          Summon BearPrimalistBeastmasterThorn EruptionBeastmasterShamanDruid3Your bear has a chance to cast a Thorn Burst from each enemy hit by its Earthquake. This chance is tripled against bosses and rare enemies.
                                                                                                                                          • Earthquake Thorn Burst Chance +12% per point
                                                                                                                                          • Tripled Against Bosses And Rare Enemies
                                                                                                                                          Summon BearPrimalistBeastmasterThorned FurBeastmasterShamanDruid3Your bear also releases a Thorn Burst when hit, up to a limited number of times per 4 seconds.
                                                                                                                                          • Thorn Burst Retaliation
                                                                                                                                          • Limit per 4 Seconds 2 per point
                                                                                                                                          Summon BearPrimalistBeastmasterToxic GrowthsBeastmasterShamanDruid4Thorn Burst has a chance to poison enemies on hit. Additionally, your bear deals more poison damage (multiplicative with other modifiers).
                                                                                                                                          • Thorn Burst Poison Chance +25% per point
                                                                                                                                          • Poison Damage +10% per point
                                                                                                                                          Summon BearPrimalistBeastmasterUnflinchingBeastmasterShamanDruid5Your bear has more health regeneration (multiplicative with other modifiers). While you have an active bear companion, you have more health regeneration (multiplicative with other modifiers).
                                                                                                                                          • Health Regen +12% per point
                                                                                                                                          • Health Regen for You with Active Bear +1% per point
                                                                                                                                          Summon BearPrimalistBeastmasterUnstoppable ForceBeastmasterShamanDruid4Your bear takes less damage from critical strikes and its own critical strikes deal more damage.
                                                                                                                                          • Critical Multiplier +25% per point
                                                                                                                                          • Bonus Damage Taken From Crits -25% per point
                                                                                                                                          Summon BearPrimalistBeastmasterUrsine DominionBeastmasterShamanDruid4Your bear's abilities have increased area of effect.
                                                                                                                                          • Area +25% per point
                                                                                                                                          Summon BearPrimalistBeastmasterVicious StrikesBeastmasterShamanDruid4Your bear deals more damage with Swipe (multiplicative with other modifiers) and has increased area with Swipe.
                                                                                                                                          • Swipe Damage +10% per point
                                                                                                                                          • Swipe Area +10% per point
                                                                                                                                          Summon BearPrimalistBeastmasterWounded PreyBeastmasterShamanDruid1Your bear has increased movement speed and deals more melee damage (multiplicative with other modifiers) per stack of bleed on the target (up to 30).
                                                                                                                                          • Movespeed +6%
                                                                                                                                          • Melee Damager per Bleed +1%
                                                                                                                                          Summon Frenzy TotemPrimalistBeastmasterBestial FrenzyBeastmaster5When you summon Frenzy Totem, your companions are granted additional melee physical damage for 4 seconds.
                                                                                                                                          • Companion Melee Physical Damage +4 per point
                                                                                                                                          Summon Frenzy TotemPrimalistBeastmasterDig DeepBeastmaster5You have additional critical strike multiplier while tethered.
                                                                                                                                          • Crit Multiplier while Tethered +18% per point
                                                                                                                                          Summon Frenzy TotemPrimalistBeastmasterDig InBeastmaster3You are tethered to the totem while you remain within 5 meters of it, and while tethered you deal more damage (multiplicative with other modifiers).
                                                                                                                                          • Tethered To Frenzy Totem
                                                                                                                                          • Damage While Tethered +6% per point
                                                                                                                                          Summon Frenzy TotemPrimalistBeastmasterFrenzy TotemBeastmaster0Summons a totem that grants Frenzy to all nearby allies. Frenzy increases attack and cast speed by 20%.
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterFurious CryBeastmaster1Summoning Frenzy Totem refreshes companion ability cooldowns.
                                                                                                                                            • Frenzy Totem Refreshes Companion Abilities
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterGroundedBeastmaster5Frenzy Totem is no longer summoned at your cursor; instead it is always placed 1 meter in the direction you're facing. Frenzy Totem costs less mana and grants additional melee damage.
                                                                                                                                            • Mana Cost -10% per point
                                                                                                                                            • Global Melee Damage +5 per point
                                                                                                                                            • Frenzy Totem Summoned 1m In Front Of Player
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterHealing PulseBeastmaster4While in range of your Frenzy Totem, you have a chance to cast Eterra's Blessing on a random ally each second.
                                                                                                                                            • Chance To Cast Eterra's Blessing While In Range 5% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterImproved Thorn IdolBeastmaster4Frenzy Totem also stores a percentage of the damage taken by you.
                                                                                                                                            • Percent Of Player Damage Taken Stored By Totem 1% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterInvigorated RenewalBeastmaster1Whenever you revive a downed companion, Frenzy Totem casts Healing Nova.
                                                                                                                                            • Healing Nova Cast When Companion Is Revived
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterLash OutBeastmaster3Frenzy Totem has a chance to cast Ice Thorns when hit by enemies.
                                                                                                                                            • Ice Thorns Chance When Hit 5% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterLead The PackBeastmaster5While Frenzy Totem is active, your Wolves' howls also grant increased critical strike chance to you and your allies.
                                                                                                                                            • Increased Critical Strike Chance Granted By Wolf Howl 50% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterMaimBeastmaster1While Frenzy Totem is active, your Sabertooth's Flurry Swipes casts an additional time when used.
                                                                                                                                            • Sabertooth Ability Doublecast
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterMortuary TotemBeastmaster2While affected by Frenzy Totem, you revive downed companions faster.
                                                                                                                                            • Companion Revival Speed +30% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterRabidityBeastmaster3Frenzy Totem's Frenzy buff is more effective.
                                                                                                                                            • Increased Frenzy Effect +8% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterReachBeastmaster5Frenzy Totem affects allies or enemies in a larger area.
                                                                                                                                            • Area +20% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterReckless FrenzyBeastmaster3When you summon Frenzy Totem you gain a temporary buff that grants you more damage (multiplicative with other modifiers) and increased melee attack speed, but also increases the damage you take.
                                                                                                                                            • Buff Duration (Seconds) 2 per point
                                                                                                                                            • Damage +12%
                                                                                                                                            • Melee Attack Speed +8%
                                                                                                                                            • Damage Taken +8%
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterReinforced TotemBeastmaster5Frenzy Totem has more health (multiplicative with other modifiers) and lasts longer.
                                                                                                                                            • Health +15% per point
                                                                                                                                            • Duration +15% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterRevitalizing TotemBeastmaster5Allies affected by Frenzy Totem are granted increased health regeneration.
                                                                                                                                            • Health Regen Granted +25% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterSloth TotemBeastmaster1Frenzy Totem is now Sloth Totem, which will now slow and reduce the armor of enemies instead of granting Frenzy. Increased effect of frenzy is converted to increased effect of armor shred.
                                                                                                                                            • Frenzy Totem -> Sloth Totem
                                                                                                                                            • Frenzy Allies -> Slow Enemies
                                                                                                                                            • Frenzy Allies -> Enemy Armor Shred
                                                                                                                                            • Frenzy Effectiveness -> Armor Shred Effectiveness
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterSymbol of HasteBeastmaster3When you summon Frenzy Totem, you and your companions are granted Haste for a duration (doubled for companions).
                                                                                                                                            • Haste Duration (Double For Companions) 1 per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterSymbol of SelflessnessBeastmaster1Frenzy Totem's buffs are more effective, but Frenzy Totem now affects only companions.
                                                                                                                                            • Buff Effect +30%
                                                                                                                                            • Frenzy Totem Affects Only Companions
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterThorn IdolBeastmaster4Frenzy Totem stores a portion of the damage it receives, releasing it as damage dealt to enemies after taking a percent of its maximum health in damage.
                                                                                                                                            • Percent Of Damage Taken Stored 2% per point
                                                                                                                                            • Percentage Of Max Health Taken Before Releasing 20% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterTotemic ReachBeastmaster4Frenzy Totem's tether has a higher range.
                                                                                                                                            • Tether Range +30% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterVenom SprayBeastmaster5While Frenzy Totem is active, your Scorpion's Venom Nova hits in a larger area.
                                                                                                                                            • Scorpion Venom Nova Area +30% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterVenomous IntentBeastmaster5Allies affected by Frenzy Totem are granted a chance to poison enemies.
                                                                                                                                            • Global Poison Chance +10% per point
                                                                                                                                            Summon Frenzy TotemPrimalistBeastmasterWarding TotemBeastmaster3Companions affected by Frenzy Totem have higher physical and elemental resistance.
                                                                                                                                            • Companion Physical Resistance +20% per point
                                                                                                                                            • Companion Elemental Resistance +20% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterAcidic BileBeastmaster4Your raptor's attacks have a chance to inflict blind, poison, and slow on hit.
                                                                                                                                            • Blind Chance +25% per point
                                                                                                                                            • Poison Chance +25% per point
                                                                                                                                            • Slow Chance +25% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterBrilliant DisplayBeastmaster1Your raptor automatically reduces the cooldown of your other companions' activatable abilities by 3 seconds. This effect has an 8 second cooldown.
                                                                                                                                            • Raptor Reduces Other Companion Cooldowns Every 8 Seconds
                                                                                                                                            Summon RaptorPrimalistBeastmasterBroken ToothBeastmaster1Your raptor has increased melee attack speed, but loses 5% of its current health with each attack while above 50% of maximum health.
                                                                                                                                            • Melee Attack Speed +10%
                                                                                                                                            • Percent Of Current Health Lost On Melee Attack Above 50% 5%
                                                                                                                                            Summon RaptorPrimalistBeastmasterBrutal ShreddingBeastmaster4Your raptor has additional critical strike multiplier, and its attacks have a chance to shred armor on hit.
                                                                                                                                            • Critical Multiplier +15% per point
                                                                                                                                            • Armor Shred Chance +25% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterChallengerBeastmaster1Your raptor uses Rampage if it encounters a boss or rare enemy, if it is able to. This sets Rampage to 50% of its normal cooldown.
                                                                                                                                            • Raptor Rampages Near Rares And Bosses
                                                                                                                                            • Percent of Normal Cooldown 50%
                                                                                                                                            Summon RaptorPrimalistBeastmasterClever GirlBeastmaster4Your raptor has increased cooldown recovery speed for its abilities.
                                                                                                                                            • Increased Cooldown Recovery Speed +15% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterCorneredBeastmaster3Your raptor deals more damage for each percent of its missing health (multiplicative with other modifiers), up to 50% missing health.
                                                                                                                                            • Damage per 1% Missing Health +1% per point
                                                                                                                                            • Maximum Benefit at 50% Missing Health
                                                                                                                                            Summon RaptorPrimalistBeastmasterDripping BloodBeastmaster1When your raptor hits an enemy, bleeds on that enemy have a 25% chance to double in speed.
                                                                                                                                            • Chance On Hit To Double Bleed Speed 25%
                                                                                                                                            Summon RaptorPrimalistBeastmasterEagerBeastmaster3Rampage costs less mana.
                                                                                                                                            • Rampage Mana Efficiency +40% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterEarsplitting RoarBeastmaster4Screech's cooldown is reduced, and it causes enemies it hits to Bleed.
                                                                                                                                            • Bleed Stacks from Screech 2 per point
                                                                                                                                            • Screech Cooldown Reduction (seconds) -0.5 per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterHot StreakBeastmaster1Rampage also resets the cooldown of Fire Breath.
                                                                                                                                            • Rampage Resets Fire Breath Cooldown
                                                                                                                                            Summon RaptorPrimalistBeastmasterIn for the KillBeastmaster1When a bleeding enemy dies within 12 meters, your raptor has a chance per stack of bleed on that enemy to gain Haste for 3 seconds.
                                                                                                                                            • Chance per Bleed for Haste on Enemy Death 1%
                                                                                                                                            Summon RaptorPrimalistBeastmasterIridescent PlumageBeastmaster4Your raptor has additional elemental resistance and have additional dodge chance.
                                                                                                                                            • Elemental Resistance +12% per point
                                                                                                                                            • Dodge Rating +100 per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterMenacing AuraBeastmaster2While your raptor is Rampaging, its hits instantly kill enemies below a health threshold (a percentage of their maximum health).
                                                                                                                                            • Kill Threshold While Rampaging +6% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterMolten LungsBeastmaster4Fire Breath's cooldown is reduced, and it deals more damage (multiplicative with other modifiers).
                                                                                                                                            • Cooldown Reduction (seconds) -0.5 per point
                                                                                                                                            • Damage +10% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterPredatorBeastmaster4Your raptor has additional critical strike chance.
                                                                                                                                            • Critical Strike Chance +3% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterPrimal RageBeastmaster1Rampage also grants your raptor less damage taken for the duration.
                                                                                                                                            • Rampage Less Damage Taken 20%
                                                                                                                                            Summon RaptorPrimalistBeastmasterRavageBeastmaster3Your raptor deals more melee damage per bleed on the enemy (multiplicative with other modifiers), up to a maximum.
                                                                                                                                            • Max More Melee Damage from Bleed +25% per point
                                                                                                                                            • Melee Damage per Bleed 1%
                                                                                                                                            Summon RaptorPrimalistBeastmasterRazor WingsBeastmaster4Your raptor deals more damage (multiplicative with other modifiers) and has increased area of effect for its abilities.
                                                                                                                                            • Damage +8% per point
                                                                                                                                            • Area +10% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterScent of BloodBeastmaster4Your raptor deals more melee damage (multiplicative with other modifiers).
                                                                                                                                            • Melee Damage +10% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterScreechBeastmaster1Your raptor gains the ability to Screech at enemies, dealing damage and shredding their physical resistance. Screech has an 8 second cooldown.
                                                                                                                                            • Physical Resistance Shred Stacks 2
                                                                                                                                            Summon RaptorPrimalistBeastmasterSharp ClawsBeastmaster5Your raptor deals more damage over time (multiplicative with other modifiers).
                                                                                                                                            • Damage Over Time +20% per point
                                                                                                                                            Summon RaptorPrimalistBeastmasterSummon RaptorBeastmaster0Summons a primal raptor that ferociously attacks your enemies. When its health drops to 0 it is downed, and you can stand near it to revive it. The raptor counts as a companion. You can have a maximum of two companions at once by default.
                                                                                                                                              Summon RaptorPrimalistBeastmasterTaste for FleshBeastmaster3Your raptor has increased attack and cast speed. This effect is doubled if it has killed an enemy in the past 4 seconds.
                                                                                                                                              • Attack And Cast Speed +6% per point
                                                                                                                                              • Doubled If Killed Recently
                                                                                                                                              Summon RaptorPrimalistBeastmasterTear FleshBeastmaster5Your raptor's melee attacks have a chance to cause enemies to bleed.
                                                                                                                                              • Melee Bleed Chance +40% per point
                                                                                                                                              Summon RaptorPrimalistBeastmasterVexationBeastmaster4Rampage's duration is increased.
                                                                                                                                              • Rampage Duration +25% per point
                                                                                                                                              Summon RaptorPrimalistBeastmasterVicious RampageBeastmaster4Your raptor gains increased effect from Rampage.
                                                                                                                                              • Increased Rampage Effect 20% per point
                                                                                                                                              Summon RaptorPrimalistBeastmasterVolcanic AdaptationBeastmaster1Your raptor becomes a Dragon Raptor. The base physical damage of your raptor's melee attacks are converted to fire. Consequently this damage scales with increases to fire damage, but not with increases to physical damage. Your raptor gains the Fire Breath ability, dealing spell fire damage over time with an 8 second cooldown. Bleed chance from all sources is converted to ignite chance for your raptor, and all effects in the tree related to bleed now depend on ignite.
                                                                                                                                              • Base Melee Damage -> Fire 100%
                                                                                                                                              • Fire Beath Ability
                                                                                                                                              • Bleed -> Ignite
                                                                                                                                              Summon SabertoothPrimalistBeastmasterAgile and DeadlyBeastmaster4Your sabertooth has increased attack speed.
                                                                                                                                              • Melee Attack Speed +8% per point
                                                                                                                                              • Movespeed +6% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterAncestral FavorBeastmaster1Your ancestral sabertooths have increased duration per point of your attunement. Additionally, your sabertooth gains attunement scaling equivalent to its strength scaling.
                                                                                                                                              • Ancestral Sabertooth Duration per Attunement +4%
                                                                                                                                              • Attunement Scaling Equivalent to Strength Scaling
                                                                                                                                              Summon SabertoothPrimalistBeastmasterAncestral HunterBeastmaster1Your sabertooth's hits now have a chance to summon an Ancestral Sabertooth that attacks nearby enemies for a short duration. This effect can trigger a limited number of times per 5 seconds.
                                                                                                                                              • Ancestral Sabertooth Chance 10%
                                                                                                                                              • Ancestral Sabertooth Duration (seconds) 4
                                                                                                                                              • Limit per 5 Seconds 10
                                                                                                                                              Summon SabertoothPrimalistBeastmasterAncient BondBeastmaster3Your sabertooth's hits have a higher chance to summon Ancestral Sabertooths and they deal more damage (multiplicative with other modifiers).
                                                                                                                                              • Ancestral Sabertooth Chance +4% per point
                                                                                                                                              • Ancestral Sabertooth Damage +20% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterCamouflageBeastmaster4Your sabertooth has more dodge rating (multiplicative with other modifiers), and it gains additional dodge rating for each point of Dexterity you have.
                                                                                                                                              • Dodge Rating +10% per point
                                                                                                                                              • Dodge Rating Per Dexterity +10 per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterCornered BeastBeastmaster1Your sabertooth's Flurry Swipes inflict Bleed on hit and if you or your Sabertoth are below half health it always crits.
                                                                                                                                              • Flurry Swipes Bleed Chance +100%
                                                                                                                                              • Flurry Swipes Crit Chance if You or Sabertooth are below 50% Health +100%
                                                                                                                                              Summon SabertoothPrimalistBeastmasterDestructive PowerBeastmaster4Your sabertooth's attacks which hit at least one enemy have a chance to trigger Upheaval. Upheaval cast in this way uses your sabertooth's stats, but your Upheaval tree. This chance is halved if Upheaval creates multiple fault lines.
                                                                                                                                              • Upheaval Chance on Attack +5% per point
                                                                                                                                              • Halved Chance with Multiple Fault Lines
                                                                                                                                              Summon SabertoothPrimalistBeastmasterEarthshaking EntranceBeastmaster1When your sabertooth leaps, it uses Upheaval when it lands
                                                                                                                                              • Upheaval on Landing
                                                                                                                                              Summon SabertoothPrimalistBeastmasterFerocityBeastmaster5Your sabertooth has increased attack speed. Additionally, it deals more damage (multiplicative with other modifiers) with Flurry Swipes.
                                                                                                                                              • Attack Speed +4% per point
                                                                                                                                              • Flurry Swipes Damage +10% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterFrenzyBeastmaster1Your sabertooth gains Frenzy for 2 seconds after using Flurry Swipes.
                                                                                                                                              • Frenzy Duration After Flurry Swipes (seconds) 2
                                                                                                                                              Summon SabertoothPrimalistBeastmasterFrom the BrinkBeastmaster2While your sabertooth is on low health it deals more damage (multiplicative with other modifiers) and leeches a portion of the melee damage it deals as health.
                                                                                                                                              • Damage on Low Health +65% per point
                                                                                                                                              • Melee Leech on Low Health +5% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterFrost FangBeastmaster4Your sabertooth deals additional cold damage with spells and melee attacks.
                                                                                                                                              • Cold Damage +5 per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterFrozen FurBeastmaster3Your sabertooth has additional cold resistance and it has a chance to chill attackers that hit it. It also has more health (multiplicative with other modifiers).
                                                                                                                                              • Cold Resistance +25% per point
                                                                                                                                              • Chill Retaliation Chance 12% per point
                                                                                                                                              • Health +8% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterGouging ClawsBeastmaster3Your sabertooth's hits have a chance to cause enemies to bleed and a chance to shred armor.
                                                                                                                                              • Bleed Chance +34# per point
                                                                                                                                              • Armor Shred Chance +34# per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterHeavy PawsBeastmaster1Your sabertooth deals more melee damage (multiplicative with other modifiers) and has an increased chance to stun enemies, but your Sabertooth can no longer leap.
                                                                                                                                              • Melee Damage +8%
                                                                                                                                              • Increased Stun Chance 40%
                                                                                                                                              • Cannot Leap
                                                                                                                                              Summon SabertoothPrimalistBeastmasterHunter's TrailBeastmaster4When your sabertooth leaps you gain Haste for a duration.
                                                                                                                                              • You gain Haste when your Sabertooth Leaps
                                                                                                                                              • Haste Duration (Seconds) 1.5 per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterIce BringerBeastmaster3Your sabertooth has a a chance to inflict frostbite and chill on hit.
                                                                                                                                              • Frostbite Chance +34# per point
                                                                                                                                              • Chill Chance +10% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterIce TigerBeastmaster1Your sabertooth becomes an Ice Tiger, converting 100% of its base melee physical damage to cold. Consequently this damage scales with increases to cold damage, but not with increases to physical damage. The ice tiger's melee attacks have a freeze rate equal to twice their base damage. All bleed chance is converted to frostbite chance for your ice tiger. The ice tiger's melee attacks' Physical tags are swapped for Cold tags.
                                                                                                                                              • Base Melee Damage -> Cold 100%
                                                                                                                                              • Melee Attacks can Freeze
                                                                                                                                              • Bleed Chance -> Frostbite
                                                                                                                                              Summon SabertoothPrimalistBeastmasterKeen SensesBeastmaster5Your sabertooth has additional critical strike chance.
                                                                                                                                              • Critical Chance +3% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterKing of the TundraBeastmaster3Your sabertooth has additional Freeze Rate Multiplier and it has more Freeze Rate per stack of Chill on the target (multiplicative with other modifiers)
                                                                                                                                              • Freeze Rate Multiplier +60% per point
                                                                                                                                              • Freeze Rate per Chill +15% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterNorthwindBeastmaster1Your sabertooth deals additional cold melee damage based on your dexterity.
                                                                                                                                              • Cold Melee Damage per 2 Dexterity +1
                                                                                                                                              Summon SabertoothPrimalistBeastmasterOpportunistic HunterBeastmaster4Your sabertooth has additional critical strike multiplier.
                                                                                                                                              • Critical Multiplier +25% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterPatient PredatorBeastmaster5Your sabertooth deals more damage over time (multiplicative with other modifiers).
                                                                                                                                              • Damage Over Time +30% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterProwling JuggernautBeastmaster4Your sabertooth has more health (multiplicative with other modifiers) and recovers a percentage of its maximum health when it leaps.
                                                                                                                                              • Health +15% per point
                                                                                                                                              • Health Recovered on Leap 5% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterRhyme HeartBeastmaster3Your sabertooth deals more melee damage (multiplicative with other modifiers) per stack of chill on the target.
                                                                                                                                              • Melee Damage per Chill +8% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterSabermawBeastmaster4Your sabertooth deals more melee damage (multiplicative with other modifiers) and its melee attacks have increased area.
                                                                                                                                              • Melee Damage +8% per point
                                                                                                                                              • Melee Area +15% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterSavage CatalystBeastmaster4When your sabertooth directly uses a melee attack and hits at least one target it has a chance to use Flurry Swipes.
                                                                                                                                              • Flurry Swipes Chance on Attack 6% per point
                                                                                                                                              Summon SabertoothPrimalistBeastmasterShatterhideBeastmaster1All physical damage dealt to your sabertooth is converted to cold damage. Consequently it is reduced by cold resistance, but not by physical resistance.
                                                                                                                                              • Physical -> Cold Damage Taken 100%
                                                                                                                                              Summon SabertoothPrimalistBeastmasterSummon SabertoothBeastmaster0Summons a primal sabertooth cat that leaps into combat. When its health drops to 0 it is downed, and you can stand near it to revive it. The sabertooth cat counts as a companion. You can have a maximum of two companions at once by default.
                                                                                                                                                Summon ScorpionPrimalistBeastmasterBlood PoisoningBeastmasterShamanDruid5Your Scorpion has a chance to cause enemies to bleed, and it deals more damage over time (multiplicative with other modifiers)
                                                                                                                                                • Bleed Chance +10% per point
                                                                                                                                                • Damage Over Time +20% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterBrood InvigorationBeastmasterShamanDruid4Poison Pools grant you and your minions increased attack speed and cast speed and a chance to poison enemies.
                                                                                                                                                • Attack Speed In Poison Pool +4% per point
                                                                                                                                                • Cast Speed In Poison Pool +4% per point
                                                                                                                                                • Poison Chance In Poison Pool +10% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterChromatic CarapaceBeastmasterShamanDruid4Your Scorpion has additional elemental resistance, and its abilities have increased area of effect.
                                                                                                                                                • Elemental Resistance +15% per point
                                                                                                                                                • Area +15% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterCold-BloodedBeastmasterShamanDruid1Your scorpion takes less cold damage (multiplicative with other modifiers). The base physical damage of your scorpion's melee attacks is converted to cold. Consequently this damage scales with increases to minion cold damage, but not with increases to minion physical damage. These melee attacks now have a Cold tag instead of a Physical tag. Your scorpion's melee attacks also gain a chance to freeze, with a freeze rate equal to twice their base damage.
                                                                                                                                                • Melee Base Damage -> Cold 100%
                                                                                                                                                • Cold Damage Taken -35%
                                                                                                                                                • Melee Attacks can Freeze
                                                                                                                                                Summon ScorpionPrimalistBeastmasterDeeper PuddleBeastmasterShamanDruid1Venom Nova leaves behind a Poison Pool for 4 seconds, which applies a stack of poison each second to enemies standing in the pool.
                                                                                                                                                • Venom Nova Creates Poison Pool
                                                                                                                                                Summon ScorpionPrimalistBeastmasterEnvenomed PreyBeastmasterShamanDruid1Your Scorpion deals more hit damage (multiplicative with other modifiers) per stack of Poison on the target (up to 30).
                                                                                                                                                • Hit Damage per Poison +1%
                                                                                                                                                Summon ScorpionPrimalistBeastmasterFrozen WindsBeastmasterShamanDruid4Your scorpion has a chance to cast Maelstrom whenever you do. Maelstroms cast by your scorpion in this way use your Scorpion's stats, but your Maelstrom tree.
                                                                                                                                                • Chance to Gain Maelstrom When You Do +25% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterIce StingBeastmasterShamanDruid4Your Scorpion deals more cold damage (multiplicative with other modifiers) and has a higher chance to freeze enemies.
                                                                                                                                                • Cold Damage +10% per point
                                                                                                                                                • Freeze Rate Multiplier +75% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterIroncladBeastmasterShamanDruid1Your Scorpion deals additional melee damage, and its Poison Chance from all sources is converted to Armour Shred Chance.
                                                                                                                                                • Melee Damage +12
                                                                                                                                                • Poison Chance -> Armour Shred Chance
                                                                                                                                                Summon ScorpionPrimalistBeastmasterMaternal InstinctBeastmasterShamanDruid3Your Scorpion spawns a number of Baby Scorpions every 5 seconds. Baby Scorpions have an unlimited duration but can be killed.
                                                                                                                                                • Maximum Baby Scorpions 1 per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterMiasmaBeastmasterShamanDruid5Your scorpion's Venom Nova deals damage in a larger area, and deals more damage (multiplicative with other modifiers).
                                                                                                                                                • Venom Nova Area +30% per point
                                                                                                                                                • Venom Nova Damage +30% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterNoxious CarapaceBeastmasterShamanDruid5Your Scorpion deals more poison damage (multiplicative with other modifiers).
                                                                                                                                                • Poison Damage +30% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterPinches and PokesBeastmasterShamanDruid3Your Scorpion's melee attacks have increased area of effect, and your Scorpion has increased attack speed.
                                                                                                                                                • Melee Area +20% per point
                                                                                                                                                • Attack Speed +4% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterPus SacksBeastmasterShamanDruid3Your Scorpion has a chance when it is hit to create a Poison Pool. This effect has a 10 second cooldown.
                                                                                                                                                • Chance To Create Poison Pool When Hit 10% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterRest for the WIckedBeastmasterShamanDruid3Your scorpion has additional critical strike chance, and whenever it kills an enemy it restores a percentage of its maximum health.
                                                                                                                                                • Critical Chance +3% per point
                                                                                                                                                • Percent Health Restored on Kill +5% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterReverberating StrikeBeastmasterShamanDruid1Your scorpion has a chance on melee hit to cause a large Avalanche boulder to land on the target. The Avalanche boulder uses your scorpion's stats, but your Avalanche tree. This effect can occur a limited number of times per 2 seconds.
                                                                                                                                                • Large Avalanche Boulder on Melee Hit Chance 30%
                                                                                                                                                • Limit Per 2 Seconds 3
                                                                                                                                                Summon ScorpionPrimalistBeastmasterScurryBeastmasterShamanDruid4Baby Scorpions have increased attack and movement speed.
                                                                                                                                                • Baby Scorpion Attack Speed +15% per point
                                                                                                                                                • Baby Scorpion Movespeed +15% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterShock and ClawBeastmasterShamanDruid5Your Scorpion has a chance to Shock on hit and deals more lightning damage (multiplicative with other modifiers) per stack of shock on the target.
                                                                                                                                                • Shock Chance +15% per point
                                                                                                                                                • Lightning Damage per Shock +2% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterSmall TargetBeastmasterShamanDruid2Baby Scorpions have more dodge rating (multiplicative with other modifiers).
                                                                                                                                                • Baby Scorpion Dodge Rating +50% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterSteel CarapaceBeastmasterShamanDruid4Your scorpion has more health (multiplicative with other modifiers), additional physical and poison resistance, and increased size.
                                                                                                                                                • Health +8% per point
                                                                                                                                                • Physical Resistance +15% per point
                                                                                                                                                • Poison Resistance +15% per point
                                                                                                                                                • Size +8% per point
                                                                                                                                                Summon ScorpionPrimalistBeastmasterStorm ConduitBeastmasterShamanDruid1Your Storm Bolts will strike your scorpion to grant it a stack of Charged, up to 20. Your scorpion's Shock Nova consumes all stacks of Charged to deal more damage per stack.
                                                                                                                                                • Max Charged Stacks 20
                                                                                                                                                • Shock Nova Damage per Stack 20%
                                                                                                                                                Summon ScorpionPrimalistBeastmasterSummon ScorpionBeastmasterShamanDruid0Summons a scorpion that follows you into combat. Its attacks with its tails inflict a long lasting poison. When its health drops to 0 it is downed, and you can stand near it to revive it. The scorpion counts as a companion. You can have a maximum of two companions at once by default.
                                                                                                                                                  Summon ScorpionPrimalistBeastmasterSweet ReleaseBeastmasterShamanDruid3Activating your Scorpion's ability summons additional Baby Scorpions.
                                                                                                                                                  • Baby Scorpions Summoned 1 per point
                                                                                                                                                  Summon ScorpionPrimalistBeastmasterTemper TantrumBeastmasterShamanDruid4Baby Scorpions deal more damage (damage is multiplicative with other modifiers) and their attacks have a chance to poison enemies.
                                                                                                                                                  • Baby Scorpion More Damage +10% per point
                                                                                                                                                  • Baby Scorpion Poison Chance +10% per point
                                                                                                                                                  Summon ScorpionPrimalistBeastmasterThunder StingerBeastmasterShamanDruid1Your Scorpion's activated ability is now Shock Nova, a spell that deals lightning damage and applies 3 stacks of Shock on hit. The base physical damage of your scorpion's melee attacks is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage. These melee attacks now have a Lightning tag instead of a Physical tag. All sources of poison chance are converted to shock chance for your scorpion, and effects related to poison in this tree instead depend on shock.
                                                                                                                                                  • Scorpion Casts Shock Nova
                                                                                                                                                  • Melee Base Damage -> Lightning 100%
                                                                                                                                                  • Poison -> Shock Chance
                                                                                                                                                  Summon ScorpionPrimalistBeastmasterVenomous MawBeastmasterShamanDruid4Your scorpion's attacks grant health on hit, and have a higher chance to poison on hit.
                                                                                                                                                  • Health Gain On Hit +5 per point
                                                                                                                                                  • Poison Chance +25% per point
                                                                                                                                                  Summon ScorpionPrimalistBeastmasterWinternid JawsBeastmasterShamanDruid1Your scorpion has a chance to inflict Frostbite on hit and its Bleed Chance from all sources is converted to Frostbite Chance.
                                                                                                                                                  • Frostbite Chance +35%
                                                                                                                                                  • Bleed Chance -> Frostbite Chance 100%
                                                                                                                                                  Entangling RootsPrimalistDruidBlooming MagicDruid5Root Wave causes your minions and other allies it hits to deal additional damage with spells for 8 seconds. This effect does not stack.
                                                                                                                                                  • Ally Spell Damage +8 per point
                                                                                                                                                  • Buff Duration (seconds) 8
                                                                                                                                                  Entangling RootsPrimalistDruidBramblewood WardensDruid1Entangling Roots now also wraps around your Spriggans for twice the duration as enemies, granting them all buffs from Frenzying Thorns as well as additional projectiles with their Thorn Volley.
                                                                                                                                                  • Wraps Around And Buffs Spriggans
                                                                                                                                                  • Thorn Volley Projectiles +1
                                                                                                                                                  Entangling RootsPrimalistDruidBriarthorn's WrathDruid1When you are stunned, you now cast Entangling Roots. This effect has a 20 seconds cooldown, which doesn't affect Entangling Root's cooldown.
                                                                                                                                                  • Entangling Roots Cast When Stunned
                                                                                                                                                  • Trigger Cooldown (seconds) 20
                                                                                                                                                  Entangling RootsPrimalistDruidBush StalkersDruid5Root Wave causes your Wolves and Bear it hits to have improved base critical strile chance and deal more damage with critical strikes for 8 seconds. This effect does not stack.
                                                                                                                                                  • Wolves And Bear Base Crit Chance +4% per point
                                                                                                                                                  • Wolves And Bear Critical Multiplier +10% per point
                                                                                                                                                  • Buff Duration (seconds) 8
                                                                                                                                                  Entangling RootsPrimalistDruidEarthy PuffballDruid1Seeds now burst when you hit them with Upheaval and deal damage in a larger area when detonated this way.
                                                                                                                                                  • Seed Burst Area +50%
                                                                                                                                                  • Seeds Bursts From Upheaval
                                                                                                                                                  Entangling RootsPrimalistDruidEntangling RootsDruid0Call forth a wave of roots that grows outwards in a wide cone in front of you. The wave deals physical damage and roots enemies it hits for 1.5 seconds. Rooted enemies take physical damage over time until they are freed. Added spell damage applies at 100% to the initial hit and 200% per second to the damage over time.
                                                                                                                                                    Entangling RootsPrimalistDruidEntrappedDruid4Root Wave immobilizes enemies for a longer duration.
                                                                                                                                                    • Immobilize Duration +15% per point
                                                                                                                                                    Entangling RootsPrimalistDruidFrenzying ThornsDruid5Entanging Roots now wraps around your totems and vines for twice the duration as enemies, granting them additional armor and increased attack and cast speed.
                                                                                                                                                    • Armor To Totems And Vines +100 per point
                                                                                                                                                    • Attack Speed To Totems And Vines +10% per point
                                                                                                                                                    • Cast Speed To Totems And Vines +10% per point
                                                                                                                                                    • Wraps Around Totems And Vines
                                                                                                                                                    Entangling RootsPrimalistDruidIceshard RootsDruid1Root Wave has a chance to inflict Frostbite. Poison chance from all sources is converted to Frostbite for Root Wave and effects related to poison now depend on Frostbite instead.
                                                                                                                                                    • Root Wave Frostbite Chance +40%
                                                                                                                                                    • Poison -> Frostbite Chance
                                                                                                                                                    Entangling RootsPrimalistDruidInescapable ThicketDruid1Root Wave cannot be dodged.
                                                                                                                                                    • Cannot Be Dodged
                                                                                                                                                    Entangling RootsPrimalistDruidKobra VinesDruid1Rooted enemies are also blinded.
                                                                                                                                                    • Roots Blind
                                                                                                                                                    Entangling RootsPrimalistDruidLethal SpinesDruid5Entangling Roots damage accelerates over time, dealing more damage each second (multiplicative with other modifiers).
                                                                                                                                                    • Roots Damage Every 0.25 Seconds +5% per point
                                                                                                                                                    Entangling RootsPrimalistDruidNectar of RejuvenationDruid1Seeds now burst when an ally draws close to them which grants you and your allies the Haste buff, granting you 30% increased movement speed.
                                                                                                                                                    • Seeds Burst From Allies
                                                                                                                                                    • Haste To You And Allies
                                                                                                                                                    Entangling RootsPrimalistDruidNourishment SurgeDruid3Root Wave now heals other allies it hits. The amount of health gained is increased by healing effectiveness. This effect is tripled for minions.
                                                                                                                                                    • Healing To Allies 30 per point
                                                                                                                                                    • Tripled For Minions
                                                                                                                                                    Entangling RootsPrimalistDruidNoxious GraspDruid5Entangling Roots deal more damage over time (multiplicative with other modifiers).
                                                                                                                                                    • Roots Damage Over Time +12% per point
                                                                                                                                                    Entangling RootsPrimalistDruidOvergrown GardenDruid1You now cause Entangling Roots to expand in a circle around you rather than a cone in front, but it now has a cooldown.
                                                                                                                                                    • Circle Mode
                                                                                                                                                    • Cooldown (seconds) +4
                                                                                                                                                    Entangling RootsPrimalistDruidPoisonous SeedsDruid5Entangling Roots now creates seeds in the area. When an enemy draws too close to a seed it bursts, releasing a burst of spores that slow and poison enemies. If you have taken the Winternid Thorns node, the seed bursts inflict Frostbite and Chill instead of slow and poison.
                                                                                                                                                    • Seeds Created 1 per point
                                                                                                                                                    • Seeds Slow
                                                                                                                                                    • Seeds Poison
                                                                                                                                                    Entangling RootsPrimalistDruidRampant GrowthDruid1Seeds will now grow Vines when they burst.
                                                                                                                                                    • Vines Grow After Burst
                                                                                                                                                    Entangling RootsPrimalistDruidReclamationDruid3Entangling Roots leeches a portion of the damage it deals as health to you.
                                                                                                                                                    • Roots Health Leech +2% per point
                                                                                                                                                    Entangling RootsPrimalistDruidRenewing PollenDruid4The spores from Seeds now heal you and your allies. This effect is tripled for minions.
                                                                                                                                                    • Healing From Seeds +50 per point
                                                                                                                                                    • Tripled For Minions
                                                                                                                                                    Entangling RootsPrimalistDruidRooted SystemDruid1Entangling Roots is now cast from the nearest totem to your cursor.
                                                                                                                                                    • Cast From Totems
                                                                                                                                                    Entangling RootsPrimalistDruidShredding VinesDruid5Root Wave hits shred enemy physical resistance.
                                                                                                                                                    • Physical Res Shred Stacks +1 per point
                                                                                                                                                    Entangling RootsPrimalistDruidThick GrowthDruid4Root Wave's hits deal more damage (multiplicative with other modifiers) and have a higher chance to stun enemiess.
                                                                                                                                                    • Hit Damage +15% per point
                                                                                                                                                    • Increased Stun Chance 75% per point
                                                                                                                                                    Entangling RootsPrimalistDruidThicket of FrostDruid5Root Wave gains additional freeze rate per character level.
                                                                                                                                                    • Freeze Rate Per Level +1 per point
                                                                                                                                                    Entangling RootsPrimalistDruidToxic EnvelopmentDruid5Root Wave hits have a chance to poison enemies.
                                                                                                                                                    • Root Wave Poison Chance +40% per point
                                                                                                                                                    Entangling RootsPrimalistDruidVenomous BriarDruid1Entangling Roots' base physical damage over time is converted to poison and it now has the poison tag. Consequently this damage scales with increases to poison damage, but not increases to physical damage.
                                                                                                                                                    • Physical -> Poison Damage
                                                                                                                                                    Entangling RootsPrimalistDruidVenomstingDruid5Root Wave causes your minions and other allies it hits to have additional chance to poison on hit. This buff lasts 8 seconds and does not stack. The effect is tripled for Scorpions and Serpents.
                                                                                                                                                    • Ally Poison Chance +15% per point
                                                                                                                                                    • Buff Duration (seconds) 8
                                                                                                                                                    • Tripled For Scorpions And Serpents
                                                                                                                                                    Entangling RootsPrimalistDruidWild WeaponsDruid2Root Wave causes your minions and other allies it hits to deal additional physical damage with spells and attacks for 8 seconds. This effect does not stack.
                                                                                                                                                    • Ally Physical Damage +5 per point
                                                                                                                                                    • Buff Duration (seconds) 8
                                                                                                                                                    Entangling RootsPrimalistDruidWinternid ThornsDruid1Entangling Roots' base damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. It also has a chance to freeze enemies. Physical Resistance Shred from all sources is converted to Cold Resistance Shred chance and effects related to Physical Resistance Shred now depend on Cold Resistance Shred instead.
                                                                                                                                                    • Base Physical Damage -> Cold
                                                                                                                                                    • Base Freeze Rate 40
                                                                                                                                                    • Physical -> Cold Res Shred
                                                                                                                                                    Spriggan FormPrimalistDruidAncestral CallBeastmasterShamanDruid3You gain Rage and ward when you directly cast Spirit Thorns and hit at least 1 enemy.
                                                                                                                                                    • Rage On Spirit Thorns Cast +2 per point
                                                                                                                                                    • Ward On Spirit Thorns Cast +5 per point
                                                                                                                                                    Spriggan FormPrimalistDruidBarbed ThicketBeastmasterShamanDruid4You now have a chance to also cast Thorn Shield on the nearest Vine when you cast Thorn Shield. Other allies with Thorn Shield deal global increased physical damage and have a chance to cause enemies to bleed.
                                                                                                                                                    • Chance To Cast Thorn Shield On Nearest Vine +25% per point
                                                                                                                                                    • Increased Physical Damage With Shield 15% per point
                                                                                                                                                    • Bleed Chance With Shield +15% per point
                                                                                                                                                    Spriggan FormPrimalistDruidBlades of the ForestBeastmasterShamanDruid1After using Summon Vine, Human Form is now replaced with Infestation, which converts your 2 nearest Vines into Hives and transforms you to Swarmblade Form. This requires you to have Swarmblade Form unlocked.
                                                                                                                                                    • Nearest Vines -> Hives 2
                                                                                                                                                    • Summon Vine -> Swarmblade Transform
                                                                                                                                                    Spriggan FormPrimalistDruidBranch StormBeastmasterShamanDruid4Spirit Thorns has a chance to pierce enemies (continue through targets they hit) and they penetrate enemy physical and cold resistance.
                                                                                                                                                    • Spirit Thorns Pierce Chance +20% per point
                                                                                                                                                    • Spirit Thorns Physical And Cold Penetration +8% per point
                                                                                                                                                    Spriggan FormPrimalistDruidBriar ShellBeastmasterShamanDruid5Thorn Shield reflects additional flat damage to attackers.
                                                                                                                                                    • Damage Reflected +20 per point
                                                                                                                                                    Spriggan FormPrimalistDruidBulb GrowthBeastmasterShamanDruid3Thorn Shield has a chance to recast itself on the same target when it expires.
                                                                                                                                                    • Thorn Shield Recast Chance +10% per point
                                                                                                                                                    Spriggan FormPrimalistDruidCreeping UnderbrushBeastmasterShamanDruid5You now have a chance to summon a new Vine next to a nearby enemy when a Vine dies. Vines have increased attack and cast speed.
                                                                                                                                                    • Summon Vine Chance On Vine Death +6% per point
                                                                                                                                                    • Vine Attack and Cast Speed +6% per point
                                                                                                                                                    Spriggan FormPrimalistDruidCycle of LifeBeastmasterShamanDruid3Your Healing Totems have a chance to summon a Vale Spirit when they die.
                                                                                                                                                    • Vale Spirit Chance On Healing Totem Death +20% per point
                                                                                                                                                    Spriggan FormPrimalistDruidDeep RootsBeastmasterShamanDruid3Thorn Shield lasts longer.
                                                                                                                                                    • Thorn Shield Duration +30% per point
                                                                                                                                                    Spriggan FormPrimalistDruidEterra's BulwarkBeastmasterShamanDruid5Thorn Shield grants additional armor and increased armor.
                                                                                                                                                    • Armour With Shield +20 per point
                                                                                                                                                    • Increased Armor With Shield 3% per point
                                                                                                                                                    Spriggan FormPrimalistDruidFriend of the ForestBeastmasterShamanDruid1You summon an additional Spriggan when you enter Spriggan Form which doesn't count towards your Spriggan limit, but does count towards your companion limit. You will not summon an additional Spriggan if you are already at your maximum companion limit.
                                                                                                                                                    • Additional Spriggan In Form
                                                                                                                                                    Spriggan FormPrimalistDruidGarden of RageBeastmasterShamanDruid3Your Vines have a chance to grant you Rage on hit. Melee hits have a higher chance to grant Rage than spell hits. If you have the Great Vine node the rage gained is 200% higher.
                                                                                                                                                    • Rage Gained 3 per point
                                                                                                                                                    • Chance to Gain Rage on Vine Melee Hit 40%
                                                                                                                                                    • Chance to Gain Rage on Vine Spell Hit 20%
                                                                                                                                                    Spriggan FormPrimalistDruidGlacial GroveBeastmasterShamanDruid3You now also have a chance to cast Maelstrom when you directly cast Thorn Shield.
                                                                                                                                                    • Chance To Cast Maelstrom On Thorn Shield +15% per point
                                                                                                                                                    Spriggan FormPrimalistDruidGreat VineBeastmasterShamanDruid1You can now only summon 1 Vine at a time up to a maximum of 6, but they have significantly more health, size, threat generation and their melee attacks deal significantly more damage in a larger area (all multiplicative with other modifiers). Indirect casts only create a vine on every third cast.
                                                                                                                                                    • Vine Health +200%
                                                                                                                                                    • Vine Size and Threat Generation +200%
                                                                                                                                                    • Vine Melee Damage +200%
                                                                                                                                                    • Vine Melee Area +200%
                                                                                                                                                    • 1 Vine Per Summon
                                                                                                                                                    • Great Vine Limit 6
                                                                                                                                                    Spriggan FormPrimalistDruidGuardian of NatureBeastmasterShamanDruid4Healing Totems have increased healing effectiveness.
                                                                                                                                                    • Totem Increased Healing 30% per point
                                                                                                                                                    Spriggan FormPrimalistDruidHuntersbaneBeastmasterShamanDruid1Your Vines now cast thorns from range, instead of using a melee attack. This is affected by nodes on this tree that affects Spirit Thorns, but they only fire 1 projectile and Great Vine fires 3 projectiles.
                                                                                                                                                    • Melee Attack -> Ranged Thorns For Vines
                                                                                                                                                    • Limited To 1 Thorn
                                                                                                                                                    • Great Vine Limited To 3 Thorns
                                                                                                                                                    Spriggan FormPrimalistDruidIce BranchBeastmasterShamanDruid1Spirit Thorns, Summon Vines and Thorn Shield's base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. They also have a chance to freeze enemies. Poison chance from all sources, for all three skills, is converted to Frostbite and effects related to poison now depend on Frostbite instead.
                                                                                                                                                    • Physical -> Cold Damage
                                                                                                                                                    • Poison Chance -> Frostbite Chance
                                                                                                                                                    • Base Freeze Rate 40
                                                                                                                                                    Spriggan FormPrimalistDruidIntrospectionBeastmasterShamanDruid1Thorn Shield can now only target you and can no longer attach to other allies.
                                                                                                                                                    • Thorn Shield Can Only Target You
                                                                                                                                                    Spriggan FormPrimalistDruidIre of TreesBeastmasterShamanDruid1Healing Totems are converted to Fury Totems and now restore Rage instead of healing, but can only affect you.
                                                                                                                                                    • Rage Gain On Heal +5
                                                                                                                                                    • Only Benefits You
                                                                                                                                                    Spriggan FormPrimalistDruidIronbarkBeastmasterShamanDruid5You have additional armor and increased armor while in Spriggan Form.
                                                                                                                                                    • Armor +40 per point
                                                                                                                                                    • Increased Armor 10% per point
                                                                                                                                                    Spriggan FormPrimalistDruidLeaf BarrierBeastmasterShamanDruid1You gain ward equal to your armor when you enter Spriggan Form.
                                                                                                                                                    • Armor -> Ward Gain
                                                                                                                                                    Spriggan FormPrimalistDruidNightshadeBeastmasterShamanDruid5Your hits have a chance to poison enemies while in Spriggan Form and your Vines have a chance to poison enemies.
                                                                                                                                                    • Poison Chance In Form +20% per point
                                                                                                                                                    • Vines Poison Chance +20% per point
                                                                                                                                                    Spriggan FormPrimalistDruidOvergrowthBeastmasterShamanDruid5Vines deal more damage and have more health (both multiplicative with other modifiers).
                                                                                                                                                    • Vine Damage +20% per point
                                                                                                                                                    • Vine Health +20% per point
                                                                                                                                                    Spriggan FormPrimalistDruidRoar of the WoodlandBeastmasterShamanDruid1After directly casting Thorn Shield, Human Form is now replaced with Bark Skin, which adds 4 seconds to the duration of every Thorn Shield on you and transforms you to Werebear Form. This requires you to have Werebear Form unlocked.
                                                                                                                                                    • Additional Thorn Shield Duration (seconds) +4
                                                                                                                                                    • Thorn Shield -> Werebear Transform
                                                                                                                                                    Spriggan FormPrimalistDruidRose MeadowBeastmasterShamanDruid3Spirit Thorns and Thorn Shield deal more damage (multiplicative with other modifiers).
                                                                                                                                                    • Spirit Thorns Damage +8% per point
                                                                                                                                                    • Thorn Burst Damage +8% per point
                                                                                                                                                    Spriggan FormPrimalistDruidSpikeburstBeastmasterShamanDruid5Thorn Burst deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                                    • Thorn Burst Damage +12% per point
                                                                                                                                                    • Thorn Burst Area +12% per point
                                                                                                                                                    Spriggan FormPrimalistDruidSpiked TotemsBeastmasterShamanDruid1Healing Totems directly cast from this tree now also shoot thorns. Thorn Totem's skill tree, mana cost, cooldown and totem limit also apply to Healing Totems.
                                                                                                                                                    • Healing Totems Cast Thorns
                                                                                                                                                    • Thorn Totem Tree Benefits Healing Totems
                                                                                                                                                    Spriggan FormPrimalistDruidSpirit VortexBeastmasterShamanDruid3You have a chance to cast Maelstrom on you when you directly cast Spirit Thorns.
                                                                                                                                                    • Maelstrom Chance On Spirit Thorns +15% per point
                                                                                                                                                    Spriggan FormPrimalistDruidSpiritwhispererBeastmasterShamanDruid3You now summon a Vale Spirit every 5 direct casts with Spirit Thorns, up to a maximum.
                                                                                                                                                    • Vale Spirit Every 5 Spirit Thorn Casts 1
                                                                                                                                                    • Maximum Vale Spirits +1 per point
                                                                                                                                                    Spriggan FormPrimalistDruidSpriggan FormBeastmasterShamanDruid0Transform into a forest spriggan, increasing your spell casting capabilities, and gaining 4 new abilities. Your mana is replaced with Rage while in spriggan form. When your Rage reaches 0 you automatically transform back into your human form. Your starting Rage is equal to your maximum mana. Rage slowly decays over time at a constant rate.
                                                                                                                                                      Spriggan FormPrimalistDruidStinging BrambleBeastmasterShamanDruid5Thorn Burst and Spirit Thorn hits have a chance to cause enemies to bleed.
                                                                                                                                                      • Thorn Burst Bleed Chance +20% per point
                                                                                                                                                      • Spirit Thorns Bleed Chance +20% per point
                                                                                                                                                      Spriggan FormPrimalistDruidTotem WardenBeastmasterShamanDruid4Your Healing Totems have more health and duration (both multiplicative with other modifiers) and you have increased summoning speed while in Spriggan Form.
                                                                                                                                                      • Healing Totem Health +15% per point
                                                                                                                                                      • Healing Totem Duration +15% per point
                                                                                                                                                      • Summoning Speed +15% per point
                                                                                                                                                      Spriggan FormPrimalistDruidUnbound GardenBeastmasterShamanDruid3You now always summon 3 Healing Totems and you can have additional maximum Healing Totems.
                                                                                                                                                      • Additional Max Totems +1 per point
                                                                                                                                                      • Always Summon 3 Totems
                                                                                                                                                      Spriggan FormPrimalistDruidValetideBeastmasterShamanDruid3When you directly cast Spirit Thorns while at maximum Vale Spirits, you consume them to cast Entangling Roots at the target area and you regain Rage, which deals more damage when cast this way (multiplicative with other modifiers). This consumes Entangling Roots' mana cost.
                                                                                                                                                      • Cast Entangling Roots With Spirit Thorns
                                                                                                                                                      • Rage Gain On Entangling Roots +40 per point
                                                                                                                                                      • Entangling Roots Damage +40% per point
                                                                                                                                                      Spriggan FormPrimalistDruidWrath of the GladeBeastmasterShamanDruid1You now have a chance to cast Spirit Thorns from each of your Healing Totems when you directly cast Spirit Thorns.
                                                                                                                                                      • Spirit Thorns Chance From Totems +10%
                                                                                                                                                      Summon SprigganPrimalistDruidArboreal VitalityBeastmasterShamanDruid5Your Spriggan has more health (multiplicative with other modifiers).
                                                                                                                                                      • Health +15% per point
                                                                                                                                                      Summon SprigganPrimalistDruidAttuned VinesBeastmasterShamanDruid5Your Spriggan's summoned Vines have more health (multiplicative with other modifiers) and additional poison resistance.
                                                                                                                                                      • Vine Health +30% per point
                                                                                                                                                      • Poison Resistance +15% per point
                                                                                                                                                      Summon SprigganPrimalistDruidAura of EvasionBeastmasterShamanDruid1Your Spriggan's Healing Aura now also grants allies additional dodge rating per point of your Attunement. This effect is doubled on minions.
                                                                                                                                                      • Dodge Rating Per Attunement +4
                                                                                                                                                      Summon SprigganPrimalistDruidAura of HordesBeastmasterShamanDruid2Your Spriggan's Healing Aura grants additional effects based on the amount of active companions you have. For each Wolf, it grants increased attack and cast speed. For each Storm Crow, it grants increased mana regeneration. For each Raptor, it grants additional critical strike multiplier.
                                                                                                                                                      • Attack and Cast Speed per Wolf +3% per point
                                                                                                                                                      • Mana Regen per Storm Crow +12% per point
                                                                                                                                                      • Critical Multiplier per Raptor +6% per point
                                                                                                                                                      Summon SprigganPrimalistDruidAura of KinshipBeastmasterShamanDruid3Your Spriggan's Healing Aura now also grants allies additional spell damage.
                                                                                                                                                      • Spell Damage +5 per point
                                                                                                                                                      Summon SprigganPrimalistDruidAura of LifeBeastmasterShamanDruid5Your Spriggan's Healing Aura and Rejuvenating Wind restore more health.
                                                                                                                                                      • Aura Healing +40% per point
                                                                                                                                                      • Rejuvenating Wind Healing +40% per point
                                                                                                                                                      Summon SprigganPrimalistDruidAura of LoyaltyBeastmasterShamanDruid4Your Spriggan's Healing Aura restores significantly more health to minions.
                                                                                                                                                      • Aura Healing To Minions +100% per point
                                                                                                                                                      Summon SprigganPrimalistDruidAura of RetributionBeastmasterShamanDruid4Your Spriggan's Healing Aura now also grants allies additional base critical chance and critical strike avoidance.
                                                                                                                                                      • Base Crit Chance +2% per point
                                                                                                                                                      • Crit Avoidance +18% per point
                                                                                                                                                      Summon SprigganPrimalistDruidAura of VoracityBeastmasterShamanDruid3Your Spriggan's Healing Aura grants additional effects based on your active companions. With a Bear, it grants a percentage of max health gained as endurance threshold. With a Sabertooth, it grants increased dodge rating. With a Scorpion, it grants increased area of effect.
                                                                                                                                                      • Maximum Health Gained As Endurance Threshold with Bear +3% per point
                                                                                                                                                      • Dodge Rating with Sabertooth +15% per point
                                                                                                                                                      • Area of Effect with Scorpion +15% per point
                                                                                                                                                      Summon SprigganPrimalistDruidBarbed AssaultBeastmasterShamanDruid1Your Spriggan's Thorn Volley always fires 1 extra Thorn and deals more damage (multiplicative with other modifiers).
                                                                                                                                                      • Always Fire 1 Extra Thorn
                                                                                                                                                      • Thorn Damage +12%
                                                                                                                                                      Summon SprigganPrimalistDruidBarbed RootsBeastmasterShamanDruid4Your Spriggan's Ensnaring Roots deals more damage (multiplicative with other modifiers).
                                                                                                                                                      • Ensnaring Roots Damage +25% per point
                                                                                                                                                      Summon SprigganPrimalistDruidBranches of WinterBeastmasterShamanDruid1Thorn Volley's and Ensnaring Roots' base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. They also have a chance to freeze enemies. Poison chance from all sources, for both skills, is converted to Frostbite and effects related to poison now depend on Frostbite instead.
                                                                                                                                                      • Physical -> Cold Damage
                                                                                                                                                      • Poison -> Frostbite Chance
                                                                                                                                                      • Base Freeze Rate 40
                                                                                                                                                      Summon SprigganPrimalistDruidBriar SummonerBeastmasterShamanDruid1Your Spriggan can now use Summon Vine, melee minions that poison enemies they hit, up to a maximum of 6 Vines. These Vines are not affected by your Vine limit or nodes on the Spriggan Form tree.
                                                                                                                                                      • Spriggans Cast Summon Vine
                                                                                                                                                      • Vine Limit 6
                                                                                                                                                      Summon SprigganPrimalistDruidBrutal MireBeastmasterShamanDruid4Your Spriggan's Thorn Volley hits deal more damage to immobilized, stunned or frozen enemies (multiplicative with other modifiers).
                                                                                                                                                      • Thorn Hit Damage To Immobilized Enemies +40% per point
                                                                                                                                                      • Thorn Hit Damage To Stunned Enemies +40% per point
                                                                                                                                                      • Thorn Hit Damage To Frozen Enemies +40% per point
                                                                                                                                                      Summon SprigganPrimalistDruidCreeping RootsBeastmasterShamanDruid1Your Spriggan can now cast Ensnaring Roots, a wave of roots deals physical damage and roots enemies it hits for 1.5 seconds. Rooted enemies take physical damage over time until they are freed.
                                                                                                                                                      • Spriggan Casts Ensnaring Roots
                                                                                                                                                      Summon SprigganPrimalistDruidDeadly ThicketBeastmasterShamanDruid5Your Spriggan's summoned Vines deal more damage (multiplicative with other modifiers).
                                                                                                                                                      • Vine Damage +20% per point
                                                                                                                                                      Summon SprigganPrimalistDruidFloral AscendanceBeastmasterShamanDruid5Your Spriggan deals more spell damage (multiplicative with other modifiers).
                                                                                                                                                      • Spell Damage +12% per point
                                                                                                                                                      Summon SprigganPrimalistDruidForest RaiserBeastmasterShamanDruid1Your Spriggan's Summon Vine ability now summons three vines at a time, but has a significantly longer cooldown (multiplicative with other modifiers).
                                                                                                                                                      • 3 Vines Summoned
                                                                                                                                                      • Summon Vines Cooldown +150%
                                                                                                                                                      Summon SprigganPrimalistDruidFrostleafBeastmasterShamanDruid5Your Spriggan has a higher chance to freeze enemies. Your Spriggans Aura grants its allies a higher chance to freeze enemies.
                                                                                                                                                      • Freeze Rate Multiplier +60% per point
                                                                                                                                                      • Aura Freeze Rate Multiplier +40% per point
                                                                                                                                                      Summon SprigganPrimalistDruidGarden of NourishmentBeastmasterShamanDruid4Your Spriggan's Ensnaring Roots now heals allies it hits.
                                                                                                                                                      • Ensnaring Roots Healing 200 per point
                                                                                                                                                      Summon SprigganPrimalistDruidInvading UnderbrushBeastmasterShamanDruid1Your Spriggan's Ensnaring Roots can no longer be dodged.
                                                                                                                                                      • Cannot Be Dodged
                                                                                                                                                      Summon SprigganPrimalistDruidLasting RootsBeastmasterShamanDruid4Your Spriggan's Ensnaring Roots lasts longer.
                                                                                                                                                      • Ensnaring Roots Duration +25% per point
                                                                                                                                                      Summon SprigganPrimalistDruidNature’s ReachBeastmasterShamanDruid3Your Spriggan's Ensnaring Roots has a shorter cooldown.
                                                                                                                                                      • Ensnaring Roots Cooldown Recovery Speed +20% per point
                                                                                                                                                      Summon SprigganPrimalistDruidProtective RootsBeastmasterShamanDruid1Your Spriggan now casts Ensnaring Roots towards you whenever there are enemies around you, rather than it casting towards enemies near itself.
                                                                                                                                                      • Ensnaring Root Towards You Instead
                                                                                                                                                      Summon SprigganPrimalistDruidSummon SprigganBeastmasterShamanDruid0Summon a spriggan that casts spells to attack your enemies and has a passive Healing Aura that restores 10 health per second. When its health drops to 0 it is downed, and you can stand near it to revive it. The spriggan counts as a companion. You can have a maximum of two companions at once by default.
                                                                                                                                                        Summon SprigganPrimalistDruidThorn BarrageBeastmasterShamanDruid4Your Spriggan's Thorn Volley has a chance to fire 2 extra Thorns.
                                                                                                                                                        • Chance For 2 Extra Thorns +7% per point
                                                                                                                                                        Summon SprigganPrimalistDruidThorny StalksBeastmasterShamanDruid3For each Spriggan you control, you and your Spriggans reflect flat damage to attackers per point of Vitality.
                                                                                                                                                        • Damage Reflected Per Vitality +6 per point
                                                                                                                                                        Summon SprigganPrimalistDruidVile BrambleBeastmasterShamanDruid3Your Spriggan's Thorn Volley hits deal more damage to poisoned enemies (multiplicative with other modifiers).
                                                                                                                                                        • Thorn Hit Damage To Poisoned Enemies +20% per point
                                                                                                                                                        Summon SprigganPrimalistDruidVine MasteryBeastmasterShamanDruid4Your Spriggan's Summon Vine ability has a shorter cooldown.
                                                                                                                                                        • Summon Vine Cooldown Recovery Speed +30% per point
                                                                                                                                                        Summon SprigganPrimalistDruidWarding BarkBeastmasterShamanDruid5Your Spriggan has additional armor and physical resistance.
                                                                                                                                                        • Armor +100 per point
                                                                                                                                                        • Physical Resistance +15% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidArmy of the TempestDruid2Reduce the maximum stacks of Howling Cascade required to cast Tornado, and tornadoes cast via Howling Cascade deal more damage (multiplicative with other modifiers).
                                                                                                                                                        • Howling Cascade Stacks To Proc Tornado -1 per point
                                                                                                                                                        • Howling Cascade Tornado Damage +40% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidBloodlust SwarmDruid1When you create a Locust Swarm with Swarm Strike you consume all stacks of bleed from enemies hit by it, causing the Swarm to deal increased damage in a larger area per stack of bleed consumed. The increased area scales up to a maximum.
                                                                                                                                                        • Locust Swarm Increased Damage Per Bleed 5%
                                                                                                                                                        • Locust Swarm Area Per Bleed +5%
                                                                                                                                                        • Maximum Area Increase 100%
                                                                                                                                                        Swarmblade FormPrimalistDruidBountiful HibernaculaDruid3When a Hive releases a Locust you regain health and Rage.
                                                                                                                                                        • Health Gain on Locust Release 10 per point
                                                                                                                                                        • Rage Gain on Locust Release 1 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidCarnageDruid5Swarm Strike and Dive deal more damage and you regain Rage on hit with both skills.
                                                                                                                                                        • Damage With Swarm Strike +12% per point
                                                                                                                                                        • Damage With Dive +12% per point
                                                                                                                                                        • Rage On Hit With Swarm Strike And Dive +2 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidChitin Sleet StormDruid5You and your Locusts have a higher chance of freezing enemies per point of Attunement.
                                                                                                                                                        • Freeze Rate Multiplier Per Attunement +6% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidDeath by a Thousand WingsDruid5Your Armblade Slash, Dive and Locust hits have a chance to cause enemies to bleed.
                                                                                                                                                        • Armblade Bleed Chance +20% per point
                                                                                                                                                        • Dive Bleed Chance +100% per point
                                                                                                                                                        • Locust Bleed Chance +20% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidEarth StingerDruid5You and your Locusts deal additional melee physical damage while in Swarmblade Form and your Locust Swarm deals additional melee physical damage per active Locust consumed when you use Swarm Strike.
                                                                                                                                                        • Melee Physical Damage +3 per point
                                                                                                                                                        • Locust Melee Physical Damage +3 per point
                                                                                                                                                        • Swarm Melee Physical Damage Per Locust +3 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidEndless PressureDruid3You regain health and Rage when you or your Locusts kill an enemy or when you hit a rare enemy or boss.
                                                                                                                                                        • Health And Rage Gain On Kill +2 per point
                                                                                                                                                        • Health And Rage Gain On Boss or Rare Hit +2 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidFeverous StingsDruid5Yours and your Locusts' hits have a chance to poison enemies.
                                                                                                                                                        • Poison Chance +20% per point
                                                                                                                                                        • Locust Poison Chance +20% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidFrost BitesDruid1The base damage of Swarm Strike, Locust Swarm, and Dive is converted to cold, and Locusts' base melee damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. These attack all also gain a chance to freeze enemies. Poison chance from all sources is converted to Frostbite chance while in Swarmblade Form. Your Locusts' Poison chance from all sources is converted to Frostbite chance.
                                                                                                                                                        • Base Physical Damage -> Cold
                                                                                                                                                        • Poison -> Frostbite Chance
                                                                                                                                                        • Freeze Chance
                                                                                                                                                        Swarmblade FormPrimalistDruidGrand ColonyDruid3You can control additional Locusts and your Hives contain additional Locusts.
                                                                                                                                                        • Maximum Locusts +1 per point
                                                                                                                                                        • Summoned Locusts From Hives +1 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidGrasshopper's FrenzyDruid2You regain Rage when you or your Locusts critically hit.
                                                                                                                                                        • Rage Gain When You Or Locusts Crit +1 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidHive MindDruid3Hives release Locusts more frequently and if you have an active Locust Swarm it also releases Locusts every second.
                                                                                                                                                        • Locust Summoning Speed from Hives +12% per point
                                                                                                                                                        • Locusts per 3 seconds from Locust Swarm 1 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidHornet NestDruid1You can only control half as many Locusts, but they have significantly more health, deal significantly more damage in a larger area (all multiplicative with other modifiers) and are larger.
                                                                                                                                                        • Locust Damage +100%
                                                                                                                                                        • Locust Melee Area +100%
                                                                                                                                                        • Locust Health +100%
                                                                                                                                                        • Locust Size +50%
                                                                                                                                                        • Maximum Number Of Locusts -50%
                                                                                                                                                        Swarmblade FormPrimalistDruidInspiring SwarmDruid1A random active companion uses its active ability after you directly use Swarm Strike.
                                                                                                                                                        • Random Companion Ability After Swarm Strike
                                                                                                                                                        Swarmblade FormPrimalistDruidIronclad BeetleDruid1All of your dodge rating is converted to armor while in Swarmblade Form.
                                                                                                                                                        • Dodge Rating -> Armor 100%
                                                                                                                                                        Swarmblade FormPrimalistDruidLocust AgilityDruid5You and your Locusts have a higher chance to dodge and additional armor while in Swarmblade Form.
                                                                                                                                                        • Dodge Rating +40 per point
                                                                                                                                                        • Armor +40 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidLocust MasterDruid1When you use Armblade Slashes you now summon a Locust instead of doing a melee attack.
                                                                                                                                                        • Summon Locust On Use
                                                                                                                                                        Swarmblade FormPrimalistDruidNeedle-Like StingDruid5You and your Locusts have improved base critical strike chance while in Swarmblade Form.
                                                                                                                                                        • Base Crit Chance +2% per point
                                                                                                                                                        • Locust Base Crit Chance +2% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidNeverending DroveDruid4Locust Swarm has more duration and Swarm Strike hits deal more damage (both multiplicative with other modifiers).
                                                                                                                                                        • Locust Swarm Duration +25% per point
                                                                                                                                                        • Hit Damage With Swarm Strike +10% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidPlague of LocustsDruid3Your Locust Swarm deals more damage per Locust consumed (multiplicative with other modifiers) and while the Locust Swarm is active you have additional chance to poison on hit per Locust consumed.
                                                                                                                                                        • Locust Swarm Damage Per Locust +2% per point
                                                                                                                                                        • Poison Chance Per Locust While Swarm Active +4% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidRelease the HordeDruid3Your Armblade Slash can now hit your own Hives which causes them to release Locusts.
                                                                                                                                                        • Locusts On Hive Hit +1 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidSlashing SpiralDruid5Your Swarm Strike, Locust Swarm and your Locusts' melee attacks all deal damage in a larger area.
                                                                                                                                                        • Swarm Strike Area +20% per point
                                                                                                                                                        • Locust Swarm Area +20% per point
                                                                                                                                                        • Locust Melee Area +20% per point
                                                                                                                                                        Swarmblade FormPrimalistDruidSoaring ScourgeDruid1Locust Swarm now scales with your minion damage rather than your damage.
                                                                                                                                                        • Locust Swarm Damage -> Minion Damage
                                                                                                                                                        Swarmblade FormPrimalistDruidSpiked VespiaryDruid1Your Hives now cast Thorns as if they were Thorn Totems, rather than releasing Locusts. They can cast thorns a limited number of times equal to the number of Locusts they would have released.
                                                                                                                                                        • Locusts -> Thorn Casts
                                                                                                                                                        • Scales With Thorn Totem Tree
                                                                                                                                                        Swarmblade FormPrimalistDruidSpringer's FuryDruid2You gain Rage when you dodge.
                                                                                                                                                        • Rage Gain On Dodge +2 per point
                                                                                                                                                        Swarmblade FormPrimalistDruidSwarm's FuryDruid1After using Swarm Strike, Human Form is now replaced with Angered Swarm, which adds 4 seconds to the duration of your Locust Swarm and transforms you to Werebear Form. This requires you to have Werebear Form unlocked.
                                                                                                                                                        • Locust Swarm Duration +4
                                                                                                                                                        • Swarm Strike -> Werebear Transform
                                                                                                                                                        Swarmblade FormPrimalistDruidSwarmblade FormDruid0Transform into an agile Swarmblade, increasing your melee capabilities, and gaining 4 new abilities. Your mana is replaced with Rage while in swarmblade form. When your Rage reaches 0 you automatically transform back into your human form. Your starting Rage is equal to your maximum mana. Rage slowly decays over time at a constant rate.
                                                                                                                                                          Swarmblade FormPrimalistDruidSwarmkeeper's CallDruid1After using Summon Hive, Human Form is now replaced with Cleanse Hives, which releases all Locusts from up to 2 Hives, replaces them with Healing Totems and transforms you to Spriggan Form. This requires you to have Spriggan Form unlocked.
                                                                                                                                                          • Hives -> Healing Totems 2
                                                                                                                                                          • Summon Hive -> Spriggan Transform
                                                                                                                                                          Swarmblade FormPrimalistDruidVampiric MandiblesDruid5Your Locust Swarm leeches a portion of the damage it deals as health to you.
                                                                                                                                                          • Locust Swarm Health Leech +3% per point
                                                                                                                                                          Swarmblade FormPrimalistDruidViper's CallDruid1Your Serpent Strike tree now applies to Armblade Slashes, and it does not require a spear. This effect does not include the base additional poison chance or increased poison duration from Serpent Strike.
                                                                                                                                                          • Serpent Strike Tree Affects Armblade Slashes
                                                                                                                                                          • No Spear Requirement
                                                                                                                                                          Swarmblade FormPrimalistDruidWasp FlightDruid5You have increased attack and cast speed while in Swarmblade form.
                                                                                                                                                          • Attack Speed +5% per point
                                                                                                                                                          • Cast Speed +5% per point
                                                                                                                                                          Swarmblade FormPrimalistDruidWater StriderDruid4You cast Maelstrom a number of times when you Dive. This consumes a portion of Maelstrom's mana cost as Rage.
                                                                                                                                                          • Maelstrom Stacks On Dive +1 per point
                                                                                                                                                          • Mana As Rage Cost 20% per point
                                                                                                                                                          Swarmblade FormPrimalistDruidWindfury StrikesDruid1You gain a stack of Howling Cascade when you use Armblade Slash and hit at least one enemy. Reaching 6 stacks consumes them to cast Tornado. This consumes Tornado's mana cost.
                                                                                                                                                          • Gain Howling Cascade Stacks On Hit With Slash
                                                                                                                                                          • Cast Tornado At 6 Stacks
                                                                                                                                                          Werebear FormPrimalistDruidApex PredatorDruid3Rampage deals more damage (multiplicative with other modifiers) and you have global increased damage while Rampaging.
                                                                                                                                                          • Rampage Damage +20% per point
                                                                                                                                                          • Increased Damage While Rampaging 50% per point
                                                                                                                                                          Werebear FormPrimalistDruidArmy SundererDruid5Rampage and Maul hits shred enemy armor.
                                                                                                                                                          • Armor Shred Stacks +1 per point
                                                                                                                                                          Werebear FormPrimalistDruidBarrage of the SwarmDruid1After directly using Roar, Human Form is now replaced with Swarm Call, which summons a Locust for each nearby stunned enemy up to 6 and transforms you to Swarmblade Form. This requires you to have Swarmblade Form unlocked.
                                                                                                                                                          • Locust Per Stunned Enemy 1
                                                                                                                                                          • Roar -> Swarmblade Transform
                                                                                                                                                          Werebear FormPrimalistDruidBloodthirstDruid5Your hits have a chance to cause enemies to bleed while in Werebear Form. This chance is doubled for Maul.
                                                                                                                                                          • Bleed Chance +30% per point
                                                                                                                                                          • Bleed Chance Doubled For Maul
                                                                                                                                                          Werebear FormPrimalistDruidBringer of StormsDruid1Maul and Rampage's base physical damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage. Armor Shred and bleed chance from all sources is converted to shock and effects related to armor shred or bleed now depend on shock instead for Maul and Rampage.
                                                                                                                                                          • Physical -> Lightning Damage
                                                                                                                                                          • Armor Shred And Bleed -> Shock Chance
                                                                                                                                                          Werebear FormPrimalistDruidCrackling AssaultDruid5You cast Storm Bolts from the sky a number of times each second while Rampaging.
                                                                                                                                                          • Lightning Strikes Per Second While Rampaging 1 per point
                                                                                                                                                          Werebear FormPrimalistDruidDauntlessDruid3Rampage has increased movement speed, a higher chance to stun enemies and stuns inflicted by Rampage last longer.
                                                                                                                                                          • Movespeed While Rampaging +5% per point
                                                                                                                                                          • Increased Stun Chance with Rampage 20% per point
                                                                                                                                                          • Increased Stun Duration with Rampage 20% per point
                                                                                                                                                          Werebear FormPrimalistDruidEnrageDruid5You regain Rage and health with Roar per enemy hit, up to a maximum number of enemies.
                                                                                                                                                          • Rage Gain On Roar Per Enemy +2 per point
                                                                                                                                                          • Health Gain On Roar Per Enemy +15 per point
                                                                                                                                                          • Max Number Of Enemies 8
                                                                                                                                                          Werebear FormPrimalistDruidEterra's RenewalDruid1When you leave Werebear Form you cleanse all negative ailments and gain Haste for 3 seconds.
                                                                                                                                                          • Cleanses Ailments When Leaving Form
                                                                                                                                                          • Haste When Leaving Form
                                                                                                                                                          Werebear FormPrimalistDruidFrenzied StrikesDruid4You regain additional Rage if you hit at least one enemy with Swipe.
                                                                                                                                                          • Rage Gained On Hit +1 per point
                                                                                                                                                          Werebear FormPrimalistDruidFury of the MaulDruid2Maul has a shorter cooldown.
                                                                                                                                                          • Maul Cooldown Recovery Speed +10% per point
                                                                                                                                                          Werebear FormPrimalistDruidInsatiableDruid4Maul and Rampage have improve base critical strike chance and you have global increased critical strike chance while in Werebear Form.
                                                                                                                                                          • Base Crit Chance For Maul And Rampage +2% per point
                                                                                                                                                          • Global Increased Crit Chance 50% per point
                                                                                                                                                          Werebear FormPrimalistDruidIntimidating CryDruid1After using Rampage, you now Roar. This consumes Warcry's mana cost as Rage and puts it on cooldown.
                                                                                                                                                          • Roar After Rampage
                                                                                                                                                          Werebear FormPrimalistDruidInvigorationDruid4You regain health and Rage on kill or when you hit a rare or boss enemy.
                                                                                                                                                          • Health Gained On Kill Or Hit +3 per point
                                                                                                                                                          • Rage Gained On Kill Or Hit +3 per point
                                                                                                                                                          Werebear FormPrimalistDruidPummel and BashDruid5Maul deals more melee damage to stunned enemies and you regain Rage when you hit a stunned enemy with Maul.
                                                                                                                                                          • Maul Melee Damage To Stunned +15% per point
                                                                                                                                                          • Rage Gained With Maul To Stunned +2 per point
                                                                                                                                                          Werebear FormPrimalistDruidRelentless ThunderDruid5For 6 seconds after you enter Werebear Form, you deal more Lightning Damage (multiplicative with other modifiers) and 100% of Swipe's Base Damage is converted to lightning. Consequently this damage scales with lightning damage instead of physical damage.
                                                                                                                                                          • Lightning Damage +8% per point
                                                                                                                                                          • Swipe Base Damage -> Lightning 100%
                                                                                                                                                          • Buff Duration (Seconds) 6
                                                                                                                                                          Werebear FormPrimalistDruidRip and TearDruid5Maul and Rampage deal more damage (multiplicative with other modifiers).
                                                                                                                                                          • Maul And Rampage Damage +12% per point
                                                                                                                                                          Werebear FormPrimalistDruidRuthlessDruid4Your Rage decays slower while in Werebear Form.
                                                                                                                                                          • Rage Decay Rate -12% per point
                                                                                                                                                          Werebear FormPrimalistDruidSkull CrusherDruid1Your Fury Leap tree now applies to Maul. This consumes Fury Leap's mana cost as Rage.
                                                                                                                                                          • Fury Leap Tree Benefits Maul
                                                                                                                                                          • Consumes Fury Leap's Mana Cost As Rage
                                                                                                                                                          Werebear FormPrimalistDruidTerritorialDruid5Maul and Roar affects a larger area.
                                                                                                                                                          • Area For Maul And Roar +15% per point
                                                                                                                                                          Werebear FormPrimalistDruidTremor SlamDruid1After using Maul, you now use Upheaval towards your target. This consumes Upheaval's mana cost.
                                                                                                                                                          • Upheaval After Maul
                                                                                                                                                          Werebear FormPrimalistDruidUnending StormDruid1Rampage has no cooldown. While using Rampage you move more slowly, but deal more lightning damage. Both of these effects are multiplicative with other modifiers.
                                                                                                                                                          • No Rampage Cooldown
                                                                                                                                                          • Lightning Damage during Rampage +20%
                                                                                                                                                          • Rampage Speed -20%
                                                                                                                                                          Werebear FormPrimalistDruidUrsine HeartDruid4You have additional endurance and endurance threshold while in Werebear Form.
                                                                                                                                                          • Endurance +6% per point
                                                                                                                                                          • Endurance Threshold +40 per point
                                                                                                                                                          Werebear FormPrimalistDruidUrsine StormDruid4You have a chance to cast Maelstrom when you use Swipe or Maul and hit at least one enemy. This consumes Maelstrom's mana cost as Rage.
                                                                                                                                                          • Chance To Cast Maelstrom On Use +8% per point
                                                                                                                                                          Werebear FormPrimalistDruidVoice of the ThicketDruid1After using Rampage, Human Form is now replaced with Arboreal Protection, which casts Thorn Shield on you and up to 5 nearby allies and transforms you to Spriggan Form. This requires you to have Spriggan Form unlocked.
                                                                                                                                                          • Thorn Shield On Nearby Allies
                                                                                                                                                          • Rampage -> Spriggan Transform
                                                                                                                                                          Werebear FormPrimalistDruidWerebear FormDruid0Transform into a ferocious werebear, increasing your physical capabilities and gaining 4 new abilities. Your mana is replaced with Rage while in werebear form. When your Rage reaches 0 you automatically transform back into your human form. Your starting Rage is equal to your maximum mana. Rage slowly decays over time at a constant rate.
                                                                                                                                                            Werebear FormPrimalistDruidWild CommandDruid5When you use Maul and hit at least one enemy, your minions deal increased damage for 8 seconds. This effect can stack.
                                                                                                                                                            • Increased Minion Damage 40% per point
                                                                                                                                                            Werebear FormPrimalistDruidWisened ClawsDruid1You gain additional spell damage per point of Strength while in Werebear Form.
                                                                                                                                                            • Spell Damage per Strength +1
                                                                                                                                                            Werebear FormPrimalistDruidWoodland BearDruid1After using Maul, you now cast Entangling Roots. This consumes Entangling Roots' mana cost as Rage.
                                                                                                                                                            • Entangling Roots After Maul
                                                                                                                                                            AvalanchePrimalistShamanAbsorptionShaman3When a Coldstone Elemental is hit by a boulder, they regain health and gain Frenzy and Haste for a short duration.
                                                                                                                                                            • Elemental Health Regain 100 per point
                                                                                                                                                            • Frenzy Chance (seconds) 2
                                                                                                                                                            • Haste Duration (seconds) 2
                                                                                                                                                            AvalanchePrimalistShamanAlpine GuideShaman3Improves Avalanche's base critical strike chance. When a large boulder critically strikes, it has a chance to drop a small boulder at the same location.
                                                                                                                                                            • Base Critical Strike Chance +3% per point
                                                                                                                                                            • Small Boulder Chance On Crit 34# per point
                                                                                                                                                            AvalanchePrimalistShamanAvalancheShaman0Summon the might of winter and pummel your foes in ice and snow, unleashing a large boulder at the target followed by 10 smaller boulders around the area over 2 seconds.
                                                                                                                                                              AvalanchePrimalistShamanCraterShaman1Avalanche's every third large boulder creates an Earthquake on impact. This effect consumes mana equal to a portion of Earthquake's mana cost.
                                                                                                                                                              • Earthquake Every Third Large Boulder
                                                                                                                                                              • Mana Consumption 90%
                                                                                                                                                              AvalanchePrimalistShamanDead of WinterShaman4Avalanche hits have an increased chance to freeze enemies.
                                                                                                                                                              • Freeze Rate Multiplier +50% per point
                                                                                                                                                              • Cold Damage +8% per point
                                                                                                                                                              AvalanchePrimalistShamanElemental BondShaman3Large boulders have a chance to form into a Coldstone Elemental, which is a melee minion that deals cold and physical damage and decays over time. You can summon up to 9 Coldstone Elementals, and summoning past this maximum will refresh the decay and health of the most decayed one.
                                                                                                                                                              • Coldstone Elemental Chance 34# per point
                                                                                                                                                              AvalanchePrimalistShamanExcavationShaman2Avalanche hits have an increased chance to stun enemies. Additionally, the impact from the large boulders have a chance to create your Upheaval towards a nearby enemy. This consumes mana equal to a portion of Upheaval's mana cost.
                                                                                                                                                              • Increased Stun Chance 50% per point
                                                                                                                                                              • Upheaval Chance From Large Boulder 50% per point
                                                                                                                                                              • Mana Consumption 80%
                                                                                                                                                              AvalanchePrimalistShamanExplosive ImpactShaman3Avalanche boulders fall in a larger area, and each boulder has a larger area of impact.
                                                                                                                                                              • Avalanche And Boulder Impact Area +25% per point
                                                                                                                                                              AvalanchePrimalistShamanFrostShaman1Avalanche's base physical damage is converted to cold damage, and increased stun chance provided by this tree is converted to freeze rate multiplier.
                                                                                                                                                              • Physical Damage -> Cold Damage
                                                                                                                                                              • Increased Stun Chance -> Freeze Rate Multiplier
                                                                                                                                                              AvalanchePrimalistShamanFrost TouchShaman2Avalanche's large boulders have a chance to leave behind Frozen Ground, which chills all enemies who stand on it.
                                                                                                                                                              • Large Boulder Chance To Leave Frozen Ground 50% per point
                                                                                                                                                              AvalanchePrimalistShamanFrosted FontShaman2Frozen Ground affects a larger area. You and your allies standing on your Frozen Ground gain a chance to inflict frostbite on hit.
                                                                                                                                                              • Frozen Ground Area +25% per point
                                                                                                                                                              • Frostbite Chance On Frozen Ground +50% per point
                                                                                                                                                              AvalanchePrimalistShamanGroundingShaman3Avalanche hits deal more damage (multiplicative with other modifiers) while you have at least one active totem.
                                                                                                                                                              • Hit Damage While Totem Active +15% per point
                                                                                                                                                              AvalanchePrimalistShamanHailstormShaman1The persisting Avalanche is now cast around you and follows your movement. The large boulders will automatically target enemies within 6 meters.
                                                                                                                                                              • Avalanche Follows Player
                                                                                                                                                              AvalanchePrimalistShamanHarsh WinterShaman4Avalanche deals more damage (multiplicative with other modifiers).
                                                                                                                                                              • Damage +10% per point
                                                                                                                                                              AvalanchePrimalistShamanIntensityShaman4Small boulders have a chance to be replaced by large boulders.
                                                                                                                                                              • Large Boulder Chance 5% per point
                                                                                                                                                              AvalanchePrimalistShamanMountain PeakShaman1Avalanche is now channeled, creating 1 large boulder and 5 small boulders every second, but has a channeling cost every second.
                                                                                                                                                              • Channeled
                                                                                                                                                              • Channel Cost 24
                                                                                                                                                              AvalanchePrimalistShamanMountain's FuryShaman4Avalanche boulders have a larger area of impact.
                                                                                                                                                              • Boulder Impact Area +15% per point
                                                                                                                                                              AvalanchePrimalistShamanNaturaly OccuringShaman3Avalanche costs less mana.
                                                                                                                                                              • Mana Efficiency +15% per point
                                                                                                                                                              AvalanchePrimalistShamanPrecisionShaman2Small boulders now fall in a smaller area up to a maximum, causing them to hit more precisely at the target location.
                                                                                                                                                              • Small Boulder Target Area -15% per point
                                                                                                                                                              • Maximum Target Area Reduction 60%
                                                                                                                                                              AvalanchePrimalistShamanPummelingShaman1Large boulders will cause a Fissure to open underneath them, dealing physical damage over 4 seconds to enemies who stand on it. You can have a maximum of 1 Fissure at a time.
                                                                                                                                                              • Fissures From Large Boulders
                                                                                                                                                              AvalanchePrimalistShamanRockfallShaman1Avalanche's base cold damage is converted to physical damage, and freeze rate multiplier bonuses from this tree are converted to increased stun chance.
                                                                                                                                                              • Cold Damage -> Physical Damage
                                                                                                                                                              • Freeze Rate Multiplier -> Increased Stun Chance
                                                                                                                                                              AvalanchePrimalistShamanShatter ShotShaman3Avalanche hits deal more damage (multiplicative with other modifiers). This effect is doubled against frozen enemies.
                                                                                                                                                              • Hit Damage +10% per point
                                                                                                                                                              • Doubled Against Frozen Enemies
                                                                                                                                                              AvalanchePrimalistShamanSnow StormShaman3Avalanche drops additional small boulders. If Avalanche is channeled, small boulders drop more frequently instead.
                                                                                                                                                              • Small Boulders Per Cast +1 per point
                                                                                                                                                              • Small Boulder Frequency If Channeled +7% per point
                                                                                                                                                              AvalanchePrimalistShamanStorm SlideShaman1While in range of a Storm Totem, Avalanche hits deal additional lightning damage.
                                                                                                                                                              • Lightning Damage In Range Of Storm Totem +10
                                                                                                                                                              AvalanchePrimalistShamanStormcallerShaman3Boulder hits have a chance to grant you a Storm Stack.
                                                                                                                                                              • Storm Stack Chance 15% per point
                                                                                                                                                              AvalanchePrimalistShamanUnpredictabilityShaman2Boulders fall in a larger area. This reduces your chance to hit single targets.
                                                                                                                                                              • Avalanche Area +40% per point
                                                                                                                                                              • Harder To Hit Single Targets
                                                                                                                                                              AvalanchePrimalistShamanUnyielding StormShaman2Avalance now persists after you stop channeling for a duration equal to how long you spent channeling, up to a maximum.
                                                                                                                                                              • Max Duration (seconds) 1.5 per point
                                                                                                                                                              AvalanchePrimalistShamanWinter BuildupShaman4Avalanche costs less mana. If it's channeled l it will reduce the channel cost instead.
                                                                                                                                                              • Mana Cost -2 per point
                                                                                                                                                              EarthquakePrimalistShamanAmplitudeBeastmasterShamanDruid3Aftershocks have a larger area of effect.
                                                                                                                                                              • Aftershock Area +35% per point
                                                                                                                                                              EarthquakePrimalistShamanBuffetBeastmasterShamanDruid3Earthquake and its Aftershocks have an increased chance to stun enemies, and Earthquake costs less mana.
                                                                                                                                                              • Increased Stun Chance +40% per point
                                                                                                                                                              • Mana Efficiency +10% per point
                                                                                                                                                              EarthquakePrimalistShamanCataclysmBeastmasterShamanDruid1Earthquake's base damage is converted to fire damage. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Additionally, armor shred chance from all sources is converted to ignite chance.
                                                                                                                                                              • Base Damage -> Fire
                                                                                                                                                              • Armor Shred -> Ignite Chance
                                                                                                                                                              EarthquakePrimalistShamanConcussionBeastmasterShamanDruid4Earthquake's initial slam deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.
                                                                                                                                                              • Initial Slam Damage +10% per point
                                                                                                                                                              • Increased Stun Chance +25% per point
                                                                                                                                                              EarthquakePrimalistShamanCrushing WakeBeastmasterShamanDruid4Aftershocks deal more damage (multiplicative with other modifiers) and have an increased chance to stun enemies.
                                                                                                                                                              • Aftershock Damage +20% per point
                                                                                                                                                              • Aftershock Stun Chance +20% per point
                                                                                                                                                              EarthquakePrimalistShamanDeep ImpactBeastmasterShamanDruid1Earthquake's initial slam can't be dodged.
                                                                                                                                                              • Undodgable
                                                                                                                                                              EarthquakePrimalistShamanDivining TotemBeastmasterShamanDruid1Aftershocks appear around your totems instead if they are nearby.
                                                                                                                                                              • Aftershocks Appear Around Totems
                                                                                                                                                              EarthquakePrimalistShamanDust StormBeastmasterShamanDruid1Aftershocks blind enemies within their area of effect.
                                                                                                                                                              • Aftershocks Blind Enemies
                                                                                                                                                              EarthquakePrimalistShamanEarthquakeBeastmasterShamanDruid0Slam the ground with your weapon damaging enemies in a large area and creating 2 to 4 aftershocks nearby.
                                                                                                                                                                EarthquakePrimalistShamanFury Of The ElementsBeastmasterShamanDruid2Casting Earthquake expends Storm Stacks over 0.5 seconds. Storm Bolts triggered this way deal more damage (multiplicative with other modifiers).
                                                                                                                                                                • Storm Stacks Expended 5 per point
                                                                                                                                                                • Storm Bolt Damage +15% per point
                                                                                                                                                                EarthquakePrimalistShamanGround SlamBeastmasterShamanDruid1Using Earthquake directly it now deals damage in a cone which has increased range. Aftershocks also favour targets in the direction Earthquake is cast.
                                                                                                                                                                • Earthquake Deals Damage In Cone
                                                                                                                                                                • Range +30%
                                                                                                                                                                • Aftershocks Favour Earthquake Direction
                                                                                                                                                                EarthquakePrimalistShamanLethargyBeastmasterShamanDruid4Earthquake and its Aftershocks have a chance to slow enemies in their area of effect.
                                                                                                                                                                • Slow Chance +50% per point
                                                                                                                                                                EarthquakePrimalistShamanMagnitudeBeastmasterShamanDruid2Earthquake can cast more maximum possible Aftershocks.
                                                                                                                                                                • Maximum Possible Aftershocks +1 per point
                                                                                                                                                                EarthquakePrimalistShamanOutbreakBeastmasterShamanDruid3Earthquake and its Aftershocks have a larger area of effect.
                                                                                                                                                                • Area +20% per point
                                                                                                                                                                EarthquakePrimalistShamanOverwhelmBeastmasterShamanDruid3Casting Earthquake grants you Haste and Frenzy for a duration.
                                                                                                                                                                • Haste Duration 2 per point
                                                                                                                                                                • Frenzy Duration 2 per point
                                                                                                                                                                EarthquakePrimalistShamanPotencyBeastmasterShamanDruid3Earthquake's initial slam deals more damage (multiplicative with other modifiers), but in a smaller area.
                                                                                                                                                                • Initial Slam Damage +15% per point
                                                                                                                                                                • Area -10% per point
                                                                                                                                                                EarthquakePrimalistShamanRuptureBeastmasterShamanDruid5Earthquake's initial slam deals more damage (multiplicative with other modifiers).
                                                                                                                                                                • Initial Slam Damage +8% per point
                                                                                                                                                                EarthquakePrimalistShamanSeismic SmashBeastmasterShamanDruid1Modifiers to Aftershock damage on this tree apply to the initial slam, but Earthquake can no longer create Aftershocks.
                                                                                                                                                                • Aftershock Damage -> Initial Slam Damage
                                                                                                                                                                • Cannot Create Aftershocks
                                                                                                                                                                EarthquakePrimalistShamanSeismic TideBeastmasterShamanDruid1Earthquake's initial slam occurs three times. First with 30% reduced radius and damage, then with 5% reduced radius and damage, then with 30% increased radius and damage. Earthquake now has a cooldown, and each initial hit consumes mana.
                                                                                                                                                                • Initial Slam Occurs Three Times
                                                                                                                                                                • Cooldown (seconds) +2
                                                                                                                                                                • Mana Consumed Per Additional Slam 16
                                                                                                                                                                EarthquakePrimalistShamanShattered EarthBeastmasterShamanDruid5Aftershocks have a chance when they hit to cast another Aftershock. Maximum of one additional Aftershock.
                                                                                                                                                                • Chance To Cast Another Aftershock 20% per point
                                                                                                                                                                EarthquakePrimalistShamanShattered ResolveBeastmasterShamanDruid3Stuns caused by Earthquake and its Aftershocks last longer, but Earthquake has a longer cooldown.
                                                                                                                                                                • Increased Stun Duration +50% per point
                                                                                                                                                                • Cooldown +10% per point
                                                                                                                                                                EarthquakePrimalistShamanShatterquakeBeastmasterShamanDruid4Earthquake and its Aftershocks deal more hit damage to chilled or frozen enemies (multiplicative with other modifiers).
                                                                                                                                                                • Hit Damage Against Chilled Or Frozen Enemies +15% per point
                                                                                                                                                                EarthquakePrimalistShamanSnowcrashBeastmasterShamanDruid4Aftershock hits have a chance to have an Avalanche Boulder cast on their location, and when this effect triggers it consumes mana. The Boulder is affected by your Avalanche Skill Tree.
                                                                                                                                                                • Chance To Cast Boulder On Aftershock Hit 50% per point
                                                                                                                                                                • Mana Consumption 5 per point
                                                                                                                                                                EarthquakePrimalistShamanStaggering ForceBeastmasterShamanDruid1Earthquake's initial slam deals more damage and has increased stun chance and stun duration, but Earthquake has a 6 second cooldown.
                                                                                                                                                                • Initial Slam Damage +20%
                                                                                                                                                                • Increased Stun Chance +80%
                                                                                                                                                                • Increased Stun Duration +80%
                                                                                                                                                                • Cooldown (seconds) +6
                                                                                                                                                                EarthquakePrimalistShamanStorm RiftBeastmasterShamanDruid1Earthquake is converted into a spell, and no longer scales with melee damage. Earthquake now deals substantial additional base damage on the initial slam and its base damage is converted to Lightning. Consequently this damage scales with increased lightning damage, but not with increased physical damage. Aftershocks also deal substantial additional spell damage.
                                                                                                                                                                • Melee Attack -> Spell
                                                                                                                                                                • Initial Slam Spell Damage +80
                                                                                                                                                                • Base Physical Damage -> Lightning
                                                                                                                                                                • Aftershock Spell Damage +20
                                                                                                                                                                EarthquakePrimalistShamanSunderBeastmasterShamanDruid5Earthquake's initial slam reduces enemy armor.
                                                                                                                                                                • Stacks Of Armor Shred Applied 2 per point
                                                                                                                                                                EarthquakePrimalistShamanThe Harder They FallBeastmasterShamanDruid5Earthquake's initial slam deals more hit damage against rare and boss enemies (multiplicative with other modifiers).
                                                                                                                                                                • Initial Slam Hit Damage Against Rares And Bosses +15% per point
                                                                                                                                                                EarthquakePrimalistShamanThunderblightBeastmasterShamanDruid4Earthquake's initial slam deals additional lightning damage, and Earthquake deals more lightning damage (multiplicative with other modifiers).
                                                                                                                                                                • Added Lightning Damage +10 per point
                                                                                                                                                                • More Lightning Damage 10% per point
                                                                                                                                                                EarthquakePrimalistShamanTorporBeastmasterShamanDruid3Slows caused by Earthquake and its Aftershocks last longer.
                                                                                                                                                                • Slow Duration +50% per point
                                                                                                                                                                EarthquakePrimalistShamanTremorsBeastmasterShamanDruid3Earthquake can cast more minimum possible Aftershocks. Each enemy can only be targeted by one Aftershock.
                                                                                                                                                                • Minimum Possible Aftershocks +1 per point
                                                                                                                                                                EarthquakePrimalistShamanUnabatingBeastmasterShamanDruid4Aftershocks deal more damage over time (multiplicative with other modifiers) and last longer.
                                                                                                                                                                • Aftershock Damage Over Time +15% per point
                                                                                                                                                                • Aftershock Duration +15% per point
                                                                                                                                                                EarthquakePrimalistShamanUpheavalBeastmasterShamanDruid1Aftershocks are now damage over time, dealing their normal hit damage each second. Aftershocks last 3 seconds.
                                                                                                                                                                • Aftershock Hits -> Damage Over Time
                                                                                                                                                                Summon Storm TotemPrimalistShamanBlizzardShaman1Storm Totem now creates a Blizzard around itself; enemies caught in the blizzard take cold damage over time and have a 25% chance to be chilled each second. All shock chance is converted to chill chance. All effects which are conditional on shock are conditional on chill instead.
                                                                                                                                                                • Blizzard Surrounds Storm Totem
                                                                                                                                                                • Blizzard Chill Chance Per Second 25%
                                                                                                                                                                Summon Storm TotemPrimalistShamanChill to the BoneShaman3Storm Totem hits have a chance to chill enemies.
                                                                                                                                                                • Chill Chance +20% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanDirect CurrentShaman3Improves Storm Totem's base critical strike chance.
                                                                                                                                                                • Base Crit Chance +3% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanDischargeShaman1Storm Totem casts Lightning Nova when it dies.
                                                                                                                                                                • Lightning Nova Cast On Death
                                                                                                                                                                Summon Storm TotemPrimalistShamanExploit WeaknessesShaman3Storm Totem hits deal more damage to shocked enemies (multiplicative with other modifiers).
                                                                                                                                                                • Hit Damage Against Shocked Enemies +15% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanFrostbiteShaman3Blizzard has a chance to inflict enemies with Frostbite each second.
                                                                                                                                                                • Frostbite Chance +40% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanFulgurite CoreShaman2Storm Totem has additional Spell Lightning Damage based on your Shock Chance and your Chance to Shock Attackers.
                                                                                                                                                                • Spell Lightning Damage per 10% Shock Chance +1 per point
                                                                                                                                                                • Spell Lightning Damage per 10% Chance to Shock Attackers +1 per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanGrounding ConduitShaman3You deal increased lightning damage if a Storm Totem has hit a shocked an enemy recently.
                                                                                                                                                                • Lightning Damage +15% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanHeavy ImpactShaman3Storm Totem hits have an increased chance to stun enemies and the stuns they inflict last longer.
                                                                                                                                                                • Increased Stun Chance 30% per point
                                                                                                                                                                • Increased Stun Duration 10% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanIciclesShaman5Storm Totem deals additional cold spell damage.
                                                                                                                                                                • Cold Spell Damage +4 per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanIntensityShaman5Storm Totem deals more damage (multiplicative with other modifiers), but cost more mana.
                                                                                                                                                                • Damage +15% per point
                                                                                                                                                                • Mana Cost +8% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanLightning RaiderShaman4Storm Totem has more cast speed (multiplicative with other modifiers).
                                                                                                                                                                • Cast Speed +15% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanLimited ResistanceShaman4Storm Totem costs less mana to summon.
                                                                                                                                                                • Mana Efficiency +35% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanOverstimulationShaman1Enemies hit by Storm Totem recently have reduced movement speed.
                                                                                                                                                                • Slow Amount On Hit 20%
                                                                                                                                                                Summon Storm TotemPrimalistShamanPiercing WindsShaman3Frostbite inflicted by Blizzard has additional Cold Penetration.
                                                                                                                                                                • Cold Penetration with Frostbite +15% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanPower ShuntShaman3Storm Totem critical strikes deal more damage.
                                                                                                                                                                • Critical Multiplier +30% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanPress Your AdvantageShaman4Storm Totem has more critical strike chance against shocked enemies (multiplicative with other modifiers).
                                                                                                                                                                • More Crit Chance Against Shocked Enemies 10% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanShielding TotemShaman2Allies near your Storm Totem have additional lightning resistance.
                                                                                                                                                                • Lightning Resistance +20% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanShockfuryShaman5Allies near your Storm Totem are granted additional melee lightning damage.
                                                                                                                                                                • Melee Lightning Damage +3 per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanStatic FieldShaman3Storm Totem attacks have a chance to shock enemies.
                                                                                                                                                                • Shock Chance +10% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanSteel PlatingShaman4Storm Totem has increased health.
                                                                                                                                                                • Increased Health 25% per point
                                                                                                                                                                Summon Storm TotemPrimalistShamanStorm TotemShaman0Summons a totem that casts lightning storms around nearby enemies. Storm totems last 8 seconds, and you cannot control more than 1 at once.
                                                                                                                                                                  Summon Storm TotemPrimalistShamanStorm's ReachShaman5Storm Totem's individual lightning strikes damage enemies in a larger area
                                                                                                                                                                  • Area +15% per point
                                                                                                                                                                  Summon Storm TotemPrimalistShamanStormriderShaman4You have increased movement speed if Storm Totem has hit a shocked an enemy recently (last 4 seconds).
                                                                                                                                                                  • Movespeed +10% per point
                                                                                                                                                                  Summon Storm TotemPrimalistShamanThunder TotemShaman1If you have at least 3 other totems when you summon Storm Totem, up to 5 are consumed to instead summon a Thunder Totem which has more damage, duration, health and size per totem consumed this way (all multiplicative with other modifiers). This effect does not consume other Storm Totems or Thunder Totems.
                                                                                                                                                                  • Thunder Totem Damage, Health, Duration And Size Per Totem +20%
                                                                                                                                                                  • Consumption Limit 5
                                                                                                                                                                  Summon Storm TotemPrimalistShamanUnmatched StormsShaman1Your Storm Totem now casts Storm Bolts from your Gathering Storm instead of its own lightning strikes, but Storm Totem has significantly less cast speed and deals less damage (both multiplicative with other modifiers).
                                                                                                                                                                  • Storm Bolts Instead Of Lightning Strikes
                                                                                                                                                                  • Cast Speed -80%
                                                                                                                                                                  • Damage -20%
                                                                                                                                                                  TornadoPrimalistShamanAspect of the StormBeastmasterShamanDruid1Casting Tornado grants Aspect of the Storm for 2 seconds, which grants 10% increased movespeed.
                                                                                                                                                                  • Tornado Aspect of the Storm
                                                                                                                                                                  TornadoPrimalistShamanCharged StormBeastmasterShamanDruid1Tornado casts Storm Bolt at an enemy within 8 meters every 2 seconds.
                                                                                                                                                                  • Tornadoes Cast Storm Bolt
                                                                                                                                                                  TornadoPrimalistShamanChurning OrbsBeastmasterShamanDruid1Tornado now create a Storm Orb every second, but Tornado has less cast speed (multiplicative with other modifiers).
                                                                                                                                                                  • Tornadoes Cast Storm Orb
                                                                                                                                                                  • Cast Speed -20%
                                                                                                                                                                  TornadoPrimalistShamanDebrisBeastmasterShamanDruid4Tornado deals more damage (multiplicative with other modifiers), but costs more mana.
                                                                                                                                                                  • Damage +25% per point
                                                                                                                                                                  • Mana Cost +5% per point
                                                                                                                                                                  TornadoPrimalistShamanDruidic ControlBeastmasterShamanDruid1Tornado is now stationary, but deals less damage (multiplicative with other modifiers).
                                                                                                                                                                  • Stationary Tornadoes
                                                                                                                                                                  • Damage -20%
                                                                                                                                                                  TornadoPrimalistShamanEye of the StormBeastmasterShamanDruid1Tornado deals significantly more damage (multiplicative with other modifiers) and attach to you wherever you move, but you can no longer cast additional Tornadoes at once.
                                                                                                                                                                  • Tornadoes Attach To You
                                                                                                                                                                  • Damage +100%
                                                                                                                                                                  • Can No Longer Cast Additional Tornadoes
                                                                                                                                                                  TornadoPrimalistShamanFire TornadoBeastmasterShamanDruid1Tornados' base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Tornado deals more damage (multiplicative with other modifiers).
                                                                                                                                                                  • Physical Damage -> Fire Damage
                                                                                                                                                                  • Damage +10%
                                                                                                                                                                  TornadoPrimalistShamanFrequent LightningBeastmasterShamanDruid4Tornado casts Storm Bolt more frequently.
                                                                                                                                                                  • Lightning Frequency +35% per point
                                                                                                                                                                  TornadoPrimalistShamanGust of RenewalBeastmasterShamanDruid4Tornado costs less mana, and Aspect of the Storm grants increased mana regeneration.
                                                                                                                                                                  • Mana Efficiency +15% per point
                                                                                                                                                                  • Aspect of the Storm Mana Regen +3% per point
                                                                                                                                                                  TornadoPrimalistShamanHurricaneBeastmasterShamanDruid4When you use Tornado, you have a chance to create an additional Tornado, but Tornadoes have reduced pull strength.
                                                                                                                                                                  • Doublecast Chance +25% per point
                                                                                                                                                                  • Pull Strength -25% per point
                                                                                                                                                                  TornadoPrimalistShamanIgniting SwirlBeastmasterShamanDruid1Tornado ignites nearby enemies every second.
                                                                                                                                                                  • Ignite Chance +100%
                                                                                                                                                                  TornadoPrimalistShamanInfernoBeastmasterShamanDruid4Tornado gains a portion of your chance to ignite with fire spells as ignite chance per second.
                                                                                                                                                                  • Ignite Chance On Hit -> Ignite Chance Per Second 50% per point
                                                                                                                                                                  TornadoPrimalistShamanLasting StormBeastmasterShamanDruid4Tornado lasts longer.
                                                                                                                                                                  • Duration +15% per point
                                                                                                                                                                  TornadoPrimalistShamanOvercast SkiesBeastmasterShamanDruid4Storm Bolts target enemies from further away.
                                                                                                                                                                  • Lightning Range +35% per point
                                                                                                                                                                  TornadoPrimalistShamanShelter of the StormBeastmasterShamanDruid4While channelling Tornado you take less damage (multiplicative with other modifiers), and have increased dodge rating.
                                                                                                                                                                  • Damage Taken -12% per point
                                                                                                                                                                  • Dodge Rating +30% per point
                                                                                                                                                                  TornadoPrimalistShamanSnap GaleBeastmasterShamanDruid1Tornado is now instant cast and deals more damage (multiplicative with other modifiers), but now has a 4 second cooldown.
                                                                                                                                                                  • Instant Cast
                                                                                                                                                                  • Damage +10%
                                                                                                                                                                  • Cooldown (seconds) +4
                                                                                                                                                                  TornadoPrimalistShamanStorm DervishBeastmasterShamanDruid3Aspect of the Storm now also grants increased attack and cast speed.
                                                                                                                                                                  • Aspect of the Storm Attack Speed +7% per point
                                                                                                                                                                  • Aspect of the Storm Cast Speed +7% per point
                                                                                                                                                                  TornadoPrimalistShamanStorm SoulBeastmasterShamanDruid6Tornado has a shorter cooldown and deals more damage (multiplicative with other modifiers).
                                                                                                                                                                  • Cooldown Recovery Speed +25% per point
                                                                                                                                                                  • Damage +5% per point
                                                                                                                                                                  TornadoPrimalistShamanStormbringerBeastmasterShamanDruid4Tornado has increased cast speed and area of effect.
                                                                                                                                                                  • Cast Speed +5% per point
                                                                                                                                                                  • Area +10% per point
                                                                                                                                                                  TornadoPrimalistShamanStrength of AirBeastmasterShamanDruid4Tornado has increased pull strength.
                                                                                                                                                                  • Pull Strength +25% per point
                                                                                                                                                                  TornadoPrimalistShamanSwift WingsBeastmasterShamanDruid5Aspect of the Storm lasts longer.
                                                                                                                                                                  • Aspect of the Storm Duration +30% per point
                                                                                                                                                                  TornadoPrimalistShamanTornadoBeastmasterShamanDruid0Conjures a tornado that moves at random, pulling in nearby enemies and dealing physical damage to them.
                                                                                                                                                                    TornadoPrimalistShamanTrail of StormsBeastmasterShamanDruid5Tornadoes cast Storm Orbs more frequently.
                                                                                                                                                                    • Storm Orb Frequency +25% per point
                                                                                                                                                                    TornadoPrimalistShamanVoices of the WindBeastmasterShamanDruid1Tornado is now a channelled skill, sustaining a single tornado that follows your cursor. This tornado deals much more damage (multiplicative with other modifiers) and has an increased area of effect. Modifiers to duration affect its damage instead.
                                                                                                                                                                    • Damage +300%
                                                                                                                                                                    • Area +25%
                                                                                                                                                                    • Duration -> Damage
                                                                                                                                                                    • Mana Cost per Second 5
                                                                                                                                                                    Acid FlaskRogueRogueAcid FlaskBladedancerMarksmanFalconer0Throw a flask of acid that explodes dealing physical damage on impact, poisoning enemies and reducing their armor.
                                                                                                                                                                      Acid FlaskRogueRogueAlchemical ProficiencyBladedancerMarksmanFalconer5Acid Flask costs less mana and deals more damage (multiplicative with other modifiers).
                                                                                                                                                                      • Mana Efficiency +10% per point
                                                                                                                                                                      • Damage +8% per point
                                                                                                                                                                      Acid FlaskRogueRogueAlchemist's GiftBladedancerMarksmanFalconer1Acid Flask is now thrown as a trap that starts arming and explodes when enemies walk over it. You can have a maximum of 6 Acid Flask Traps active at once.
                                                                                                                                                                      • Acid Flask Trap
                                                                                                                                                                      • Maximum Acid Flask Traps 6
                                                                                                                                                                      Acid FlaskRogueRogueAmatoxic PoolsBladedancerMarksmanFalconer4Poison Pools have a chance to inflict enemies with Efficacious Toxin each second, causing them to take increased damage over time.
                                                                                                                                                                      • Efficacious Toxin Chance +25% per point
                                                                                                                                                                      Acid FlaskRogueRogueBarrageBladedancerMarksmanFalconer1When you directly use Acid Flask, you now throw Acid Flasks in a fan in front of you instead of a line. Flasks travel faster.
                                                                                                                                                                      • Fan Mode
                                                                                                                                                                      • Travel Speed +25%
                                                                                                                                                                      Acid FlaskRogueRogueBlinding MixtureBladedancerMarksmanFalconer2Acid Flask has a chance to blind enemies hit for 4 seconds.
                                                                                                                                                                      • Blind Chance +50% per point
                                                                                                                                                                      Acid FlaskRogueRogueCastigateBladedancerMarksmanFalconer3You have a chance to drop an Acid Flask at your feet when an enemy hits you. This effect has a 5 second cooldown.
                                                                                                                                                                      • Chance to Drop Flask When Hit +10% per point
                                                                                                                                                                      • Cooldown (seconds) +5
                                                                                                                                                                      Acid FlaskRogueRogueCaustic ConcoctionBladedancerMarksmanFalconer4Acid Flask has additional chance to poison enemies on hit.
                                                                                                                                                                      • Poison Chance +50% per point
                                                                                                                                                                      Acid FlaskRogueRogueCluster BombBladedancerMarksmanFalconer1When Acid Flask is thrown directly it causes 3 smaller explosions around the impact location dealing fire damage on hit, but it costs more mana.
                                                                                                                                                                      • Secondary Explosions +3
                                                                                                                                                                      • Increased Mana Cost 50%
                                                                                                                                                                      Acid FlaskRogueRogueContaminationBladedancerMarksmanFalconer4Acid Flask has a chance to shred enemy poison resistance on hit.
                                                                                                                                                                      • Poison Resistance Shred Chance +150% per point
                                                                                                                                                                      Acid FlaskRogueRogueCorrosiveBladedancerMarksmanFalconer4Acid Flask deals more damage (multiplicative with other modifiers).
                                                                                                                                                                      • Damage +20% per point
                                                                                                                                                                      Acid FlaskRogueRogueDebilitateBladedancerMarksmanFalconer2Acid Flask has a chance to apply Frailty to enemies hit, causing them to deal less damage.
                                                                                                                                                                      • Frailty Chance +50% per point
                                                                                                                                                                      Acid FlaskRogueRogueElixir of SpeedBladedancerMarksmanFalconer4Acid Flask has a chance to grant Haste on use for a short duration.
                                                                                                                                                                      • Haste Chance +25% per point
                                                                                                                                                                      • Haste Duration (seconds) 2
                                                                                                                                                                      Acid FlaskRogueRogueExplosive FlaskBladedancerMarksmanFalconer1Acid Flask's base damage is converted to fire damage and its hits deal significantly more damage (multiplicative with other modifiers). Consequently this damage scales with increases to fire damage, but not increases to physical damage. Acid Flask can no longer apply poison or create poison pools.
                                                                                                                                                                      • Physical -> Fire Damage
                                                                                                                                                                      • Hit Damage +100%
                                                                                                                                                                      • No Poison Chance or Poison Pools
                                                                                                                                                                      Acid FlaskRogueRogueFirebomb CocktailBladedancerMarksmanFalconer4Acid Flask deals additional throwing fire damage.
                                                                                                                                                                      • Throwing Fire Damage +12 per point
                                                                                                                                                                      Acid FlaskRogueRogueFlammable ConcoctionBladedancerMarksmanFalconer4Acid Flask has a chance to ignite enemies.
                                                                                                                                                                      • Ignite Chance +25% per point
                                                                                                                                                                      Acid FlaskRogueRogueHindering MixtureBladedancerMarksmanFalconer4Acid Flask has a chance to slow enemies on hit. Slow caused by Acid Flask lasts longer.
                                                                                                                                                                      • Slow Chance +25% per point
                                                                                                                                                                      • Slow Duration +10% per point
                                                                                                                                                                      Acid FlaskRogueRogueHydrochloric AcidBladedancerMarksmanFalconer5You have a chance to poison enemies while standing in your Poison Pools.
                                                                                                                                                                      • Global Poison Chance In Pool +20% per point
                                                                                                                                                                      Acid FlaskRogueRogueKnowledge of ImmunityBladedancerMarksmanFalconer3Acid Flask penetrates poison resistance based on your own uncapped Poison Resistance
                                                                                                                                                                      • Poison Penetration per 5% Uncapped Poison Resistance 1% per point
                                                                                                                                                                      Acid FlaskRogueRogueLasting SicknessBladedancerMarksmanFalconer4Acid Flask has increased poison duration.
                                                                                                                                                                      • Poison Duration +10% per point
                                                                                                                                                                      Acid FlaskRogueRogueLightweightBladedancerMarksmanFalconer2Acid Flask travels faster.
                                                                                                                                                                      • Travel Speed +15% per point
                                                                                                                                                                      Acid FlaskRogueRogueLingering ToxicityBladedancerMarksmanFalconer3Poison Pools last longer.
                                                                                                                                                                      • Pool Duration (seconds) +1 per point
                                                                                                                                                                      Acid FlaskRogueRoguePiercing DebrisBladedancerMarksmanFalconer4Acid Flask has increased critical strike chance and critical strikes deal more damage.
                                                                                                                                                                      • Increased Crit Chance 50% per point
                                                                                                                                                                      • Critical Strike Multiplier +50% per point
                                                                                                                                                                      Acid FlaskRogueRoguePoison PoolsBladedancerMarksmanFalconer1Acid Flask leaves behind a Poison Pool for 4 seconds that poison enemies that stand in it and adds a 2 second cooldown per flask thrown. You can have a maximum of 4 Poison Pools active at once.
                                                                                                                                                                      • Poison Pool Duration +4
                                                                                                                                                                      • Cooldown +2
                                                                                                                                                                      Acid FlaskRogueRogueQuick DrawBladedancerMarksmanFalconer4Acid Flask has increased throwing speed.
                                                                                                                                                                      • Throwing Speed +6% per point
                                                                                                                                                                      Acid FlaskRogueRogueSmoulderBladedancerMarksmanFalconer1Converts Armor Shred from all sources that Acid Flask would apply to Fire Resistance Shred.
                                                                                                                                                                      • Armor -> Fire Res Shred
                                                                                                                                                                      Acid FlaskRogueRogueSplash ZoneBladedancerMarksmanFalconer4Acid Flask deals damage in a larger area.
                                                                                                                                                                      • Increased Area 30% per point
                                                                                                                                                                      Acid FlaskRogueRogueTempered GlassBladedancerMarksmanFalconer4Acid Flask has a chance to shred enemy armor.
                                                                                                                                                                      • Armor Shred Chance +100% per point
                                                                                                                                                                      Acid FlaskRogueRogueToxic SalvoBladedancerMarksmanFalconer1When you directly use Acid Flask, you now throw 3 Acid Flasks in a line, but Acid Flask costs more mana. Enemies can only be hit by one flask per throw.
                                                                                                                                                                      • Extra Flasks +2
                                                                                                                                                                      • Mana Cost +5
                                                                                                                                                                      BallistaRogueRogueAcidulous MixtureBladedancerMarksmanFalconer4Ballista has a chance to slow enemies.
                                                                                                                                                                      • Slow Chance +15% per point
                                                                                                                                                                      BallistaRogueRogueAgile EngineeringBladedancerMarksmanFalconer1Ballista takes less time to place and has increased attack speed based on your Dexterity.
                                                                                                                                                                      • Placement Speed per Dexterity +1%
                                                                                                                                                                      • Attack Speed per 5 Dexterity +1%
                                                                                                                                                                      BallistaRogueRogueArmed ConstructionBladedancerMarksmanFalconer4Ballista now also explodes when it expires or is destroyed. This explosion deals more damage (multiplicative with other modifiers) and hits enemies in a larger area based on your Dexterity.
                                                                                                                                                                      • Ballista Explodes
                                                                                                                                                                      • More Damage per Dexterity +1% per point
                                                                                                                                                                      • Increased Area per Dexterity +1% per point
                                                                                                                                                                      BallistaRogueRogueBallistaBladedancerMarksmanFalconer0Summons a ballista that fires bolts at nearby enemies.
                                                                                                                                                                        BallistaRogueRogueBodkin BoltsBladedancerMarksmanFalconer5Ballista bolts pierces enemies (continue through targets they hit).
                                                                                                                                                                        • Enemies Pierced +1 per point
                                                                                                                                                                        BallistaRogueRogueBolt RainBladedancerMarksmanFalconer3Ballista has a chance to shoot extra projectiles.
                                                                                                                                                                        • Extra Projectiles Chance 25%
                                                                                                                                                                        • Extra Projectiles +2 per point
                                                                                                                                                                        BallistaRogueRogueCare PackageBladedancerMarksmanFalconer1Ballistae which have hit an enemy have a chance to drop a potion when destroyed, based on the time they existed.
                                                                                                                                                                        • Potion Drop Chance Per Second 10%
                                                                                                                                                                        BallistaRogueRogueContaminating ShotsBladedancerMarksmanFalconer3Your ailment modifiers also apply to your Ballista, but at a reduced ratio.
                                                                                                                                                                        • Ailment Stat Ratio +25% per point
                                                                                                                                                                        BallistaRogueRogueEfficient ConstructionBladedancerMarksmanFalconer2Ballista costs significantly less mana, but has a shorter duration.
                                                                                                                                                                        • Mana Cost -25% per point
                                                                                                                                                                        • Duration (seconds) -20% per point
                                                                                                                                                                        BallistaRogueRogueElixir of ConstructionBladedancerMarksmanFalconer3Ballista deals more damage (multiplicative with other modifiers) if constructed within 4 seconds of using a potion.
                                                                                                                                                                        • Damage +15% per point
                                                                                                                                                                        BallistaRogueRogueExplosive DeliveryBladedancerMarksmanFalconer1Ballista's bolts now explode on hit dealing fire damage in an area, but has less attack speed (multiplicative with other modifiers).
                                                                                                                                                                        • Exploding Bolts
                                                                                                                                                                        • Less Attack Speed -40%
                                                                                                                                                                        BallistaRogueRogueFlaming ShotsBladedancerMarksmanFalconer5Ballista bolts are lit on fire dealing additional fire damage and have a chance to ignite enemies.
                                                                                                                                                                        • Fire Damage +3 per point
                                                                                                                                                                        • Ignite Chance +10% per point
                                                                                                                                                                        BallistaRogueRogueFrigid BarrageBladedancerMarksmanFalconer1The explosion's base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. The explosion also has a chance to freeze enemies. Ignite chance from inside this skill tree is converted to chill chance.
                                                                                                                                                                        • Fire Explosion -> Cold Damage
                                                                                                                                                                        • Freeze Rate 80
                                                                                                                                                                        • Ignite -> Chill Chance
                                                                                                                                                                        BallistaRogueRogueHarpoon ShotBladedancerMarksmanFalconer1Every 5 seconds Ballista shoots a Harpoon Shot, that sticks into an enemy and pulls them towards the Ballista.
                                                                                                                                                                        • Pulls Enemies
                                                                                                                                                                        BallistaRogueRogueHeavy BoltsBladedancerMarksmanFalconer3Ballista deals more damage (multiplicative with other modifiers), but has less attack speed (multiplicative with other modifiers).
                                                                                                                                                                        • Damage +12% per point
                                                                                                                                                                        • Less Attack Speed -5% per point
                                                                                                                                                                        BallistaRogueRogueLight BoltsBladedancerMarksmanFalconer5Ballista has more attack speed (multiplicative with other modifiers), but deals less damage (multiplicative with other modifiers).
                                                                                                                                                                        • More Attack Speed +12% per point
                                                                                                                                                                        • Damage -5% per point
                                                                                                                                                                        BallistaRogueRoguePerfect AimBladedancerMarksmanFalconer4Your critical strike chance and critical strike multipliers also apply to your Ballista, but at a reduced ratio.
                                                                                                                                                                        • Critical Chance Stat Ratio +25% per point
                                                                                                                                                                        • Critical Strike Multiplier Stat Ratio +25% per point
                                                                                                                                                                        BallistaRogueRoguePractical BuildBladedancerMarksmanFalconer1Ballista deals more damage (multiplicative with other modifiers) and has more attack speed (multiplicative with other modifiers), but has a shorter duration.
                                                                                                                                                                        • Damage +40%
                                                                                                                                                                        • More Attack Speed +40%
                                                                                                                                                                        • Duration (seconds) -25%
                                                                                                                                                                        BallistaRogueRogueQuickloadBladedancerMarksmanFalconer1Ballista gains increased attack speed with each hit.
                                                                                                                                                                        • Attack Speed Per Hit +2%
                                                                                                                                                                        BallistaRogueRogueRapid FireBladedancerMarksmanFalconer4Ballista has increased attack speed.
                                                                                                                                                                        • Attack Speed +6% per point
                                                                                                                                                                        BallistaRogueRogueSerrated EdgesBladedancerMarksmanFalconer5Ballista has a chance to shred enemy armor.
                                                                                                                                                                        • Armor Shred Chance +10% per point
                                                                                                                                                                        BallistaRogueRogueShared EnhancementsBladedancerMarksmanFalconer3Your damage modifiers also apply to your Ballista, but at a reduced ratio.
                                                                                                                                                                        • Damage Stat Ratio +25% per point
                                                                                                                                                                        BallistaRogueRogueSharpened TipsBladedancerMarksmanFalconer2Improves Ballista's base critical strike chance.
                                                                                                                                                                        • Base Crit Chance +3% per point
                                                                                                                                                                        BallistaRogueRogueShields UpBladedancerMarksmanFalconer1Ballista now has shields in front of it.
                                                                                                                                                                        • Shields Health 300
                                                                                                                                                                        BallistaRogueRogueSiege CommanderBladedancerMarksmanFalconer1Your Ballistae gain Frenzy while you are standing near them.
                                                                                                                                                                        • Ballistae Gain Frenzy
                                                                                                                                                                        BallistaRogueRogueSturdy FoundationBladedancerMarksmanFalconer3Ballista has more health and lasts longer.
                                                                                                                                                                        • Health +25% per point
                                                                                                                                                                        • Duration +15% per point
                                                                                                                                                                        BallistaRogueRogueTainted AmmunitionBladedancerMarksmanFalconer4Hitting your Ballista with Acid Flask gives it a chance to poison enemies and more poison damage (multiplicative with other modifiers). If Acid Flask damage is converted to fire, this is instead ignite chance and more fire damage.
                                                                                                                                                                        • Poison Chance From Acid Flask +100% per point
                                                                                                                                                                        • Poison Damage With Acid Flask +25% per point
                                                                                                                                                                        BallistaRogueRogueTripwireBladedancerMarksmanFalconer1When you construct a second ballista a tripwire is created between it and the existing ballista. Enemies that cross the tripwire cause both ballistae to explode.
                                                                                                                                                                        • Tripwire Between Ballistae
                                                                                                                                                                        BallistaRogueRogueTwinned BoltsBladedancerMarksmanFalconer4Ballista has a chance to fire twice in quick succession.
                                                                                                                                                                        • Double Shot Chance +10% per point
                                                                                                                                                                        BallistaRogueRogueWide ProtectionBladedancerMarksmanFalconer3Ballista shields are wider.
                                                                                                                                                                        • Shields Width +30% per point
                                                                                                                                                                        BladestormRogueRogueAlloy AnimationBladedancerMarksmanFalconer1Bladestorms have more movement speed (multiplicative with other modifiers), and multiple Bladestorms can now hit the same target simultaneously. Bladestorm has increased mana cost and duration. Your maximum number of Bladestorms is reduced.
                                                                                                                                                                        • Bladestorm Movement Speed +100%
                                                                                                                                                                        • Bladestorms Can Hit Same Target
                                                                                                                                                                        • Bladestorm Duration +20%
                                                                                                                                                                        • Max Bladestorms -1
                                                                                                                                                                        • Mana Cost +50%
                                                                                                                                                                        BladestormRogueRogueArmed ResponseBladedancerMarksmanFalconer2You and allies hit by Blade Detonation gain Haste for a duration.
                                                                                                                                                                        • Haste Duration (seconds) 1 per point
                                                                                                                                                                        BladestormRogueRogueBlade DetonationBladedancerMarksmanFalconer1When your Bladestorms collide, they are destroyed and each cause a Blade Detonation.
                                                                                                                                                                        • Blade Detonation when Bladestorms Collide
                                                                                                                                                                        BladestormRogueRogueBlade FrenzyBladedancerMarksmanFalconer2Each Bladestorm created grants stacks of Blade Frenzy. Your next direct cast of Shurikens or Umbral Blades consumes all stacks to gain additional throwing damage and projectiles thrown per stack.
                                                                                                                                                                        • Blade Frenzy Stacks Gained per Bladestorm Created 1 per point
                                                                                                                                                                        • Throwing Damage per Blade Frenzy +8
                                                                                                                                                                        • Additional Projectiles per Blade Frenzy +1
                                                                                                                                                                        • Max Blade Frenzy Stacks 6
                                                                                                                                                                        BladestormRogueRogueEfficient ManufacturingBladedancerMarksmanFalconer4Bladestorms have an increased duration and lower mana cost.
                                                                                                                                                                        • Duration +15% per point
                                                                                                                                                                        • Mana Cost -1 per point
                                                                                                                                                                        BladestormRogueRogueFlayBladedancerMarksmanFalconer0Throw spinning blades towards the target location where they will hit nearby enemies 3 times per second. Bladestorms last 4 seconds. You can have a maximum of 3 Bladestorms active at once, but each enemy can only take damage from one at a time.
                                                                                                                                                                          BladestormRogueRogueFrostbladeBladedancerMarksmanFalconer1Bladestorm's base physical damage is converted to cold. Consequently this damage scales with increases to cold, but not increases to physical damage. Bleed chance and poison chance from all sources is converted to frostbite chance.
                                                                                                                                                                          • Physical -> Cold Conversion
                                                                                                                                                                          • Bleed and Poison -> Frostbite Conversion
                                                                                                                                                                          • Freeze Rate 60
                                                                                                                                                                          BladestormRogueRogueHeavy WeaponBladedancerMarksmanFalconer4Bladestorm deals more damage (multiplicative with other modifiers).
                                                                                                                                                                          • Damage +8% per point
                                                                                                                                                                          BladestormRogueRogueHigh Carbon SteelBladedancerMarksmanFalconer4Bladestorms have a chance to shred armor on hit.
                                                                                                                                                                          • Armor Shred Chance +25% per point
                                                                                                                                                                          BladestormRogueRogueHurricaneBladedancerMarksmanFalconer1Bladestorms have increased movement speed based on your dexterity.
                                                                                                                                                                          • Bladestorm Movement Speed per 1 Dexterity +1%
                                                                                                                                                                          BladestormRogueRogueLingering FragmentsBladedancerMarksmanFalconer3Blade Detonations create Caltrops in the area. This effect can occur a limited number of times per 2 seconds.
                                                                                                                                                                          • Blade Shatters Create Caltrops
                                                                                                                                                                          • Limit per 2 Seconds 4 per point
                                                                                                                                                                          BladestormRogueRogueLongsword SlashBladedancerMarksmanFalconer3Bladestorm has increased area and increased attack speed.
                                                                                                                                                                          • Area +15% per point
                                                                                                                                                                          • Attack Speed +8% per point
                                                                                                                                                                          BladestormRogueRogueLow SlashBladedancerMarksmanFalconer3Bladestorm has a chance to slow enemies on hit.
                                                                                                                                                                          • Slow Chance +34% per point
                                                                                                                                                                          BladestormRogueRogueMagnetic GripBladedancerMarksmanFalconer1Bladestorm slowly seeks out enemies.
                                                                                                                                                                          • Homing Bladestorm
                                                                                                                                                                          BladestormRogueRogueMomentumBladedancerMarksmanFalconer2Bladestorms gain more movement speed (multiplicative with other modifiers) for 1 second if you Shift through any part of the Bladestorm.
                                                                                                                                                                          • Bladestorm Movement Speed +150% per point
                                                                                                                                                                          BladestormRogueRogueNightbladeBladedancerMarksmanFalconer4Bladestorm has a chance on hit to inflict Shadow Daggers. This chance is doubled if the enemy is inside a Smoke Bomb.
                                                                                                                                                                          • Shadow Daggers Chance +10% per point
                                                                                                                                                                          BladestormRogueRogueOpen the ArmoryBladedancerMarksmanFalconer2Bladestorm has additional critical strike chance per equipped dagger, chance to inflict bleed on hit per equipped one handed sword, and additional critical strike multiplier with a two handed sword.
                                                                                                                                                                          • Critical Chance per Dagger +2% per point
                                                                                                                                                                          • Bleed Chance per One Handed Sword +20% per point
                                                                                                                                                                          • Critical Multiplier with Two Handed Sword +30% per point
                                                                                                                                                                          BladestormRogueRogueRazorainBladedancerMarksmanFalconer1Directly casting Bladestorm throws up to your maximum number of Bladestorms in a spread in front of you, but Bladestorm has additional mana cost.
                                                                                                                                                                          • Throws Maximum Bladestorms
                                                                                                                                                                          • Mana Cost +10
                                                                                                                                                                          BladestormRogueRogueRecovered FragmentsBladedancerMarksmanFalconer1You gain mana each time you are hit by one of your own Blade Detonations.
                                                                                                                                                                          • Mana Gain When Hit By Blade Shatter 2
                                                                                                                                                                          BladestormRogueRogueSawtooth BladeBladedancerMarksmanFalconer4Bladestorm has a chance to inflict bleed on hit.
                                                                                                                                                                          • Bleed Chance +25% per point
                                                                                                                                                                          BladestormRogueRogueShadowstormBladedancerMarksmanFalconer1Bladestorms hit by Shadow Cascade will instantly hit enemies in their area.
                                                                                                                                                                          • Bladestorms Instantly Hit when Hit by Shadow Cascade
                                                                                                                                                                          BladestormRogueRogueShatteringBladedancerMarksmanFalconer3Acid Flasks which explode inside a Bladestorm deal more damage and have more radius (both multiplicative with other modifiers).
                                                                                                                                                                          • Acid Flask Radius +25% per point
                                                                                                                                                                          • Acid Flask Damage +10% per point
                                                                                                                                                                          BladestormRogueRogueShuriken StormBladedancerMarksmanFalconer1Bladestorms repeatedly cast Shurikens at enemies within 10 meters of them, consuming 4 mana or Shurikens's mana cost, whichever is higher. This effect is only active while you are above half mana.
                                                                                                                                                                          • Bladestorms Shurikens Interval (seconds) 1.5
                                                                                                                                                                          • Only Active While Above 50% Mana
                                                                                                                                                                          • Minimum Mana Consumed 4
                                                                                                                                                                          BladestormRogueRogueSlagstormBladedancerMarksmanFalconer1Each Umbral Blade thrown into a Bladestorm is destroyed upon landing to grant the Bladestorm more damage and radius (both multiplicative with other modifiers) for 4 seconds, up to 40 stacks.
                                                                                                                                                                          • Damage per Umbral Blade +3%
                                                                                                                                                                          • Radius per Umbral Blade +3%
                                                                                                                                                                          • Buff Duration (seconds) 4
                                                                                                                                                                          • Maximum Stacks 40
                                                                                                                                                                          BladestormRogueRogueSteelshaper's GritBladedancerMarksmanFalconer3Bladestorm has additional critical strike chance.
                                                                                                                                                                          • Critical Chance +2% per point
                                                                                                                                                                          BladestormRogueRogueStrength of ArmsBladedancerMarksmanFalconer2Bladestorm has increased area with a two handed melee weapon or bow equipped. Bladestorm has increased hit rate while dual wielding.
                                                                                                                                                                          • Area with Two Handed Melee Weapon or Bow +25% per point
                                                                                                                                                                          • Hit Rate while Dual Wielding +6% per point
                                                                                                                                                                          BladestormRogueRogueSurge of SteelBladedancerMarksmanFalconer4Bladestorms cast Shurikens with increased frequency.
                                                                                                                                                                          • Shurikens Frequency +12% per point
                                                                                                                                                                          BladestormRogueRogueTempered SteelBladedancerMarksmanFalconer3Bladestorm deals more hit damage (multiplicative with other modifiers) and has a lower mana cost.
                                                                                                                                                                          • Hit Damage +4% per point
                                                                                                                                                                          • Mana Cost -1 per point
                                                                                                                                                                          BladestormRogueRogueToxin DippedBladedancerMarksmanFalconer1Bleed chance from all sources is converted to poison chance for Bladestorm. This node has no effect if Frostblade is allocated.
                                                                                                                                                                          • Bleed -> Poison Conversion
                                                                                                                                                                          Cinder StrikeRogueRogueBlast WaveBladedancerMarksmanFalconer4Cinder Strike's first attack deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                                                          • First Attack Damage +10% per point
                                                                                                                                                                          • First Attack Increased Area +25% per point
                                                                                                                                                                          Cinder StrikeRogueRogueCauterizeBladedancerMarksmanFalconer5Cinder Strike deals more critical strike damage. This bonus is doubled for the first attack.
                                                                                                                                                                          • Critical Multiplier +15% per point
                                                                                                                                                                          • First Attack Critical Multiplier +30% per point
                                                                                                                                                                          Cinder StrikeRogueRogueCinder StrikeBladedancerMarksmanFalconer0A combo ability with three attacks. The first attack also creates a fiery explosion, damaging nearby enemies. Can be used with a bow or melee weapon.
                                                                                                                                                                            Cinder StrikeRogueRogueCoated DartsBladedancerMarksmanFalconer5Oil Coating now also grants additional throwing fire damage.
                                                                                                                                                                            • Throwing Fire Damage +1 per point
                                                                                                                                                                            Cinder StrikeRogueRogueCombustibleBladedancerMarksmanFalconer3If you have at least 3 stacks of Oil Coating you are granted additional fire penetration. This effect is doubled for ignites inflicted by Cinder Strike.
                                                                                                                                                                            • Fire Penetration +10% per point
                                                                                                                                                                            • Doubled for ignite
                                                                                                                                                                            Cinder StrikeRogueRogueEagernessBladedancerMarksmanFalconer3Cinder Strike's second and third attacks have increased attack speed.
                                                                                                                                                                            • Attack Speed +8% per point
                                                                                                                                                                            Cinder StrikeRogueRogueElemental VulnerabilityBladedancerMarksmanFalconer1Oil Coating now grants you increased elemental damage rather than just fire damage.
                                                                                                                                                                            • Fire -> Elemental Damage
                                                                                                                                                                            Cinder StrikeRogueRogueElusiveBladedancerMarksmanFalconer5You have additional chance to dodge and additional fire resistance per stack of Oil Coating.
                                                                                                                                                                            • Dodge Rating +10 per point
                                                                                                                                                                            • Fire Resistance +3% per point
                                                                                                                                                                            Cinder StrikeRogueRogueExplosive ImpactBladedancerMarksmanFalconer3Volatile Flask deals more explosion damage (multiplicative with other modifiers).
                                                                                                                                                                            • Explosion Damage +40% per point
                                                                                                                                                                            Cinder StrikeRogueRogueExplosive LashBladedancerMarksmanFalconer4Cinder Strike has a chance to cause an explosion on kill. This counts as a Volatile Flask explosion.
                                                                                                                                                                            • Explosion On Kill Chance +8% per point
                                                                                                                                                                            Cinder StrikeRogueRogueFire EaterBladedancerMarksmanFalconer3Oil Coating is limited to 5 stacks. If you would gain another stack you instead regain health and mana.
                                                                                                                                                                            • Health Gain +6 per point
                                                                                                                                                                            • Mana Gain +3 per point
                                                                                                                                                                            Cinder StrikeRogueRogueFire WalkerBladedancerMarksmanFalconer2Cinder Strike deals increased fire damage over time per point of Dexterity.
                                                                                                                                                                            • Fire Damage Over Time per Dex +3% per point
                                                                                                                                                                            Cinder StrikeRogueRogueFirebreathingBladedancerMarksmanFalconer1You now also throw 5 Burning Daggers in a cone in front of you on Cinder Strike's first attack.
                                                                                                                                                                            • Burning Daggers Cone On First Attack
                                                                                                                                                                            Cinder StrikeRogueRogueFlame AlchemistBladedancerMarksmanFalconer2When you use Cinder Strike and hit with its first attack it has a chance to throw a Volatile Flask at a nearby target.
                                                                                                                                                                            • Volatile Flask Chance 25% per point
                                                                                                                                                                            Cinder StrikeRogueRogueFlaming FuryBladedancerMarksmanFalconer5Burning Daggers from all sources deal more damage (multiplicative with other modifiers), and Burning Daggers from Molten Arsenal consume less mana.
                                                                                                                                                                            • Burning Dagger Damage +10% per point
                                                                                                                                                                            • Mana Consumed -1 per point
                                                                                                                                                                            Cinder StrikeRogueRogueFlammable ToxinsBladedancerMarksmanFalconer1Poison chance from all sources is converted to ignite chance for Cinder Strike.
                                                                                                                                                                            • Poison -> Ignite Chance
                                                                                                                                                                            Cinder StrikeRogueRogueIgnitionBladedancerMarksmanFalconer5Cinder Strike has a chance to ignite enemies and ignites inflicted by the first attack have increased duration.
                                                                                                                                                                            • Ignite Chance +20% per point
                                                                                                                                                                            • First Attack Ignite Duration +10% per point
                                                                                                                                                                            Cinder StrikeRogueRogueIncinerateBladedancerMarksmanFalconer4Cinder Strike hits deals additional fire damage for each ignited enemy you have hit recently up to a maximum.
                                                                                                                                                                            • Fire Damage +3 per point
                                                                                                                                                                            • Maximum Bonus Fire Damage 9 per point
                                                                                                                                                                            Cinder StrikeRogueRogueInfernoBladedancerMarksmanFalconer5Cinder Strike deals more damage (multiplicative with other modifiers and its hits deal additional fire damage.
                                                                                                                                                                            • Damage +8% per point
                                                                                                                                                                            • Fire Hit Damage +2 per point
                                                                                                                                                                            Cinder StrikeRogueRogueKindlingBladedancerMarksmanFalconer5Cinder Strike has a chance to shred enemy fire resistance.
                                                                                                                                                                            • Fire Res Shred Chance +20% per point
                                                                                                                                                                            Cinder StrikeRogueRogueMolten ArsenalBladedancerMarksmanFalconer1If you use and hit at least one enemy with Cinder Strike it consumes 8 mana granting you a Burning Dagger that circles you for a second before launching at the nearest enemy.
                                                                                                                                                                            • Burning Dagger On Use
                                                                                                                                                                            Cinder StrikeRogueRogueOil CoatingBladedancerMarksmanFalconer5If you use and hit at least one enemy with Cinder Strike you are granted Oil Coating granting you increased fire damage. This effect can stack and lasts 4 seconds.
                                                                                                                                                                            • Oil Coating On Hit
                                                                                                                                                                            • Fire Damage Per Stack +5% per point
                                                                                                                                                                            Cinder StrikeRogueRogueOverexertionBladedancerMarksmanFalconer1Cinder Strike now only has the first attack and it deals more damage (multiplicative with other modifiers), but costs significantly more mana.
                                                                                                                                                                            • Damage +30%
                                                                                                                                                                            • Only First Strike
                                                                                                                                                                            • Mana Cost +20
                                                                                                                                                                            Cinder StrikeRogueRoguePocket SandBladedancerMarksmanFalconer1Blind chance from all sources is converted to Critical Vulnerability chance for Cinder Strike.
                                                                                                                                                                            • Blind -> Critical Vulnerability Chance
                                                                                                                                                                            Cinder StrikeRogueRogueSearing BlowsBladedancerMarksmanFalconer5Cinder Strike's first attack has more critical strike chance (multiplicative with other modifiers) per stack of ignite on the target up to a maximum.
                                                                                                                                                                            • More Crit Chance 3% per point
                                                                                                                                                                            • Maximum Crit Chance Bonus 30% per point
                                                                                                                                                                            Cinder StrikeRogueRogueSoot and AshBladedancerMarksmanFalconer5Cinder Strike has a chance to blind enemies while using a bow and a chance to apply Frailty to enemies while using a melee weapon.
                                                                                                                                                                            • Chance to Blind with Bow +20% per point
                                                                                                                                                                            • Frailty Chance with Melee +20% per point
                                                                                                                                                                            Cinder StrikeRogueRogueTirelessBladedancerMarksmanFalconer3Cinder Strike costs less mana.
                                                                                                                                                                            • Mana Efficiency +20% per point
                                                                                                                                                                            Cinder StrikeRogueRogueUmbral ConflagrationBladedancerMarksmanFalconer1All your Shadows now also throw 5 Burning Daggers in a cone in front of them when you do. This consumes all active Shadows.
                                                                                                                                                                            • Burning Daggers Cone From Shadows
                                                                                                                                                                            DecoyRogueRogueAcid FumesBladedancerMarksmanFalconer1Small explosions are replaced by Acid Flask detonations. The final explosion is replaced by three Acid Flasks ejected from the decoy. On Fire now inflicts poison instead of ignite.
                                                                                                                                                                            • Ignite -> Poison Chance
                                                                                                                                                                            • Explosions Replaced by Acid Flasks
                                                                                                                                                                            DecoyRogueRogueAmbushBladedancerMarksmanFalconer1When the decoy expires, for the next 4 seconds you have additional critical strike multiplier equal to your dodge chance while the decoy was active.
                                                                                                                                                                            • Critical Multiplier Per Dodge Chance
                                                                                                                                                                            DecoyRogueRogueBackup BuddyBladedancerMarksmanFalconer1Decoy can store an additional charge.
                                                                                                                                                                            • Maximum Decoy Charges +1
                                                                                                                                                                            DecoyRogueRogueBoomBladedancerMarksmanFalconer5Decoy's final explosion deals more damage (multiplicative with other modifiers) and explodes in a larger area.
                                                                                                                                                                            • Final Explosion Damage +10% per point
                                                                                                                                                                            • Final Explosion Area +20% per point
                                                                                                                                                                            DecoyRogueRogueBurning OilBladedancerMarksmanFalconer5Decoy's final explosion ignites enemies.
                                                                                                                                                                            • Ignite Stacks Applied +1 per point
                                                                                                                                                                            DecoyRogueRogueDecoyBladedancerMarksmanFalconer0Throw a device to create a Decoy that taunts enemies around it for 2.5 seconds before exploding.
                                                                                                                                                                              DecoyRogueRogueEar ShatterBladedancerMarksmanFalconer5Sonic Wave inflicts additional stacks of armor shred, and armor shred it applies lasts longer.
                                                                                                                                                                              • Armor Shred Stacks Applied +1 per point
                                                                                                                                                                              • Armour Shred Duration +15% per point
                                                                                                                                                                              DecoyRogueRogueEfficient ConstructionBladedancerMarksmanFalconer3Decoy costs less mana.
                                                                                                                                                                              • Mana Efficiency +30% per point
                                                                                                                                                                              DecoyRogueRogueEmbedded SpikesBladedancerMarksmanFalconer5Decoy reflects a percentage of damage to attackers.
                                                                                                                                                                              • Damage Reflected 10% per point
                                                                                                                                                                              DecoyRogueRogueExcessive ExplosivesBladedancerMarksmanFalconer5All explosions from Decoy deal more damage (multiplicative with other modifiers).
                                                                                                                                                                              • All Explosion Damage +20% per point
                                                                                                                                                                              DecoyRogueRogueExplosive ChargesBladedancerMarksmanFalconer3Decoy has a chance to cause a small explosion when hit, up to a maximum of 2 explosions.
                                                                                                                                                                              • Small Explosion Chance +15% per point
                                                                                                                                                                              DecoyRogueRogueFreezing BlastBladedancerMarksmanFalconer5All explosions have a higher chance to freeze enemies.
                                                                                                                                                                              • Freeze Rate Multiplier +50% per point
                                                                                                                                                                              DecoyRogueRogueFrostfire PowderBladedancerMarksmanFalconer1All explosions' base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. Explosions also gain a base freeze rate. Ignite chance from all sources is converted to chill chance and effects related to ignite now depend on chill instead.
                                                                                                                                                                              • Fire -> Cold Conversion
                                                                                                                                                                              • Ignite -> Chill Chance
                                                                                                                                                                              • Freeze Rate 60
                                                                                                                                                                              DecoyRogueRogueGrand DiversionBladedancerMarksmanFalconer2Throw additional Decoys near the target location. Decoy location is slightly randomised.
                                                                                                                                                                              • Extra Decoys Thrown +1 per point
                                                                                                                                                                              DecoyRogueRogueHarrowing NoiseBladedancerMarksmanFalconer2Sonic Wave Fears enemies for a duration.
                                                                                                                                                                              • Fear Duration (seconds) +1 per point
                                                                                                                                                                              DecoyRogueRogueInto the ShadowsBladedancerMarksmanFalconer4You have additional dodge chance while the decoy exists.
                                                                                                                                                                              • Dodge Rating With Active Decoy +50 per point
                                                                                                                                                                              DecoyRogueRogueKelthan OilBladedancerMarksmanFalconer4The Decoy has increased ignite frequency.
                                                                                                                                                                              • Ignite Frequency +50% per point
                                                                                                                                                                              DecoyRogueRogueLasting PresenceBladedancerMarksmanFalconer5Decoy lasts longer, but has a longer cooldown.
                                                                                                                                                                              • Duration +10% per point
                                                                                                                                                                              • Final Explosion Damage +10% per point
                                                                                                                                                                              • Cooldown +10% per point
                                                                                                                                                                              DecoyRogueRogueMeticulous ConstructionBladedancerMarksmanFalconer5Decoy's final explosion deals more damage (multiplicative with other modifiers), but costs more mana.
                                                                                                                                                                              • Final Explosion Damage +25% per point
                                                                                                                                                                              • Mana Cost +20% per point
                                                                                                                                                                              DecoyRogueRogueOn FireBladedancerMarksmanFalconer1The Decoy is on fire and ignites nearby enemies each second, but costs more mana.
                                                                                                                                                                              • Ignites Nearby Enemies
                                                                                                                                                                              • Mana Cost +15
                                                                                                                                                                              DecoyRogueRogueRemote DetonatorBladedancerMarksmanFalconer1Decoy becomes a combo ability. The first cast creates the decoy, and the second detonates it. The remote detonation costs mana. Has no effect if Decoy has additional charges.
                                                                                                                                                                              • Remote Detonation
                                                                                                                                                                              • Detonation Mana Cost 40
                                                                                                                                                                              DecoyRogueRogueRewired DetonatorBladedancerMarksmanFalconer4Detonation costs less mana.
                                                                                                                                                                              • Detonation Mana Cost -25% per point
                                                                                                                                                                              DecoyRogueRogueShort FuseBladedancerMarksmanFalconer5Decoy's final explosion deals more damage (multiplicative with other modifiers), but Decoy has a shorter duration.
                                                                                                                                                                              • Final Explosion Damage +5% per point
                                                                                                                                                                              • Duration -15% per point
                                                                                                                                                                              DecoyRogueRogueShrouded CoreBladedancerMarksmanFalconer1Decoy leaves a Shadow in its place after detonating.
                                                                                                                                                                              • Shadow Created 1
                                                                                                                                                                              DecoyRogueRogueSonic DetonationBladedancerMarksmanFalconer3The Decoy emits a Sonic Wave when it appears, inflicting Frailty and armor shred to nearby enemies.
                                                                                                                                                                              • Frailty Stacks Applied +1 per point
                                                                                                                                                                              • Armor Shred Stacks +1 per point
                                                                                                                                                                              DecoyRogueRogueSound of FlamesBladedancerMarksmanFalconer1Sonic Wave inflicts fire resistance shred instead of armour shred. If you have taken Frostfire Powder it instead inflicts cold resistance shred.
                                                                                                                                                                              • Armor -> Fire Res Shred
                                                                                                                                                                              DecoyRogueRogueStuffedBladedancerMarksmanFalconer3Decoy can cause additional small explosions.
                                                                                                                                                                              • Max Small Explosions +2 per point
                                                                                                                                                                              DecoyRogueRogueWarning SoundBladedancerMarksmanFalconer5Sonic Wave grants Haste to you and your allies hit for a duration.
                                                                                                                                                                              • Haste Duration (seconds) +1 per point
                                                                                                                                                                              FlurryRogueRogueAccelerating ImpactBladedancerMarksmanFalconer1Flurry deals more damage (multiplicative with other modifiers) for each second channelled up to a maximum.
                                                                                                                                                                              • Damage Per Second +3%
                                                                                                                                                                              • Maximum Damage Bonus 15%
                                                                                                                                                                              FlurryRogueRogueAdrenaline RushBladedancerMarksmanFalconer5Flurry strikes have a chance to grant you Adrenaline Rush, granting Flurry 5% more damage (multiplicative with other modifiers) and 5% increased attack speed. This lasts for 4 seconds, can stack up to 4 times.
                                                                                                                                                                              • Adrenaline Rush Chance +10% per point
                                                                                                                                                                              • Adrenaline Rush Duration (seconds) 4
                                                                                                                                                                              • Adrenaline Rush Max Stacks 4
                                                                                                                                                                              FlurryRogueRogueAlacrityBladedancerMarksmanFalconer3Flurry has increased attack speed.
                                                                                                                                                                              • Attack Speed +5% per point
                                                                                                                                                                              FlurryRogueRogueArrow StormBladedancerMarksmanFalconer1If you are using a bow you fire arrows faster, but they are less accurate.
                                                                                                                                                                              • Arrow Frequency +15%
                                                                                                                                                                              • Arrows Are Inaccurate
                                                                                                                                                                              FlurryRogueRogueBillowing WavesBladedancerMarksmanFalconer2The Force Waves travel further.
                                                                                                                                                                              • Wave Range +15% per point
                                                                                                                                                                              FlurryRogueRogueBlood RevelryBladedancerMarksmanFalconer2Flurry leeches a portion of the damage it deals as health.
                                                                                                                                                                              • First Strike Leech +1% per point
                                                                                                                                                                              • Second Strike Leech +2% per point
                                                                                                                                                                              • Third Strike Leech +3% per point
                                                                                                                                                                              FlurryRogueRogueBloodplayBladedancerMarksmanFalconer3Each stack of Adrenaline Rush grants a chance to inflict bleed on hit.
                                                                                                                                                                              • Bleed Chance +4% per point
                                                                                                                                                                              FlurryRogueRogueBoundless BlowsBladedancerMarksmanFalconer1Flurry is now a channelled ability that costs mana per second to maintain.
                                                                                                                                                                              • Channelled Flurry
                                                                                                                                                                              • Mana Cost Per Second 13
                                                                                                                                                                              FlurryRogueRogueCompounding ToxinBladedancerMarksmanFalconer3Poison inflicted by Flurry has additional Poison Penetration.
                                                                                                                                                                              • Poison Penetration with Poison +10% per point
                                                                                                                                                                              FlurryRogueRogueCrescendoBladedancerMarksmanFalconer3Flurry's first and second strike deal less damage (multiplicative with other modifiers), but the third strike deals more damage (multiplicative with other modifiers).
                                                                                                                                                                              • Third Strike Damage +25% per point
                                                                                                                                                                              • First Strike Damage -5% per point
                                                                                                                                                                              • Second Strike Damage -5% per point
                                                                                                                                                                              FlurryRogueRogueDeep StrikesBladedancerMarksmanFalconer4Flurry deals more damage (multiplicative with other modifers).
                                                                                                                                                                              • Damage +15% per point
                                                                                                                                                                              FlurryRogueRogueFlurryBladedancerMarksmanFalconer0A bow or melee attack that performs 3 rapid strikes. The last strike can be cancelled by moving.
                                                                                                                                                                                FlurryRogueRogueFusilladeBladedancerMarksmanFalconer1If you are using a bow, every 6th arrow is replaced with Multishot.
                                                                                                                                                                                • Multishot Every 6th Arrow
                                                                                                                                                                                • Channel Cost +8
                                                                                                                                                                                FlurryRogueRogueGiant SlayerBladedancerMarksmanFalconer3Eack stack of Adrenaline Rush grants Flurry more hit damage against bosses and rare enemies.
                                                                                                                                                                                • More Damage to Bosses per Stack 15% per point
                                                                                                                                                                                FlurryRogueRogueHamstringBladedancerMarksmanFalconer3Flurry's third strike Slows enemies hit.
                                                                                                                                                                                • Third Strike Chance to Slow +100% per point
                                                                                                                                                                                FlurryRogueRogueIncisionBladedancerMarksmanFalconer4Flurry critical strikes deal more damage.
                                                                                                                                                                                • Critical Strike Multiplier +15% per point
                                                                                                                                                                                FlurryRogueRogueInexhaustibleBladedancerMarksmanFalconer4Adrenaline Rush lasts longer.
                                                                                                                                                                                • Duration +25% per point
                                                                                                                                                                                FlurryRogueRogueKineticismBladedancerMarksmanFalconer4Enemies killed by Flurry have a chance to release a Kinetic Burst around the target, dealing physical damage.
                                                                                                                                                                                • Chance for Kinetic Burst on Kill +10% per point
                                                                                                                                                                                FlurryRogueRogueLethal VectorBladedancerMarksmanFalconer3Damaging ailments inflicted by Flurry deal more damage (multiplicative with other modifiers).
                                                                                                                                                                                • Damage Over Time +10% per point
                                                                                                                                                                                FlurryRogueRoguePaviseBladedancerMarksmanFalconer5You have additional physical and elemental resistances while channelling Flurry.
                                                                                                                                                                                • Physical Resistance +8% per point
                                                                                                                                                                                • Elemental Resistance +8% per point
                                                                                                                                                                                FlurryRogueRoguePrecisionBladedancerMarksmanFalconer3Improves Flurry's base critical strike chance.
                                                                                                                                                                                • Critical Strike Chance +2% per point
                                                                                                                                                                                FlurryRogueRogueRelentlessBladedancerMarksmanFalconer2You have increased attack speed for each hit you dealt with your previous flurry, up to a maximum.
                                                                                                                                                                                • Attack Speed per Hit +2% per point
                                                                                                                                                                                • Maximum Attack Speed 10% per point
                                                                                                                                                                                FlurryRogueRogueReopened WoundsBladedancerMarksmanFalconer3Bleed inflicted by Flurry has additional Physical Penetration.
                                                                                                                                                                                • Physical Penetration with Bleed +10% per point
                                                                                                                                                                                FlurryRogueRogueSap WillpowerBladedancerMarksmanFalconer2Flurry grants mana when hitting at least one enemy.
                                                                                                                                                                                • Mana Gain +1 per point
                                                                                                                                                                                FlurryRogueRogueSecond WindBladedancerMarksmanFalconer3Flurry grants health when hitting at least one enemy.
                                                                                                                                                                                • Health Gain +4 per point
                                                                                                                                                                                FlurryRogueRogueShockwaveBladedancerMarksmanFalconer1If you are using a melee weapon Flurry now causes Force Waves to blast forward with each strike, dealing melee physical damage.
                                                                                                                                                                                • Force Wave On Use
                                                                                                                                                                                FlurryRogueRogueStolen EnduranceBladedancerMarksmanFalconer2Critical strikes restore health. The amount of health gained is increased by Dexterity.
                                                                                                                                                                                • Heal On Crit 5 per point
                                                                                                                                                                                • Healing Per Dexterity 4%
                                                                                                                                                                                FlurryRogueRogueStrained ReflexesBladedancerMarksmanFalconer2Adrenaline Rush can have multiple stacks.
                                                                                                                                                                                • Maximum Stacks +1 per point
                                                                                                                                                                                FlurryRogueRogueVile TacticsBladedancerMarksmanFalconer4Flurry's first strike has a chance to inflict poison. Flurry's second strike has a chance to cause bleed. Flurry's third strike has a chance to shred physical and poison resistance.
                                                                                                                                                                                • First Strike Poison Chance +20% per point
                                                                                                                                                                                • Second Strike Bleed Chance +20% per point
                                                                                                                                                                                • Third Strike Poison Res Shred Chance +20% per point
                                                                                                                                                                                • Third Strike Physical Res Shred Chance +20% per point
                                                                                                                                                                                PunctureRogueRogueBloodthirstBladedancerMarksmanFalconer4Directly using Puncture and hitting at least one enemy grants you Bleeding Fury, a buff that grants bleed chance and stacks up to 3 times. Each stack falls off after 3 seconds of not attacking.
                                                                                                                                                                                • Bleed Chance +15% per point
                                                                                                                                                                                • Bleeding Fury Max Stacks 3
                                                                                                                                                                                • Bleeding Fury Duration (seconds) 3
                                                                                                                                                                                PunctureRogueRogueCadence of DeathBladedancerMarksmanFalconer1Every third Puncture deals more damage (multiplicative with other modifiers), and if it is a melee attack it has increased area.
                                                                                                                                                                                • Damage +20%
                                                                                                                                                                                • Melee Area +20%
                                                                                                                                                                                PunctureRogueRogueCross ForwardBladedancerMarksmanFalconer2When used with a melee weapon Puncture has increased range.
                                                                                                                                                                                • Melee Range +15% per point
                                                                                                                                                                                PunctureRogueRogueDeath's ImprintBladedancerMarksmanFalconer2Puncture has a chance to apply a Shadow Dagger on hit. This chance is doubled when you directly use Puncture.
                                                                                                                                                                                • Shadow Dagger Chance +50% per point
                                                                                                                                                                                • Doubled Chance On Direct Use
                                                                                                                                                                                PunctureRogueRogueDebilitationBladedancerMarksmanFalconer5Puncture hits deal more damage (multiplicative with other modifiers) per unique negative ailment on the target.
                                                                                                                                                                                • Maximum Ailments Counted 1 per point
                                                                                                                                                                                • Hit Damage Per Negative Ailment +7%
                                                                                                                                                                                PunctureRogueRogueEfficacious ToxinBladedancerMarksmanFalconer4Puncture has a chance to apply Efficacious Toxin on hit, causing them to take increased damage over time.
                                                                                                                                                                                • Efficacious Toxin Chance +25% per point
                                                                                                                                                                                PunctureRogueRogueHungerBladedancerMarksmanFalconer3Bleeding Fury can have more maximum stacks.
                                                                                                                                                                                • Bleeding Fury Max Stacks +1 per point
                                                                                                                                                                                PunctureRogueRogueInescapableBladedancerMarksmanFalconer2Puncture deals more hit damage (multiplicative with other modifiers) per stack of slow on the target.
                                                                                                                                                                                • Hit Damage +5% per point
                                                                                                                                                                                PunctureRogueRogueMind PiercerBladedancerMarksmanFalconer4Directly using Puncture and hitting at least one enemy restores mana. Puncture also has physical penetration based on your maximum mana.
                                                                                                                                                                                • Mana on Hit 1 per point
                                                                                                                                                                                • Physical Penetration Per 15 Maximum Mana 1% per point
                                                                                                                                                                                PunctureRogueRogueMutilateBladedancerMarksmanFalconer3Instead of applying bleed, the greater Puncture consumes all stacks of bleed on the target, causing them to deal damage immediately and restoring health per stack consumed.
                                                                                                                                                                                • Health Per Stack Consumed +5 per point
                                                                                                                                                                                • Bleed Stacks Consumed
                                                                                                                                                                                • Bleed Stacks Deal Damage Instantly
                                                                                                                                                                                PunctureRogueRogueNight's DescentBladedancerMarksmanFalconer1If you use Puncture with a bow while you have a Black Arrow, Puncture charges 100% faster and blinds on hit.
                                                                                                                                                                                • Charge Speed +100%
                                                                                                                                                                                • Blinds on Hit
                                                                                                                                                                                PunctureRogueRoguePenumbral AmbushBladedancerMarksmanFalconer1Directly using Puncture causes several Mirages to briefly appear at either side of you, attacking in the same direction as you.
                                                                                                                                                                                • Mirages Created +2
                                                                                                                                                                                • Mana Cost +15
                                                                                                                                                                                PunctureRogueRoguePerforateBladedancerMarksmanFalconer5Puncture has a chance to cause enemies to bleed.
                                                                                                                                                                                • Bleed Chance +20% per point
                                                                                                                                                                                PunctureRogueRoguePress The AttackBladedancerMarksmanFalconer2Attacking with Puncture and hitting at least one enemy grants Frenzy for a short duration.
                                                                                                                                                                                • Frenzy Duration (seconds) 1 per point
                                                                                                                                                                                PunctureRogueRoguePunctureBladedancerMarksmanFalconer0An extended melee stab or piercing bow attack that has a 30% chance to inflict bleed on hit. Bleeds inflicted by puncture have 30% increased duration.
                                                                                                                                                                                  PunctureRogueRogueRapid StrikesBladedancerMarksmanFalconer3Every 4 seconds your first few direct uses of Puncture are rapid strikes, which have increased attack speed.
                                                                                                                                                                                  • Maximum Rapid Strikes every 4 seconds 1 per point
                                                                                                                                                                                  • Rapid Strike Attack Speed +150%
                                                                                                                                                                                  PunctureRogueRogueRedoubleBladedancerMarksmanFalconer2When used with a bow, Puncture deals more hit damage (multiplicative with other modifiers) per enemy pierced.
                                                                                                                                                                                  • Bow Hit Damage Per Pierce +10% per point
                                                                                                                                                                                  PunctureRogueRogueSanguine ObsessionBladedancerMarksmanFalconer1Converts poison chance from all sources to bleed chance. This has no effect if you have Scalebane.
                                                                                                                                                                                  • Poison -> Bleed Chance
                                                                                                                                                                                  PunctureRogueRogueScalebaneBladedancerMarksmanFalconer1Converts bleed chance from all sources to poison chance. Converts physical resistance shred from all sources to poison resistance shred. Poison applied by Puncture has increased duration.
                                                                                                                                                                                  • Bleed -> Poison Chance
                                                                                                                                                                                  • Physical -> Poison Shred Chance
                                                                                                                                                                                  • Poison Duration +20%
                                                                                                                                                                                  PunctureRogueRogueSealed FateBladedancerMarksmanFalconer1Every 10 seconds, your next Puncture Immobilizes enemies on hit, causing them to be unable to move for 1 second.
                                                                                                                                                                                  • Immobilize on Hit
                                                                                                                                                                                  PunctureRogueRogueSeized PreyBladedancerMarksmanFalconer4Puncture hits deal more damage against slowed and Immobilized targets (multiplicative with other modifiers).
                                                                                                                                                                                  • Hit Damage Against Slowed +4% per point
                                                                                                                                                                                  • Hit Damage Against Immobilized +8% per point
                                                                                                                                                                                  PunctureRogueRogueShatterBladedancerMarksmanFalconer5Puncture has a chance to shred enemy armor. Armor Shred applied by Puncture has increased effect.
                                                                                                                                                                                  • Armour Shred Chance +10% per point
                                                                                                                                                                                  • Armour Shred Effect +10% per point
                                                                                                                                                                                  PunctureRogueRogueSplinterBladedancerMarksmanFalconer5Puncture has a chance to shred enemy physical resistance.
                                                                                                                                                                                  • Physical Res Shred Chance +20% per point
                                                                                                                                                                                  PunctureRogueRogueStay of ExecutionBladedancerMarksmanFalconer1Puncture can be charged up, causing Puncture with a melee weapon to deal damage in a larger area and causes Puncture with a bow to deal more damage (multiplicative with other modifiers) per second charged. After 1 second it releases automatically.
                                                                                                                                                                                  • Melee Range Per Second Charged +100%
                                                                                                                                                                                  • Bow Damage Per Second Charged +100%
                                                                                                                                                                                  PunctureRogueRogueThrill of AnticipationBladedancerMarksmanFalconer5Puncture deals more damage (multiplicative with other modifiers) per second charged.
                                                                                                                                                                                  • Damage Per Second Charged +50% per point
                                                                                                                                                                                  PunctureRogueRogueTimingBladedancerMarksmanFalconer4Puncture deals more damage (multiplicative with other modifiers), but has less attack speed (multiplicative with other modifiers).
                                                                                                                                                                                  • Damage +12% per point
                                                                                                                                                                                  • Attack Speed -3% per point
                                                                                                                                                                                  PunctureRogueRogueToxic DeliveryBladedancerMarksmanFalconer3Puncture has a chance to poison on hit.
                                                                                                                                                                                  • Poison Chance +20% per point
                                                                                                                                                                                  Shadow RendRogueRogueBetrayal of FleshBladedancerMarksmanFalconer1The manifested shadow chooses a random enemy to dash toward, ignoring your targeted direction. It can target enemies that are further away.
                                                                                                                                                                                  • Shadows Choose Random Targets
                                                                                                                                                                                  • Shadow Target Acquisition Distance +40%
                                                                                                                                                                                  Shadow RendRogueRogueBreaking ForceBladedancerMarksmanFalconer3Shadow Rend has increased melee area for the shadow's attack. The shadow's attack has a chance to shred armor on hit, doubled with a bow.
                                                                                                                                                                                  • Melee Area for Shadow Attack +12% per point
                                                                                                                                                                                  • Armor Shred Chance for Shadow Attack, Doubled with Bow +34# per point
                                                                                                                                                                                  Shadow RendRogueRogueDark CloakBladedancerMarksmanFalconer2You have a chance to gain a stack of Dusk Shroud when you directly use Shadow Rend and hit at least one enemy with the shadow's attack.
                                                                                                                                                                                  • Dusk Shroud Chance 50% per point
                                                                                                                                                                                  Shadow RendRogueRogueDarkened BloodBladedancerMarksmanFalconer1Bleed chance from all sources is converted to poison chance for Shadow Rend. Shadow Rend deals more hit damage (multiplicative with other modifiers) per poison on the enemy, up to 30.
                                                                                                                                                                                  • Bleed Chance -> Poison Chance
                                                                                                                                                                                  • Hit Damage per Poison, up to 30 +1%
                                                                                                                                                                                  Shadow RendRogueRogueDusklightBladedancerMarksmanFalconer1Shadow Rend's base physical damage is converted to lightning damage. Consequently this damage scales with increases to lightning damage, but not increases to physical damage.
                                                                                                                                                                                  • Physical Damage -> Lightning Damage
                                                                                                                                                                                  Shadow RendRogueRogueEnergy FlowBladedancerMarksmanFalconer4Shadow Rend has increased attack speed and a lower mana cost.
                                                                                                                                                                                  • Attack Speed +6% per point
                                                                                                                                                                                  • Mana Cost -1 per point
                                                                                                                                                                                  Shadow RendRogueRogueEternal DarknessBladedancerMarksmanFalconer3Shadow Rend has additional critical strike multiplier, and additional chance to blind enemies on hit.
                                                                                                                                                                                  • Critical Multiplier +15% per point
                                                                                                                                                                                  • Blind Chance +34# per point
                                                                                                                                                                                  Shadow RendRogueRogueExposed WeaknessBladedancerMarksmanFalconer3Shadow Rend has additional physical penetration per unique negative ailment on the enemy, up to 5.
                                                                                                                                                                                  • Physical Penetration per Unique Negative Ailment +3% per point
                                                                                                                                                                                  • Max Unique Negative Ailments Considered 5
                                                                                                                                                                                  Shadow RendRogueRogueFlayBladedancerMarksmanFalconer0Perform a short dash attack and manifest a shadow at your previous position, which will perform a sweeping melee attack or piercing bow attack for you after a short delay. The shadow will persist afterwards for up to 5 seconds. Shadows will imitate your next direct use of Shadow Cascade, Shurikens, Umbral Blades, Explosive Trap, or Acid Flask. Shadows can also imitate indirect uses of Shadow Cascade. Up to 3 shadows can be active at once.
                                                                                                                                                                                    Shadow RendRogueRogueFlourishBladedancerMarksmanFalconer1Shadow Rend has an additional charge.
                                                                                                                                                                                    • Additional Charges +1
                                                                                                                                                                                    Shadow RendRogueRogueGathered ShadowsBladedancerMarksmanFalconer2For every Dusk Shroud on you up to 20, the shadow's attack deals more damage (multiplicative with other modifiers) and grants ward if it hits at least one enemy.
                                                                                                                                                                                    • Damage per Dusk Shroud +1% per point
                                                                                                                                                                                    • Ward Gain per Dusk Shroud +2 per point
                                                                                                                                                                                    • Max Dusk Shrouds Considered 20
                                                                                                                                                                                    Shadow RendRogueRogueGhastly WoundsBladedancerMarksmanFalconer3Shadow Rend has a chance to inflict frailty and slow on hit.
                                                                                                                                                                                    • Frailty Chance +34# per point
                                                                                                                                                                                    • Slow Chance +34# per point
                                                                                                                                                                                    Shadow RendRogueRogueGhost BladesBladedancerMarksmanFalconer3Directly using Shadow Rend and hitting at least one enemy with the shadow's attack grants stacks of Ghost Blades, up to 9. Stacks of Ghost Blades are consumed 3 times per second while moving to throw a Ghost Blade at a nearby enemy.
                                                                                                                                                                                    • Ghost Blades Stacks Gained 1 per point
                                                                                                                                                                                    • Max Ghost Blades Stacks 9
                                                                                                                                                                                    • Ghost Blade Stacks Consumed per Second While Moving 3
                                                                                                                                                                                    Shadow RendRogueRogueHeavy ShadowsBladedancerMarksmanFalconer3Shadow Rend deals more damage, but has less attack speed (both multiplicative with other modifiers).
                                                                                                                                                                                    • Damage +12% per point
                                                                                                                                                                                    • Attack Speed -3% per point
                                                                                                                                                                                    Shadow RendRogueRogueHidden BladesBladedancerMarksmanFalconer4The shadow's attack has a chance to inflict Shadow Daggers on hit.
                                                                                                                                                                                    • Shadow Daggers Chance for Shadow Attack +50% per point
                                                                                                                                                                                    Shadow RendRogueRogueHidden StrengthBladedancerMarksmanFalconer3Directly using Shadow Rend consumes all shadows. It restores mana if you consume at least 1 shadow. For each shadow consumed after the first, it gains more damage and more melee area (both multiplicative with other modifiers).
                                                                                                                                                                                    • Mana Restored from First Shadow Consumed 2 per point
                                                                                                                                                                                    • Damage from Subsequent Shadows Consumed +20% per point
                                                                                                                                                                                    • Melee Area from Subsequent Shadows Consumed +10% per point
                                                                                                                                                                                    Shadow RendRogueRogueIlluminationBladedancerMarksmanFalconer3Shadow Rend has additional chance to shock enemies on hit, and it has additional critical strike multiplier per shock on the enemy.
                                                                                                                                                                                    • Shock Chance +50% per point
                                                                                                                                                                                    • Critical Multiplier per Shock +2% per point
                                                                                                                                                                                    Shadow RendRogueRogueIntensityBladedancerMarksmanFalconer4Shadow Rend deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                    • Damage +8% per point
                                                                                                                                                                                    Shadow RendRogueRogueJagged ShadowsBladedancerMarksmanFalconer4Shadow Rend has additional chance to inflict bleed on hit, doubled for the shadow's attack.
                                                                                                                                                                                    • Bleed Chance, Doubled for Shadow Attack +25% per point
                                                                                                                                                                                    Shadow RendRogueRogueLoose PocketsBladedancerMarksmanFalconer2You have a chance to throw Shurikens or Umbral Blades at a nearby enemy when you jump and when you land, consuming 70% of the skill's mana cost each time. The skill chosen is your most recently directly used skill among them, or else random.
                                                                                                                                                                                    • Chance to Throw Shurikens or Umbral Blades on Leap 50% per point
                                                                                                                                                                                    • Chance to Throw Shurikens or Umbral Blades on Land 50% per point
                                                                                                                                                                                    • Mana Cost Consumption Percentage 70%
                                                                                                                                                                                    Shadow RendRogueRogueMoon FrenzyBladedancerMarksmanFalconer3Directly using Shadow Rend grants Frenzy for a duration, and Shadow Rend deals more damage (multiplicative with other modifiers) while you have frenzy.
                                                                                                                                                                                    • Frenzy Duration (seconds) 1 per point
                                                                                                                                                                                    • Damage with Frenzy +5% per point
                                                                                                                                                                                    Shadow RendRogueRogueNight's ApproachBladedancerMarksmanFalconer1Shadow Rend no longer moves you. The manifested shadow dashes forward 5 meters in the targeted direction before attacking, and will choose a target within range upon arriving.
                                                                                                                                                                                    • Shadows Dash Forwards
                                                                                                                                                                                    • Shadow Rend Movement Removed
                                                                                                                                                                                    Shadow RendRogueRoguePrecisionBladedancerMarksmanFalconer4Shadow Rend has additional critical strike chance.
                                                                                                                                                                                    • Critical Chance +2% per point
                                                                                                                                                                                    Shadow RendRogueRoguePursuitBladedancerMarksmanFalconer1Shadow Rend deals more bow damage to damaged enemies. When used with a bow, Shadow Rend moves you forwards instead of backwards.
                                                                                                                                                                                    • Bow Damage to Damaged Enemies +6%
                                                                                                                                                                                    • Moves Forward with a Bow
                                                                                                                                                                                    Shadow RendRogueRogueReconstitutionBladedancerMarksmanFalconer2Each shadow consumed by Shadow Massacre or Hidden Strength restores health based on your dexterity.
                                                                                                                                                                                    • Health Gain per 2 Dexterity 1 per point
                                                                                                                                                                                    Shadow RendRogueRogueShadow MassacreBladedancerMarksmanFalconer1Directly using Shadow Rend consumes existing shadows to make them imitate Multishot or Shadow Cascade, depending on your equipped weapon type. Each Shadow Cascade or Multishot imitated consumes mana. This node has no effect if Hidden Strength is allocated.
                                                                                                                                                                                    • Shadows Imitate Multishot with a Bow
                                                                                                                                                                                    • Shadows Imitate Shadow Cascade with a Melee Weapon
                                                                                                                                                                                    • Mana Consumption 5
                                                                                                                                                                                    Shadow RendRogueRogueShadow RushBladedancerMarksmanFalconer1Shadow Rend is now a traversal skill. You dash up to 7 meters forward after manifesting the shadow. Shadow Rend deals more damage (multiplicative with other modifiers) and has a cooldown.
                                                                                                                                                                                    • Counts as Traversal Skill
                                                                                                                                                                                    • Damage +50%
                                                                                                                                                                                    • Cooldown (seconds) 3
                                                                                                                                                                                    Shadow RendRogueRogueShadow SequenceBladedancerMarksmanFalconer1Traversal skills consume all stacks of Ghost Blades over the course of their duration.
                                                                                                                                                                                    • All Ghost Blades Stacks Consumed on Traversal
                                                                                                                                                                                    Shadow RendRogueRogueSinister PlanBladedancerMarksmanFalconer2While you are inside your Smoke Bomb, Shadow Rend has increased attack speed and a lower mana cost.
                                                                                                                                                                                    • Attack Speed in Smoke Bomb +5% per point
                                                                                                                                                                                    • Mana Cost in Smoke Bomb -5 per point
                                                                                                                                                                                    Shadow RendRogueRogueUnending TwilightBladedancerMarksmanFalconer3Shadows consumed by Shadow Massacre have a chance to manifest a new shadow afterwards, based on their distance from you. Maximum effect is reached for shadows that are at least 6 meters away.
                                                                                                                                                                                    • Max Shadow Resummon Chance 20% per point
                                                                                                                                                                                    • Distance For Max Chance (meters) 6
                                                                                                                                                                                    ShiftRogueRogueArrival GiftBladedancerMarksmanFalconer2You have a chance to drop an Acid Flask on arrival.
                                                                                                                                                                                    • Acid Flask On Arrival Chance +50% per point
                                                                                                                                                                                    ShiftRogueRogueBraskula's HesitationBladedancerMarksmanFalconer3You deal more damage (multiplicative with other modifiers) with your next damaging non-channelled skill after Shifting, but travel a shorter distance with Shift.
                                                                                                                                                                                    • Damage +10% per point
                                                                                                                                                                                    • Distance -10% per point
                                                                                                                                                                                    ShiftRogueRogueBreathing TechniqueBladedancerMarksmanFalconer2Shifting heals you for a portion equal to your Dexterity. The amount of health gained is increased by healing effectiveness.
                                                                                                                                                                                    • Healing Per Point of Dexterity 1 per point
                                                                                                                                                                                    ShiftRogueRogueBroad SweepBladedancerMarksmanFalconer3Unseen Strike hits in a wider area.
                                                                                                                                                                                    • Unseen Strike Width +10% per point
                                                                                                                                                                                    ShiftRogueRogueConsumed by ShadowBladedancerMarksmanFalconer4Unseen Strike instantly kills enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node then the highest threshold is used.
                                                                                                                                                                                    • Kill Threshold 4% per point
                                                                                                                                                                                    ShiftRogueRogueCritical OpeningBladedancerMarksmanFalconer1The next damaging non-channelled skill you use after Shifting is always a critical strike.
                                                                                                                                                                                    • Always Crit With Next Non-Channelled Skill
                                                                                                                                                                                    ShiftRogueRogueDancing ShadowsBladedancerMarksmanFalconer1After using Shift you use Shadow Cascade.
                                                                                                                                                                                    • Shadow Cascade After Shift
                                                                                                                                                                                    ShiftRogueRogueDeadly AmbushBladedancerMarksmanFalconer5You deal more damage (multiplicative with other modifiers) with your next damaging non-channelled skill after Shifting.
                                                                                                                                                                                    • Damage +4% per point
                                                                                                                                                                                    ShiftRogueRogueElusiveBladedancerMarksmanFalconer4You have additional dodge chance per point of Dexterity for 1 second after Shifting.
                                                                                                                                                                                    • Dodge Rating Per Dexterity 20 per point
                                                                                                                                                                                    ShiftRogueRogueEmergency FlaskBladedancerMarksmanFalconer1Shift consumes a health potion on use if you are below 50% health.
                                                                                                                                                                                    • Potion Used Below 50% Health
                                                                                                                                                                                    ShiftRogueRogueHidden BladesBladedancerMarksmanFalconer2Unseen Strike has a chance to inflict Shadow Dagger to enemies hit.
                                                                                                                                                                                    • Shadow Dagger Chance +50% per point
                                                                                                                                                                                    ShiftRogueRogueHypovolemiaBladedancerMarksmanFalconer5You have a chance to cause bleeding with your next damaging non-channelled skill after Shifting.
                                                                                                                                                                                    • Bleed Chance +30% per point
                                                                                                                                                                                    ShiftRogueRogueJade QuiverBladedancerMarksmanFalconer4Using Shift grants you Jade Arrows. Using a bow attack consumes a Jade Arrow to have increased critical strike chance and a chance to poison enemies.
                                                                                                                                                                                    • Jade Arrow Stacks Granted 1 per point
                                                                                                                                                                                    • Jade Arrow Increased Critical Strike Chance +60%
                                                                                                                                                                                    • Jade Arrow Poison Chance +30%
                                                                                                                                                                                    ShiftRogueRogueJagged ArrowsBladedancerMarksmanFalconer5Consuming a Jade Arrow also causes your next bow attack's critical strikes to deal more damage.
                                                                                                                                                                                    • Jade Arrow Critical Multiplier +10% per point
                                                                                                                                                                                    ShiftRogueRogueJagged CutsBladedancerMarksmanFalconer3After Shifting your next damaging non-channelled skill has increased bleed duration and bleed it inflicts has additional Physical Penetration.
                                                                                                                                                                                    • Bleed Duration +25% per point
                                                                                                                                                                                    • Physical Penetration with Bleed +25% per point
                                                                                                                                                                                    ShiftRogueRogueLasting PresenceBladedancerMarksmanFalconer1You leave behind a Shadow at the place you Shifted from.
                                                                                                                                                                                    • Shadow Created After Shifting
                                                                                                                                                                                    ShiftRogueRogueLow BlowBladedancerMarksmanFalconer3Unseen Strike slows enemies it hits.
                                                                                                                                                                                    • Slow Duration (seconds) +1 per point
                                                                                                                                                                                    ShiftRogueRogueMoltingBladedancerMarksmanFalconer1Shifting cleanses all negative ailments on you.
                                                                                                                                                                                    • Cleanses Ailments
                                                                                                                                                                                    ShiftRogueRogueMomentumBladedancerMarksmanFalconer3You gain 50% increased movement speed for a brief moment after Shifting.
                                                                                                                                                                                    • Buff Duration (seconds) 0.5 per point
                                                                                                                                                                                    • Movement Speed Buff 50%
                                                                                                                                                                                    ShiftRogueRogueParting GiftBladedancerMarksmanFalconer2You have a chance to drop an Acid Flask on departure.
                                                                                                                                                                                    • Acid Flask On Departure Chance +50% per point
                                                                                                                                                                                    ShiftRogueRogueReboundBladedancerMarksmanFalconer1If a single hit deals at least 50% of your health, Shift's cooldown is reset. This can only occur once every 10 seconds.
                                                                                                                                                                                    • Cooldown Resets
                                                                                                                                                                                    • Portion Of Health 50%
                                                                                                                                                                                    ShiftRogueRogueShadow RecuperationBladedancerMarksmanFalconer4Shifting heals you. The amount of health gained is increased by healing effectiveness.
                                                                                                                                                                                    • Healing Amount 15 per point
                                                                                                                                                                                    ShiftRogueRogueShadowslipBladedancerMarksmanFalconer1You are invulnerable while Shifting.
                                                                                                                                                                                    • Invulnerability While Shifting
                                                                                                                                                                                    ShiftRogueRogueShiftBladedancerMarksmanFalconer0Dash a short fixed distance in the target direction.
                                                                                                                                                                                      ShiftRogueRogueSleight of HandBladedancerMarksmanFalconer5You throw Shurikens at nearby enemies after Shifting.
                                                                                                                                                                                      • Shurikens Thrown +1 per point
                                                                                                                                                                                      ShiftRogueRogueSwift RecoveryBladedancerMarksmanFalconer4Shift restores mana on use. This amount is tripled when below half health.
                                                                                                                                                                                      • Mana Gained Use 4 per point
                                                                                                                                                                                      • Mana Gain Below Half Health 12 per point
                                                                                                                                                                                      ShiftRogueRogueThrough the ShadowsBladedancerMarksmanFalconer1When the Shadow created by Shift is consumed, you return to its location.
                                                                                                                                                                                      • Return To Shadow Location
                                                                                                                                                                                      ShiftRogueRogueUnseen StrikeBladedancerMarksmanFalconer1If using a melee weapon, when Shifting you perform an Unseen Strike, hitting enemies along your path.
                                                                                                                                                                                      • Melee Damage Along Path
                                                                                                                                                                                      ShiftRogueRogueVaultBladedancerMarksmanFalconer3You travel farther with Shift, but it has a longer cooldown.
                                                                                                                                                                                      • Distance +15% per point
                                                                                                                                                                                      • Cooldown +10% per point
                                                                                                                                                                                      ShiftRogueRogueVelocityBladedancerMarksmanFalconer3Shift has a shorter cooldown and costs less mana.
                                                                                                                                                                                      • Increased Cooldown Recovery Speed 4% per point
                                                                                                                                                                                      • Mana Efficiency +16% per point
                                                                                                                                                                                      ShiftRogueRogueVenom Tipped ArrowsBladedancerMarksmanFalconer5Consuming a Jade Arrow also grants your next bow attack increased damage over time.
                                                                                                                                                                                      • Jade Arrow Damage Over Time +25% per point
                                                                                                                                                                                      ShurikensRogueRogueAbrasive ArsenalBladedancerMarksmanFalconer4Shurikens have a chance to shred enemy physical and poison resistance.
                                                                                                                                                                                      • Physical Shred Chance +50% per point
                                                                                                                                                                                      • Poison Shred Chance +50% per point
                                                                                                                                                                                      ShurikensRogueRogueAcrobaticsBladedancerMarksmanFalconer1You backflip away from target direction when you use Shurikens, but it now has a cooldown.
                                                                                                                                                                                      • Backflip Away
                                                                                                                                                                                      • Cooldown (seconds) +5
                                                                                                                                                                                      ShurikensRogueRogueAerodynamicBladedancerMarksmanFalconer3Shurikens travel faster and farther. This does not affect Chakram.
                                                                                                                                                                                      • Speed and Range +17% per point
                                                                                                                                                                                      ShurikensRogueRogueAlacrityBladedancerMarksmanFalconer5Shurikens have increased attack speed.
                                                                                                                                                                                      • Attack Speed +5% per point
                                                                                                                                                                                      ShurikensRogueRogueBehind the VeilBladedancerMarksmanFalconer4Shurikens have a chance to Blind enemies.
                                                                                                                                                                                      • Blind Chance +25% per point
                                                                                                                                                                                      ShurikensRogueRogueBlade ShieldBladedancerMarksmanFalconer1You now summon your Shurikens in a shield around you for 3 seconds. All Shurikens cast this way can hit the same target.
                                                                                                                                                                                      • Shurikens Cast Around You
                                                                                                                                                                                      • Duration (seconds) 3
                                                                                                                                                                                      • Shurikens Can Hit Same Target
                                                                                                                                                                                      ShurikensRogueRogueBladed ArmorBladedancerMarksmanFalconer3When you directly cast Shurikens you gain a stack of Bladed Armor, which grants increased armor per stack. Maximum of 3 stacks.
                                                                                                                                                                                      • Armor per Bladed Armor Stack +10% per point
                                                                                                                                                                                      • Max Bladed Armor Stacks 3
                                                                                                                                                                                      ShurikensRogueRogueChakramBladedancerMarksmanFalconer1You now throw a single returning Chakram instead of multiple Shurikens. The Chakram has increased size and deals significantly more damage (multiplicative with other modifiers). This damage modifier is doubled if Chakram is directly used.
                                                                                                                                                                                      • Shurikens -> Chakram
                                                                                                                                                                                      • Size +200%
                                                                                                                                                                                      • Damage, Doubled if Directly Used +50%
                                                                                                                                                                                      • Chakram Returns
                                                                                                                                                                                      ShurikensRogueRogueCharged SteelBladedancerMarksmanFalconer4Shurikens deals additional lightning damage and a percentage of its base physical damage is converted to Lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage. Shurikens gains a Lightning tag. If all its base damage is converted it loses its Physical tag.
                                                                                                                                                                                      • Lightning Damage +5 per point
                                                                                                                                                                                      • Base Damage -> Lightning 25% per point
                                                                                                                                                                                      ShurikensRogueRogueDeadly AimBladedancerMarksmanFalconer1Shurikens are now thrown in a straight line and they can hit the same target, but you throw half as many (rounded up). This has no effect if you have the Blade Shield node.
                                                                                                                                                                                      • Shurikens In Line
                                                                                                                                                                                      • Shurikens Can Hit Same Target
                                                                                                                                                                                      • Projectiles -50%
                                                                                                                                                                                      ShurikensRogueRogueDeep CutsBladedancerMarksmanFalconer4Shurikens have a chance to cause enemies to bleed.
                                                                                                                                                                                      • Bleed Chance +20% per point
                                                                                                                                                                                      ShurikensRogueRogueEntry PointsBladedancerMarksmanFalconer3Shurikens hits deal more damage (multiplicative with other modifiers) per stack of bleed or poison on the target up to a maximum.
                                                                                                                                                                                      • Hit Damage Per Ailment Stack +2% per point
                                                                                                                                                                                      • Max Bonus Damage 30% per point
                                                                                                                                                                                      ShurikensRogueRogueEthereal BladesBladedancerMarksmanFalconer4Shurikens have a chance to pierce enemies (continue through targets they hit).
                                                                                                                                                                                      • Pierce Chance +25% per point
                                                                                                                                                                                      ShurikensRogueRogueExuberanceBladedancerMarksmanFalconer3Shurikens have a shorter cooldown and you gain Haste for a short duration if it hits at least one enemy.
                                                                                                                                                                                      • Cooldown Recovery Speed +10% per point
                                                                                                                                                                                      • Haste Duration (seconds) 1 per point
                                                                                                                                                                                      ShurikensRogueRogueFan of BladesBladedancerMarksmanFalconer1You throw additional Shurikens with each throw.
                                                                                                                                                                                      • Additonal Shurikens +2
                                                                                                                                                                                      ShurikensRogueRogueFlip of a CoinBladedancerMarksmanFalconer1You have a chance to throw many additional Shurikens with each throw.
                                                                                                                                                                                      • Additonal Shurikens +4
                                                                                                                                                                                      • Additional Shurikens Chance 50%
                                                                                                                                                                                      ShurikensRogueRogueFloating BladesBladedancerMarksmanFalconer3Blade Shield lasts longer.
                                                                                                                                                                                      • Duration +15% per point
                                                                                                                                                                                      ShurikensRogueRogueJagged EdgesBladedancerMarksmanFalconer4Improves Shurikens' base critical strike chance and Shurikens deals more hit damage (multiplicative with other modifiers).
                                                                                                                                                                                      • Base Critical Strike Chance +1% per point
                                                                                                                                                                                      • Hit Damage +7% per point
                                                                                                                                                                                      ShurikensRogueRogueKeen ThrowBladedancerMarksmanFalconer1Chakram hits deal more damage (multiplicative with other modifiers) for each projectile you would release with Shurikens.
                                                                                                                                                                                      • Damage Per Shuriken +12%
                                                                                                                                                                                      ShurikensRogueRogueMassacreBladedancerMarksmanFalconer3Shurikens' critical strikes deal more damage.
                                                                                                                                                                                      • Critical Multiplier +25% per point
                                                                                                                                                                                      ShurikensRogueRogueRicochetBladedancerMarksmanFalconer2Shurikens ricochets to different targets up to a maximum number of times, but costs more mana. Pierce chance is converted to additional critical strike multiplier.
                                                                                                                                                                                      • Ricochets +1 per point
                                                                                                                                                                                      • Pierce Chance -> Critical Multiplier
                                                                                                                                                                                      • Mana Cost +6 per point
                                                                                                                                                                                      ShurikensRogueRogueScintillant SteelBladedancerMarksmanFalconer3Shurikens deal more damage (multiplicative with other modifiers), and costs less mana.
                                                                                                                                                                                      • Damage +5% per point
                                                                                                                                                                                      • Mana Cost -1 per point
                                                                                                                                                                                      ShurikensRogueRogueShuriken StormBladedancerMarksmanFalconer1Shurikens shock enemies on hit.
                                                                                                                                                                                      • Shock Chance +100%
                                                                                                                                                                                      ShurikensRogueRogueShurikensBladedancerMarksmanFalconer0Throw 3 shurikens in a cone.
                                                                                                                                                                                        ShurikensRogueRogueStaggerBladedancerMarksmanFalconer1Throw 3 shurikens in a cone.
                                                                                                                                                                                        • Immobilized Duration (seconds) 0.5
                                                                                                                                                                                        ShurikensRogueRogueThrowing StarBladedancerMarksmanFalconer1Shurikens are now thrown at enemies all around you rather than in a cone in front of you.
                                                                                                                                                                                        • Shurikens All Around You
                                                                                                                                                                                        ShurikensRogueRogueToxic TipsBladedancerMarksmanFalconer4Shurikens have a chance to poison enemies.
                                                                                                                                                                                        • Poison Chance +20% per point
                                                                                                                                                                                        ShurikensRogueRogueWeighted ProjectilesBladedancerMarksmanFalconer4Shurikens penetrates enemy physical resistance.
                                                                                                                                                                                        • Physical Penetration +12% per point
                                                                                                                                                                                        Smoke BombRogueRogueBlood BanditBladedancerMarksmanFalconer3Smoke Blades now also causes melee and throwing attacks to leech a portion of the damage you deal as health.
                                                                                                                                                                                        • Melee Leech +2% per point
                                                                                                                                                                                        • Throwing Leech +2% per point
                                                                                                                                                                                        Smoke BombRogueRogueCleansing SteamBladedancerMarksmanFalconer1The initial burst cleanses negative ailments on you.
                                                                                                                                                                                        • Cleanses Ailments
                                                                                                                                                                                        Smoke BombRogueRogueCleaving ShadowsBladedancerMarksmanFalconer1You use Shadow Cascade when the smoke cloud ends.
                                                                                                                                                                                        • Shadow Cascade On End
                                                                                                                                                                                        Smoke BombRogueRogueCloaked IncursionBladedancerMarksmanFalconer1You leap to the target location when you use Smoke Bomb, instead of backflipping away. Smoke Bomb now has a much shorter cooldown, but counts as a Traversal skill.
                                                                                                                                                                                        • Leap to Target Location
                                                                                                                                                                                        • Counts as Traversal Skill
                                                                                                                                                                                        • Cooldown Duration -50%
                                                                                                                                                                                        Smoke BombRogueRogueConcealed in CarnageBladedancerMarksmanFalconer1You are granted a stack of Crimson Shroud on kill while inside the smoke cloud, granting you bleed chance and less damage over time taken for 4 seconds. This stacks up to 3 times.
                                                                                                                                                                                        • Bleed Chance per Crimson Shroud +50%
                                                                                                                                                                                        • Damage Over Time Taken per Crimson Shroud -5%
                                                                                                                                                                                        • Max Crimson Shrouds 3
                                                                                                                                                                                        • Crimson Shroud Duration (seconds) 4
                                                                                                                                                                                        Smoke BombRogueRogueEnfeeblementBladedancerMarksmanFalconer4The initial burst applies Frailty to enemies, causing them to deal less damage.
                                                                                                                                                                                        • Frailty Duration (seconds) 1 per point
                                                                                                                                                                                        Smoke BombRogueRogueEngulfed in FlamesBladedancerMarksmanFalconer5The smoke cloud catches fire at the end of its duration, igniting enemies inside the cloud.
                                                                                                                                                                                        • Ignite Stacks +1 per point
                                                                                                                                                                                        Smoke BombRogueRogueEroding FumesBladedancerMarksmanFalconer4Applies armor shred to enemies within the smoke cloud each second.
                                                                                                                                                                                        • Armour Shred Stacks +1 per point
                                                                                                                                                                                        Smoke BombRogueRogueEscape TacticsBladedancerMarksmanFalconer1You backflip away from target direction when you use Smoke Bomb. Smoke Bomb now counts as movement skill. During Smoke Bomb's movement you are immune to Damage.
                                                                                                                                                                                        • Backflip Away
                                                                                                                                                                                        • Immune during Movement
                                                                                                                                                                                        Smoke BombRogueRogueGenerosityBladedancerMarksmanFalconer5The smoke cloud covers a larger area.
                                                                                                                                                                                        • Area +20% per point
                                                                                                                                                                                        Smoke BombRogueRogueHasty CombustionBladedancerMarksmanFalconer1Leaving the smoke cloud early causes it to immediately catch fire and end.
                                                                                                                                                                                        • Ignites Early
                                                                                                                                                                                        Smoke BombRogueRogueHidden BlowsBladedancerMarksmanFalconer4Puncture and Shurikens have a chance cause enemies to bleed if used inside the smoke cloud.
                                                                                                                                                                                        • Puncture Bleed Chance +50% per point
                                                                                                                                                                                        • Shurikens Bleed Chance +50% per point
                                                                                                                                                                                        Smoke BombRogueRogueImpending GloomBladedancerMarksmanFalconer4The smoke cloud has a larger area and grows faster.
                                                                                                                                                                                        • Area +10% per point
                                                                                                                                                                                        • Growth Speed +10% per point
                                                                                                                                                                                        Smoke BombRogueRogueInvigorating DarknessBladedancerMarksmanFalconer3The initial burst consumes all Shadows inside the smoke to grant you and allies health per Shadow consumed this way.
                                                                                                                                                                                        • Health Gain 100 per point
                                                                                                                                                                                        Smoke BombRogueRogueKnives in the DarkBladedancerMarksmanFalconer2Smoke Bomb has a chance to inflict a stack of Shadow Dagger whenever it applies slow.
                                                                                                                                                                                        • Shadow Dagger Chance On Slow 35% per point
                                                                                                                                                                                        Smoke BombRogueRogueLingering FumesBladedancerMarksmanFalconer5The smoke cloud lasts longer.
                                                                                                                                                                                        • Duration +10% per point
                                                                                                                                                                                        Smoke BombRogueRogueMoonlight BombBladedancerMarksmanFalconer3The initial burst grants you a stack of Silver Shroud, causing you to dodge the next hit and gain ward per stack.
                                                                                                                                                                                        • Silver Shroud Stacks +1 per point
                                                                                                                                                                                        • Dodge Next Attack
                                                                                                                                                                                        • Ward Gain On Dodge +100
                                                                                                                                                                                        Smoke BombRogueRoguePurging FumesBladedancerMarksmanFalconer1The initial burst also cleanses negative ailments on allies.
                                                                                                                                                                                        • Cleanses Ailments
                                                                                                                                                                                        Smoke BombRogueRogueRapid ConcealmentBladedancerMarksmanFalconer4The smoke cloud grants stacks of Dusk Shroud more frequently.
                                                                                                                                                                                        • Dusk Shroud Frequency +25% per point
                                                                                                                                                                                        Smoke BombRogueRogueRefreshmentBladedancerMarksmanFalconer1The initial burst consumes all Shadows inside the smoke to grant you and allies mana per Shadow consumed this way.
                                                                                                                                                                                        • Mana Gain 10
                                                                                                                                                                                        Smoke BombRogueRogueShadow HunterBladedancerMarksmanFalconer5Your bow attacks have improved base critcal strike chance and blind enemies while you are inside the smoke cloud.
                                                                                                                                                                                        • Base Crit Chance +2% per point
                                                                                                                                                                                        • Blinds With Bow Attacks
                                                                                                                                                                                        Smoke BombRogueRogueShared ConcealmentBladedancerMarksmanFalconer1The smoke cloud now also grants Dusk Shroud to allies for 2 seconds while inside the smoke cloud.
                                                                                                                                                                                        • Dusk Shroud To Allies
                                                                                                                                                                                        Smoke BombRogueRogueShrouded in DarknessBladedancerMarksmanFalconer1You are granted a stack of Dusk Shroud each second for 2 seconds while you are in the smoke cloud, granting you glancing blow chance and dodge rating. This effect can stack.
                                                                                                                                                                                        • Glancing Blow Chance +5%
                                                                                                                                                                                        • Dodge Rating +50
                                                                                                                                                                                        • Buff Duration (seconds) 2
                                                                                                                                                                                        Smoke BombRogueRogueSmoke BladesBladedancerMarksmanFalconer5You and allies are granted Smoke Blades each second for 4 seconds while inside the smoke cloud, granting you additional melee and throwing damage. This effect can stack.
                                                                                                                                                                                        • Melee Damage +4 per point
                                                                                                                                                                                        • Throwing Damage +4 per point
                                                                                                                                                                                        • Buff Duration (seconds) 4
                                                                                                                                                                                        Smoke BombRogueRogueSmoke BombBladedancerMarksmanFalconer0Drop a Smoke Bomb at your feet that blinds enemies and grants you haste while you remain inside it. The Smoke Bomb grows in size over its duration. Lasts 4 seconds.
                                                                                                                                                                                          Smoke BombRogueRogueSmokescreen ArrowBladedancerMarksmanFalconer1While using a bow you now shoot an arrow that detonates the Smoke Bomb at the target location.
                                                                                                                                                                                          • Targeted Bomb
                                                                                                                                                                                          Smoke BombRogueRogueSwirling FogBladedancerMarksmanFalconer4Smoke Bomb has a chance to shred enemy armor each second within the smoke cloud.
                                                                                                                                                                                          • Armour Shred Frequency +25% per point
                                                                                                                                                                                          • Slow Frequency +25% per point
                                                                                                                                                                                          Smoke BombRogueRogueThick SmokeBladedancerMarksmanFalconer1Applies slow to enemies within the smoke cloud each second.
                                                                                                                                                                                          • Slow Stacks +1
                                                                                                                                                                                          Smoke BombRogueRogueToxic CloudBladedancerMarksmanFalconer1Armor shred applied by Smoke Bomb is converted to poison resistance shred.
                                                                                                                                                                                          • Armor Shred -> Poison Res Shred
                                                                                                                                                                                          Smoke BombRogueRogueTrapped ShadowsBladedancerMarksmanFalconer1Your Decoys inside the smoke cloud automatically explode when the smoke cloud ends.
                                                                                                                                                                                          • Decoys Explode
                                                                                                                                                                                          Smoke BombRogueRogueUmbral AssaultBladedancerMarksmanFalconer4The smoke cloud has a chance to create a Shadow each second at a random location inside the smoke cloud.
                                                                                                                                                                                          • Shadow Chance +25% per point
                                                                                                                                                                                          Smoke BombRogueRogueVenom InfusionBladedancerMarksmanFalconer4You have a chance to poison enemies with bow attacks while inside the smoke cloud.
                                                                                                                                                                                          • Poison Chance +25% per point
                                                                                                                                                                                          Umbral BladesRogueRogueBackstabBladedancerMarksmanFalconer4Recalled blades deal more damage, but blades thrown out deal less damage (both multiplicative with other modifiers).
                                                                                                                                                                                          • Recalled Blades Damage +30% per point
                                                                                                                                                                                          • Thrown Blades Damage -8% per point
                                                                                                                                                                                          Umbral BladesRogueRogueBloody TrailBladedancerMarksmanFalconer3Recalled blade hits deal more damage (multiplicative with other modifiers) per stack of slow on the target and per bleed on the target, up to a maximum.
                                                                                                                                                                                          • Recalled Blades Hit Damage Per Slow +10% per point
                                                                                                                                                                                          • Recalled Blades Hit Damage Per Bleed +3% per point
                                                                                                                                                                                          • Maximum Damage Per Bleed 15% per point
                                                                                                                                                                                          Umbral BladesRogueRogueBurst of AgonyBladedancerMarksmanFalconer4The Shard Explosion deals damage in a larger area and deals more damage per second the blade has remained on the ground (both multiplicative with other modifiers).
                                                                                                                                                                                          • More Explosion Area Per Second On Ground +20% per point
                                                                                                                                                                                          • Explosion Damage Per Second On Ground +20% per point
                                                                                                                                                                                          Umbral BladesRogueRogueCalling CardBladedancerMarksmanFalconer2Recalled blades have a chance to create a Shadow at their position.
                                                                                                                                                                                          • Recalled Blade Shadow Chance 10% per point
                                                                                                                                                                                          Umbral BladesRogueRogueColdsnap StrikeBladedancerMarksmanFalconer2Umbral Blades hits have additional freeze rate and have a chance to chill enemies.
                                                                                                                                                                                          • Freeze Rate +12 per point
                                                                                                                                                                                          • Chill Chance +12% per point
                                                                                                                                                                                          Umbral BladesRogueRogueCut and LeaveBladedancerMarksmanFalconer5Umbral Blades hits have a chance to cause enemies to bleed. When your blades are recalled you have a chance to gain Haste for 1 second.
                                                                                                                                                                                          • Bleed Chance +8% per point
                                                                                                                                                                                          • Haste Chance On Recall +20% per point
                                                                                                                                                                                          Umbral BladesRogueRogueDawnfallBladedancerMarksmanFalconer4You have a chance to gain Dusk Shroud when you use Umbral Blades and hit at least one enemy.
                                                                                                                                                                                          • Dusk Shroud Chance On Use +12% per point
                                                                                                                                                                                          Umbral BladesRogueRogueDuskhunterBladedancerMarksmanFalconer2You now throw additional blades with Umbral Blades on the third throw.
                                                                                                                                                                                          • Extra Blades On Throw 3 +1 per point
                                                                                                                                                                                          Umbral BladesRogueRogueEdge of ObscurityBladedancerMarksmanFalconer3Umbral Blades deals more damage (multiplicative with other modifiers) per stack of Dusk Shroud on you, up to 20. This effect is doubled while inside the area of Smoke Bomb.
                                                                                                                                                                                          • Damage per Dusk Shroud, up to 20 +2% per point
                                                                                                                                                                                          • Doubled Inside Smoke Bomb
                                                                                                                                                                                          Umbral BladesRogueRogueEmerald CutlassBladedancerMarksmanFalconer1Converts bleed chance from all sources to poison chance for Umbral Blades and effects related to bleed now depend on poison instead. If you have the Explosive Blades, the explosion hit poisons enemies, but deals 80% less damage and it no longer deals any fire damage.
                                                                                                                                                                                          • Bleed -> Poison Chance
                                                                                                                                                                                          • Explosion Hit Damage -80%
                                                                                                                                                                                          • Explosion Poison Chance +100%
                                                                                                                                                                                          Umbral BladesRogueRogueExplosive BladesBladedancerMarksmanFalconer1Blades in the ground now arm after 0.5 seconds, but can no longer be recalled and Umbral Blades has less attack speed (multiplicative with other modifiers). If enemies walk over them the blades will cause a Shard Explosion, a subskill dealing physical damage in an area. Blades expire and explode after 3 seconds if no enemies walk over them.
                                                                                                                                                                                          • Arming Time (seconds) 0.5
                                                                                                                                                                                          • Blades Explode When Touched
                                                                                                                                                                                          • No Returning Blades
                                                                                                                                                                                          • Attack Speed -20%
                                                                                                                                                                                          Umbral BladesRogueRogueHidden BladesBladedancerMarksmanFalconer2Every 2 seconds you throw additional blades with Umbral Blades on the next throw.
                                                                                                                                                                                          • Maximum Additional Blades 2 per point
                                                                                                                                                                                          • Extra Blades On Next Throw Every 2 Seconds +1
                                                                                                                                                                                          Umbral BladesRogueRogueHoned EdgeBladedancerMarksmanFalconer4Umbral Blades has additional critical strike chance.
                                                                                                                                                                                          • Critical Chance +2% per point
                                                                                                                                                                                          Umbral BladesRogueRogueJagged CarvingsBladedancerMarksmanFalconer5Umbral Blades deals additional throwing physical damage.
                                                                                                                                                                                          • Throwing Physical Damage +4 per point
                                                                                                                                                                                          Umbral BladesRogueRogueKunai BeltBladedancerMarksmanFalconer2You now throw additional blades with Umbral Blades on the second throw.
                                                                                                                                                                                          • Extra Blades On Throw 2 +1 per point
                                                                                                                                                                                          Umbral BladesRogueRogueLethal DarknessBladedancerMarksmanFalconer1Umbral Blades hits inflict a stack of Shadow Dagger on hit, while using a dagger.
                                                                                                                                                                                          • Inflict Shadow Dagger With Dagger
                                                                                                                                                                                          Umbral BladesRogueRogueNightmare DashBladedancerMarksmanFalconer1You can now only recall blades by using Shift, rather than the combo itself. You regain mana for each blade recalled.
                                                                                                                                                                                          • Blades Recalled From Shift Instead
                                                                                                                                                                                          • Mana Gained per Blade 2
                                                                                                                                                                                          Umbral BladesRogueRoguePrecision CutsBladedancerMarksmanFalconer1Umbral Blades now throw towards a fixed distance in front of you, and you have increased attack speed with Umbral Blades.
                                                                                                                                                                                          • Throw Is Fixed Distance
                                                                                                                                                                                          • Attack Speed +5%
                                                                                                                                                                                          Umbral BladesRogueRogueShredding DaggersBladedancerMarksmanFalconer3Recalled blades now have a chance to pierce enemies (pass through enemies it hits).
                                                                                                                                                                                          • Recalled Blades Pierce Chance 34# per point
                                                                                                                                                                                          Umbral BladesRogueRogueSlice the LegsBladedancerMarksmanFalconer5Recalled blade hits have a chance to slow enemies and a chance to cause them to bleed.
                                                                                                                                                                                          • Recalled Blades Slow Chance +30% per point
                                                                                                                                                                                          • Recalled Blades Bleed Chance +30% per point
                                                                                                                                                                                          Umbral BladesRogueRogueSoul ThiefBladedancerMarksmanFalconer4Umbral Blades has increased attack speed and you gain ward on hit with recalled blades.
                                                                                                                                                                                          • Attack Speed +4% per point
                                                                                                                                                                                          • Ward Gain On Hit On Recall +4 per point
                                                                                                                                                                                          Umbral BladesRogueRogueStabbing BlastBladedancerMarksmanFalconer1Recalling the blades now sends each blade toward a different nearby enemy instead of to you, but recalled blades no longer pierce.
                                                                                                                                                                                          • Blades Target Nearby Enemies
                                                                                                                                                                                          • Blades Don't Return
                                                                                                                                                                                          • Recalled Blades Don't Pierce
                                                                                                                                                                                          Umbral BladesRogueRogueSubzero IntrusionBladedancerMarksmanFalconer1Umbral Blades base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. It also has a chance to freeze enemies. Swaps Umbral Blades' Physical tag for a Cold tag.
                                                                                                                                                                                          • Physical -> Cold Damage
                                                                                                                                                                                          • Freeze Rate 24
                                                                                                                                                                                          Umbral BladesRogueRogueSword ThrowerBladedancerMarksmanFalconer1You now throw just one large Umbral Blade with each throw that deals significantly more damage (multiplicative with other modifiers) and has increased radius.
                                                                                                                                                                                          • Damage +250%
                                                                                                                                                                                          • Radius +100%
                                                                                                                                                                                          • Only 1 Blade With Each Throw
                                                                                                                                                                                          Umbral BladesRogueRogueThousand CutsBladedancerMarksmanFalconer3Umbral Blades has additional critical strike multiplier for each blade being thrown or recalled by the attack.
                                                                                                                                                                                          • Critical Multiplier per Blade +2% per point
                                                                                                                                                                                          Umbral BladesRogueRogueTwilight AssaultBladedancerMarksmanFalconer1You now throw a third time with Umbral Blades with 4 blades before recalling the blades.
                                                                                                                                                                                          • 3rd Throw Before Return
                                                                                                                                                                                          • Blades On 3rd Throw 4
                                                                                                                                                                                          Umbral BladesRogueRogueUmbral BladesBladedancerMarksmanFalconer0A combo ability that throws 2 blades, then 4 blades, then recalls all blades in the ground back to you, hitting enemies along the way. An enemy can be hit by multiple blades from the same throw and by multiple blades from the recall. Only the first part of the combo costs mana.
                                                                                                                                                                                            Umbral BladesRogueRogueUmbral RemnantBladedancerMarksmanFalconer1Whenever one of your Shadows expire they now also leave behind an Umbral Blade.
                                                                                                                                                                                            • Shadows Drop Umbral Blades
                                                                                                                                                                                            Dancing StrikesRogueBladedancerArt of BladesBladedancer2Your critical strikes deal more damage per stack of Rhythm.
                                                                                                                                                                                            • Global Critical Multiplier +10% per point
                                                                                                                                                                                            Dancing StrikesRogueBladedancerBroad DancingBladedancer3Dancing Strikes deals damage in a larger area.
                                                                                                                                                                                            • Area +25% per point
                                                                                                                                                                                            Dancing StrikesRogueBladedancerClose CombatBladedancer3Dancing Strikes deals more damage (multiplicative with other modifiers) but you travel less far between each attack.
                                                                                                                                                                                            • Damage +10% per point
                                                                                                                                                                                            • Distance -10% per point
                                                                                                                                                                                            Dancing StrikesRogueBladedancerContaminateBladedancer1All bleed chance is converted to poison chance with Dancing Strikes. Physical penetration from this tree converted to poison penetration.
                                                                                                                                                                                            • Bleed -> Poison Chance
                                                                                                                                                                                            • Physical -> Poison Penetration
                                                                                                                                                                                            Dancing StrikesRogueBladedancerCutting CornersBladedancer3Dancing Strikes has a chance to shred enemy armor.
                                                                                                                                                                                            • Armor Shred Chance +15% per point
                                                                                                                                                                                            Dancing StrikesRogueBladedancerDancing StrikesBladedancer0Requires dual wielding. A combo ability that is a series of fast dash attacks. Dancing Strikes gains increased movement speed and more damage equal to 50% of your total increased melee attack speed.
                                                                                                                                                                                              Dancing StrikesRogueBladedancerDark BladesBladedancer1Dancing Strikes inflicts enemies with Shadow Dagger.
                                                                                                                                                                                              • Shadow Dagger Stacks +1
                                                                                                                                                                                              Dancing StrikesRogueBladedancerDeadly WaltzBladedancer4Dancing Strikes shreds enemy physical resistance.
                                                                                                                                                                                              • Physical Res Shred Chance +25% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerEleganceBladedancer3You have increased dodge rating per stack of Rhythm.
                                                                                                                                                                                              • Dodge Rating +10% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerEluding StepsBladedancer2Dancing Strikes grants you additional dodge rating for a short duration on use.
                                                                                                                                                                                              • Dodge Rating +75 per point
                                                                                                                                                                                              • Duration (seconds) 1
                                                                                                                                                                                              Dancing StrikesRogueBladedancerGraceful ArenaBladedancer5Dancing Strikes' third attack creates a Fighting Arena for 4 seconds. While fighting inside the arena, you and your allies deal more damage and take less damage (both multiplicative with other modifiers). The less damage taken is doubled for you.
                                                                                                                                                                                              • Arena Duration (seconds) 4
                                                                                                                                                                                              • More Damage in Arena 4% per point
                                                                                                                                                                                              • Damage Taken in Arena -2% per point
                                                                                                                                                                                              • Damage Taken Bonus Doubled For You
                                                                                                                                                                                              Dancing StrikesRogueBladedancerGrievous WoundsBladedancer4Dancing Strikes has a chance to cause enemies to bleed.
                                                                                                                                                                                              • Bleed Chance +25% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerHidden BladeBladedancer2Dancing Strikes' first attack has a chance to also attack with Shadow Cascade.
                                                                                                                                                                                              • Shadow Cascade Chance +50% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerInvigorating MovesBladedancer4Dancing Strikes' third attack heals you if it hits at least one enemy.
                                                                                                                                                                                              • Health Gain 25 per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerLacerating AuraBladedancer4You and allies fighting inside the arena have a high chance to cause enemies to bleed.
                                                                                                                                                                                              • Bleed Chance Inside Arena +50% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerMajasa's DaggerBladedancer2Dancing Strikes deals more melee damage (multiplicative with other modifiers) per poison stacks on the target up to a maximum.
                                                                                                                                                                                              • Melee Damage +3% per point
                                                                                                                                                                                              • Maximum 60% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerNimbleBladedancer3Dancing Strikes grants you additional dodge rating per point of Dexterity for a short duration on use.
                                                                                                                                                                                              • Dodge Rating Per Dexterity +1 per point
                                                                                                                                                                                              • Duration (seconds) 1
                                                                                                                                                                                              Dancing StrikesRogueBladedancerPerfect ChoreographyBladedancer1Each stack of Rhythm also grants 5% global more damage (multiplicative with other modifiers), but Dancing Strikes cost more mana.
                                                                                                                                                                                              • More Global Damage 5%
                                                                                                                                                                                              • Mana Cost +3
                                                                                                                                                                                              Dancing StrikesRogueBladedancerQuick StepBladedancer4Dancing Strikes has a chance to grant you Haste for 2 seconds on use.
                                                                                                                                                                                              • Haste Chance +25% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerRefined CutsBladedancer3You have a global chance to cause enemies to bleed per stack of Rhythm.
                                                                                                                                                                                              • Global Bleed Chance Per Stack +5% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerResolute TechniqueBladedancer4Lethal Mirage and Synchronized Strikes deal increased damage for each time you have used Dancing Strikes recently.
                                                                                                                                                                                              • Increased Damage 15% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerRhythmBladedancer5When you use Dancing Strikes and hit at least one enemy, you gain a stack of Rhythm for a short duration and refresh all existing stacks, granting you global more damage per stack (multiplicative with other modifiers).
                                                                                                                                                                                              • Rhythm Maximum Stacks +2 per point
                                                                                                                                                                                              • Global More Damage 3%
                                                                                                                                                                                              • Rhythm Duration (seconds) 2
                                                                                                                                                                                              Dancing StrikesRogueBladedancerRuptureBladedancer4Your next Puncture deals more damage (multiplicative with other modifiers) after using Dancing Strikes.
                                                                                                                                                                                              • Puncture Damage +20% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerShadow StepsBladedancer1Dancing Strikes' second attack creates a Shadow, but Dancing Strikes costs more mana.
                                                                                                                                                                                              • Creates Shadow
                                                                                                                                                                                              • Mana Cost +5
                                                                                                                                                                                              Dancing StrikesRogueBladedancerSilent DeathBladedancer1Dancing Strikes has a chance to poison enemies, but deals less physical damage (multiplicative with other modifiers).
                                                                                                                                                                                              • Poison Chance +100%
                                                                                                                                                                                              • Poison Res Shred Chance +100%
                                                                                                                                                                                              • Physical Damage -50%
                                                                                                                                                                                              Dancing StrikesRogueBladedancerSlicingBladedancer5Dancing Strikes penetrates enemy physical resistance.
                                                                                                                                                                                              • Physical Penetration +8% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerSnake BitesBladedancer3Dancing Strikes hits deal more damage to bleeding and poisoned enemies (multiplicative with other modifiers).
                                                                                                                                                                                              • Hit Damage Against Bleeding +10% per point
                                                                                                                                                                                              • Hit Damage Against Poisoned +10% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerSophisticated StabsBladedancer3Dancing Strikes' first attack shreds enemy armor.
                                                                                                                                                                                              • Armor Shred Stacks +1 per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerTenacious VitaeBladedancer3You take less damage over time (multiplicative with other modifiers) for a short duration after using Dancing Strikes.
                                                                                                                                                                                              • Damage Over Time Taken -10% per point
                                                                                                                                                                                              • Duration (seconds) 1
                                                                                                                                                                                              Dancing StrikesRogueBladedancerTrickling CutsBladedancer3You deal more global damage over time (multiplicative with other modifiers) for each time you have used Dancing Strikes recently.
                                                                                                                                                                                              • Damage Over Time +2% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerUnderdogBladedancer4Dancing Strikes deals more damage to rare enemies and bosses (multiplicative with other modifiers).
                                                                                                                                                                                              • Damage to Rares and Bosses +20% per point
                                                                                                                                                                                              Dancing StrikesRogueBladedancerWindmill BalletBladedancer2Dancing Strikes' second and fourth attack have a chance to throw Shurikens in target direction.
                                                                                                                                                                                              • Shuriken Chance 50% per point
                                                                                                                                                                                              Lethal MirageRogueBladedancerA Gloomy EndBladedancer3Mirages have a chance to use Shadow Cascade in addition to their normal attack.
                                                                                                                                                                                              • Shadow Casade Chance 3% per point
                                                                                                                                                                                              Lethal MirageRogueBladedancerBackstabBladedancer2Improves Lethal Mirage's base critical strike chance, but it has fewer Mirages, resulting in fewer hits.
                                                                                                                                                                                              • Base Crit Chance +6% per point
                                                                                                                                                                                              • Fewer Mirages -1 per point
                                                                                                                                                                                              Lethal MirageRogueBladedancerBlurBladedancer4Mirages are created faster, causing Lethal Mirage to have a shorter duration.
                                                                                                                                                                                              • Mirage Creation Speed +25% per point
                                                                                                                                                                                              Lethal MirageRogueBladedancerConsuming DarknessBladedancer3You gain health and mana per kill with Lethal Mirage.
                                                                                                                                                                                              • Health Gain 5 per point
                                                                                                                                                                                              • Mana Gain 1 per point
                                                                                                                                                                                              Lethal MirageRogueBladedancerFeebling ShadowsBladedancer1Allies within the smoke cloud avoid critical strikes.
                                                                                                                                                                                              • Crit Avoidance +100%
                                                                                                                                                                                              Lethal MirageRogueBladedancerGloom and DoomBladedancer2Mirages have a chance to leave behind a Shadow.
                                                                                                                                                                                              • Shadow Chance +5% per point
                                                                                                                                                                                              Lethal MirageRogueBladedancerGloomy FriendshipBladedancer1Lethal Mirage now targets allies rather than enemies.
                                                                                                                                                                                              • Targets Allies
                                                                                                                                                                                              Lethal MirageRogueBladedancerIllusory EdgeBladedancer4Lethal Mirage has a chance to cause enemies to bleed, and bleed inflicted by Lethal Mirage has additional Physical Penetration.
                                                                                                                                                                                              • Bleed Chance +25% per point
                                                                                                                                                                                              • Physical Penetration with Bleed +10% per point
                                                                                                                                                                                              Lethal MirageRogueBladedancerLethal MirageBladedancer0Become immune for a duration and rapidly strike nearby targets with 6 mirages.
                                                                                                                                                                                                Lethal MirageRogueBladedancerLingering SicknessBladedancer3Poisons caused by Lethal Mirage last longer.
                                                                                                                                                                                                • Poison Duration +15% per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerMaj'elkan BladeBladedancer4Lethal Mirage deals additional melee physical damage per equipped sword or dagger.
                                                                                                                                                                                                • Melee Physical Damage +8 per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerPact of the DesertBladedancer1Lethal Mirage creates a Shadow at the location you disappear from. This Shadow is not consumed by the Shadow Eater node.
                                                                                                                                                                                                • Shadows Created 1
                                                                                                                                                                                                Lethal MirageRogueBladedancerPhantasmal PresenceBladedancer1When Lethal Mirage ends you gain Mirage Form for 1 second per critical strike landed. This can stack up to 6 seconds.
                                                                                                                                                                                                • Duration Per Crit Strike 1
                                                                                                                                                                                                Lethal MirageRogueBladedancerRavaging MirageBladedancer5Lethal Mirage deals more damage (multiplicative with other modifiers) and leeches a portion of the melee damage dealt as health.
                                                                                                                                                                                                • Damage +6% per point
                                                                                                                                                                                                • Melee Health Leech +1% per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerRending DarknessBladedancer4Lethal Mirage can now also hit allies granting them the Mirage Form buff for 4 seconds, granting bleed chance and additional dodge rating.
                                                                                                                                                                                                • Bleed Chance With Buff +50% per point
                                                                                                                                                                                                • Dodge Rating With Buff +200 per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerRiveBladedancer2Lethal Mirage has more critical strike chance (multiplicative with other modifiers) per stack of stack of bleed on the target.
                                                                                                                                                                                                • More Crit Chance per Bleed 5% per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerShadow EaterBladedancer1Lethal Mirage consumes all active Shadows gaining additional Mirages per Shadow consumed, resulting in more hits.
                                                                                                                                                                                                • Additional Mirage Per Shadow 1
                                                                                                                                                                                                Lethal MirageRogueBladedancerShocking GraspBladedancer1Lethal Mirage deals additional melee lightning damage and its base physical damage is converted to Lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage. Physical penetration from this tree is converted to lightning penetration. All bleed and poison chances are converted to shock chance. Swaps Lethal Mirage's Physical tag for a Lightning tag.
                                                                                                                                                                                                • Melee Lightning Damage +20
                                                                                                                                                                                                • Base Damage -> Lightning 100%
                                                                                                                                                                                                • Physical -> Lightning Penetration
                                                                                                                                                                                                • Bleed and Poison -> Shock Chance
                                                                                                                                                                                                Lethal MirageRogueBladedancerSmoke CloudBladedancer4The smoke from Umbral Burst persists as a cloud blinding enemies and inflicting Frailty each second.
                                                                                                                                                                                                • Cloud Duration (seconds) 1 per point
                                                                                                                                                                                                • Blind Duration (seconds) 4
                                                                                                                                                                                                • Frailty Stacks 1
                                                                                                                                                                                                Lethal MirageRogueBladedancerSundering BlowsBladedancer2Lethal Mirage hits deal more damage (multiplicative with other modifiers) per stack of bleed on the target up to a maximum.
                                                                                                                                                                                                • Hit Damage Per Bleed Stack +2% per point
                                                                                                                                                                                                • Maximum Hit Damage +30% per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerSynchronizeBladedancer3Reduce Lethal Mirage's cooldown per enemy killed by Lethal Mirage up to a maximum.
                                                                                                                                                                                                • Cooldown Reduction (seconds) -0.2 per point
                                                                                                                                                                                                • Maximum Cooldown Reduction (seconds) 1.2
                                                                                                                                                                                                Lethal MirageRogueBladedancerUmbral BurstBladedancer1When you reappear Lethal Mirage releases a burst of smoke blinding enemies and inflicts them with Frailty.
                                                                                                                                                                                                • Blind Duration (duration) 4
                                                                                                                                                                                                • Frailty Stacks 1
                                                                                                                                                                                                Lethal MirageRogueBladedancerUmbral ExpanseBladedancer2Lethal Mirage gains an additional Mirage, resulting in more hits.
                                                                                                                                                                                                • Additional Mirages +1 per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerUmbral FeastBladedancer4Lethal Mirage deals more damage (multiplicative with other modifiers) per Shadow consumed.
                                                                                                                                                                                                • Damage Per Shadow +10% per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerUmbral ToxinsBladedancer1The smoke cloud is converted to a poison cloud causing enemies to be poisoned each second, but no longer inflicts Frailty.
                                                                                                                                                                                                • Frailty -> Poison Stacks +2
                                                                                                                                                                                                Lethal MirageRogueBladedancerUmbral TraversalBladedancer4You gain Haste when you reappear.
                                                                                                                                                                                                • Haste Duration (seconds) 1 per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerUnending MirageBladedancer2Lethal Mirage gains an additional Mirage, resulting in more hits.
                                                                                                                                                                                                • Additional Mirage +1 per point
                                                                                                                                                                                                Lethal MirageRogueBladedancerWithout a TraceBladedancer1Lethal Mirage instantly kills enemies that are below a health threshold (a percentage of their maximum health), but can no longer inflict bleed. If you have a similar effect from an item or passive node then the highest threshold is used.
                                                                                                                                                                                                • Kill Threshold 18%
                                                                                                                                                                                                • Can Not Inflict Bleed
                                                                                                                                                                                                Lethal MirageRogueBladedancerWounding AmbushBladedancer5Lethal Mirage penetrates enemy physical resistance.
                                                                                                                                                                                                • Physical Penetration +10% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerBattle TranceBladedancerMarksmanFalconer3You have more dodge rating while directly using Shadow Cascade (multiplicative with other modifiers).
                                                                                                                                                                                                • Dodge Rating +20% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerBlade RushBladedancerMarksmanFalconer3Shadow Cascade has more melee critical strike chance (multiplicative with other modifiers) against bleeding and poisoned enemies.
                                                                                                                                                                                                • More Melee Crit Chance vs Bleeding 15% per point
                                                                                                                                                                                                • More Melee Crit Chance vs Poisoned 15% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerCareful AssaultBladedancerMarksmanFalconer4Shadow Cascade deals more damage (multiplicative with other modifiers) if you have at least a certain number of Shadows.
                                                                                                                                                                                                • Damage +25% per point
                                                                                                                                                                                                • Minimum Shadows Required 1 per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerCarnageBladedancerMarksmanFalconer4Shadow Cascade's critical strikes deal more damage.
                                                                                                                                                                                                • Critical Multiplier +15% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerCrushing DarknessBladedancerMarksmanFalconer1When you directly use Shadow Cascade it deals more damage, but it has less attack speed (both multiplicative with other modifiers).
                                                                                                                                                                                                • Damage with Direct Use +30%
                                                                                                                                                                                                • Attack Speed -10%
                                                                                                                                                                                                Shadow CascadeRogueBladedancerDagger DanceBladedancerMarksmanFalconer4Shadow Cascade now also throws piercing daggers at nearby targets, dealing throwing physical damage.
                                                                                                                                                                                                • Daggers Thrown 1 per point
                                                                                                                                                                                                • Daggers Pierce
                                                                                                                                                                                                Shadow CascadeRogueBladedancerDaggerflowBladedancerMarksmanFalconer2Daggers from Dagger Dance last longer causing them to travel further.
                                                                                                                                                                                                • Duration and Range +20% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerDismantleBladedancerMarksmanFalconer5Shadow Cascade has a chance to shred enemy armor.
                                                                                                                                                                                                • Armor Shred Chance +40% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerExecutionBladedancerMarksmanFalconer3Shadow Cascade deals more melee damage to enemies on low health (multiplicative with other modifiers).
                                                                                                                                                                                                • Melee Damage +30% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerFight In The ShadowsBladedancerMarksmanFalconer2You gain mana on use with Shadow Cascade per active Shadow.
                                                                                                                                                                                                • Mana Gain Per Shadow +3 per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerFlow StateBladedancerMarksmanFalconer1Shadow Cascade deals more damage (multiplicative with other modifiers) per sword or dagger you are wielding.
                                                                                                                                                                                                • Damage Per Sword +15%
                                                                                                                                                                                                • Damage Per Dagger +15%
                                                                                                                                                                                                Shadow CascadeRogueBladedancerFrayBladedancerMarksmanFalconer4Daggers from Dagger Dance have a chance to cause enemies to bleed.
                                                                                                                                                                                                • Bleed Chance +50% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerGloomstalkerBladedancerMarksmanFalconer2Shadow Cascade has a chance to create a Shadow on kill.
                                                                                                                                                                                                • Shadow On Kill Chance +20% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerHurricane of BladesBladedancerMarksmanFalconer1Shadow Cascade is now channeled and throws daggers 3 times a second. It rapidly drains your mana.
                                                                                                                                                                                                • Dagger Dance Casts Per Second 3
                                                                                                                                                                                                • Mana Cost Per Second 30
                                                                                                                                                                                                Shadow CascadeRogueBladedancerIncapacitateBladedancerMarksmanFalconer4Shadow Cascade has a chance to apply Frailty to enemies hit, causing them to deal less damage.
                                                                                                                                                                                                • Frailty Chance +25% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerLeveraged MomentumBladedancerMarksmanFalconer3Shadow Cascade deals more damage (multiplicative with other modifiers) per 1% of increased melee attack speed you have.
                                                                                                                                                                                                • Damage +0.2% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerMaimingBladedancerMarksmanFalconer3Shadow Cascade slows enemies for a short duration.
                                                                                                                                                                                                • Slow Duration (seconds) 1 per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerOnslaughtBladedancerMarksmanFalconer1A portion of Shadow Cascade's mana cost is refunded if used when you have at least one Shadow
                                                                                                                                                                                                • Mana Refunded 25%
                                                                                                                                                                                                Shadow CascadeRogueBladedancerPorcupine's WrathBladedancerMarksmanFalconer1Dagger Dance throws more daggers which deal significantly more damage (multiplicative with other modifiers), but Shadow Cascade no longer includes a melee attack.
                                                                                                                                                                                                • Damage +120%
                                                                                                                                                                                                • Daggers Thrown +3
                                                                                                                                                                                                • No Melee Attack
                                                                                                                                                                                                Shadow CascadeRogueBladedancerPrecisionBladedancerMarksmanFalconer2Improves Shadow Cascade's base critical strike chance.
                                                                                                                                                                                                • Base Critical Strike Chance +2% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerRapid ExpanseBladedancerMarksmanFalconer4Shadow Cascade deals damage in a larger area.
                                                                                                                                                                                                • Area +20% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerRendingBladedancerMarksmanFalconer4Shadow Cascade has a chance to cause enemies to bleed.
                                                                                                                                                                                                • Bleed Chance +25% per point
                                                                                                                                                                                                Shadow CascadeRogueBladedancerShadow CascadeBladedancerMarksmanFalconer0Requires dual wielding. A circular attack that's also used by your shadows.
                                                                                                                                                                                                  Shadow CascadeRogueBladedancerShadow EleganceBladedancerMarksmanFalconer1Daggers from Dagger Dance inflict enemies with Shadow Dagger. This chance is much lower when Dagger Dance is used by a Shadow.
                                                                                                                                                                                                  • Shadow Dagger Chance from Shadow Casts 20%
                                                                                                                                                                                                  • Shadow Dagger Chance from Other Casts 100%
                                                                                                                                                                                                  Shadow CascadeRogueBladedancerShadow FlourishBladedancerMarksmanFalconer4If you hit at least 4 enemies with Shadow Cascade, you deal increased physical damage for a short duration. This effect can be triggered by daggers from Dagger Dance as well.
                                                                                                                                                                                                  • Increased Physical Damage +35% per point
                                                                                                                                                                                                  • Buff Duration (seconds) 4
                                                                                                                                                                                                  Shadow CascadeRogueBladedancerShadow StepBladedancerMarksmanFalconer1When you directly use Shadow Cascade while targeting a Shadow you swap places with the Shadow. This effect consumes mana based on how many times you have swapped places with a Shadow in the past 5 seconds.
                                                                                                                                                                                                  • Swap Places with Target Shadow
                                                                                                                                                                                                  • Mana Consumed per Recent Swap 30
                                                                                                                                                                                                  Shadow CascadeRogueBladedancerShadow TorrentBladedancerMarksmanFalconer4Shadow Cascade deals more damage (multiplicative with other modifiers) per active Shadow.
                                                                                                                                                                                                  • Damage Per Shadow +3% per point
                                                                                                                                                                                                  Shadow CascadeRogueBladedancerToxic WhirlBladedancerMarksmanFalconer1Bleed chance from all sources is converted to poison when using Shadow Cascade.
                                                                                                                                                                                                  • Bleed -> Poison Chance
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerArt of the BladeBladedancerMarksmanFalconer5You are granted increased attack speed for 3 seconds if Synchronized Strike hits at least one enemy.
                                                                                                                                                                                                  • Attack Speed +5% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerBlade ProwessBladedancerMarksmanFalconer4Synchronized Strike deals more damage (multiplicative with other modifiers) per equipped sword and has a chance to poison enemies per equipped dagger.
                                                                                                                                                                                                  • Damage Per Sword +5% per point
                                                                                                                                                                                                  • Poison Chance Per Dagger +25% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerCoordinated CutsBladedancerMarksmanFalconer5Synchronized Strike has a chance to shred enemy armor. Armor shred applied by Synchronized Strike has increased effectiveness.
                                                                                                                                                                                                  • Armor Shred Chance +20% per point
                                                                                                                                                                                                  • Armor Shred Effect +10% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerCrimson StormBladedancerMarksmanFalconer3Using Synchronized Strike grants you Crimson Shroud for a short duration, granting you bleed chance and less damage over time taken. This stacks up to 3 times for a short duration.
                                                                                                                                                                                                  • Crimson Shroud Duration (seconds) 1 per point
                                                                                                                                                                                                  • Bleed Chance per Crimson Shroud +50%
                                                                                                                                                                                                  • Damage Over Time Taken per Crimson Shroud -5%
                                                                                                                                                                                                  • Max Crimson Shrouds 3
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerCutthroatBladedancerMarksmanFalconer1Synchronized Strike always critically hits enemies on high health.
                                                                                                                                                                                                  • Always Crits
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerDark AlliesBladedancerMarksmanFalconer1Synchronized Strike creates 2 additional Shadows, but costs significantly more mana. This can exceed your normal maximum number of Shadows.
                                                                                                                                                                                                  • Shadows +2
                                                                                                                                                                                                  • Mana Cost +100%
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerDark PassageBladedancerMarksmanFalconer1Directly using Synchronized Strike grants Dark Passage for 4 seconds, creating a shadow every second over its duration. Synchronized Strike deals significantly more damage (multiplicative with other modifiers), but only creates a single shadow from the initial attack.
                                                                                                                                                                                                  • Create a Shadow Every Second for 4 Seconds
                                                                                                                                                                                                  • Damage +50%
                                                                                                                                                                                                  • One Initial Shadow
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerDivergenceBladedancerMarksmanFalconer1Synchronized Strike deals more damage, but the Shadows now attack from where you teleport from, rather than where you arrive.
                                                                                                                                                                                                  • Damage +25%
                                                                                                                                                                                                  • Shadows Attack From Starting Position
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerDynamicsBladedancerMarksmanFalconer3Synchronized Strike costs less mana.
                                                                                                                                                                                                  • Mana Efficiency +10% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerEscape ArtistBladedancerMarksmanFalconer5You gain Haste for a short duration when you kill an enemy with Synchronized Strike.
                                                                                                                                                                                                  • Haste Duration (seconds) +1 per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerForeshadowingBladedancerMarksmanFalconer5Shadows created by Synchronized Strike deal increased damage. This effect also applies to shadows created from any source for 4 seconds after using Synchronized Strike. This effect stacks.
                                                                                                                                                                                                  • Increased Damage +40% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerGrowing DarknessBladedancerMarksmanFalconer4Synchronized Strike deals damage in a larger area.
                                                                                                                                                                                                  • Area +20% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerHarmony of DeathBladedancerMarksmanFalconer4Synchronized Strike has a chance to inflict enemies with Critical Vulnerability.
                                                                                                                                                                                                  • Critical Vulnerability Chance +25% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerLast CallBladedancerMarksmanFalconer3Synchronized Strike deals more damage to enemies on low health.
                                                                                                                                                                                                  • Damage +20% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerLethalityBladedancerMarksmanFalconer3Improves Synchronized Strike's base critical strike chance.
                                                                                                                                                                                                  • Base Crit Chance +3% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerLust for CarnageBladedancerMarksmanFalconer5Synchronized Strike leeches a portion of the damage it deals as health.
                                                                                                                                                                                                  • Health Leech +2% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerPerfect CoordinationBladedancerMarksmanFalconer1The Shadows now jump inward towards the target rather than outward, making it easier for them to hit the same target. Synchronized Strikes has additional mana cost.
                                                                                                                                                                                                  • Shadows Jump Inward
                                                                                                                                                                                                  • Mana Cost +10
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerRazor StrikesBladedancerMarksmanFalconer4Synchronized Strike has a chance to cause enemies to bleed and a chance to shred enemy physical resistance.
                                                                                                                                                                                                  • Bleed Chance +50% per point
                                                                                                                                                                                                  • Physical Res Shred Chance +50% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerRetreat Into ShadowBladedancerMarksmanFalconer1You now disappear instead of teleporting to the target and a Shadow is created in your place, but Synchronized Strike has a longer cooldown. You are invulnerable for 1 second after using Synchronized Strike. Synchronized Strike's mana cost is significantly lower.
                                                                                                                                                                                                  • Shadow In Your Place
                                                                                                                                                                                                  • Invulnerability
                                                                                                                                                                                                  • Mana Cost -30
                                                                                                                                                                                                  • Cooldown (seconds) +8
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerShadow DancingBladedancerMarksmanFalconer1Synchronized Strike deals more damage (multiplicative with other modifiers), but Shadows from Synchronized Strike expire after attacking. They also do not cause existing Shadows to expire and do not trigger on shadow creation or on shadow expiration effects.
                                                                                                                                                                                                  • Damage +50%
                                                                                                                                                                                                  • Shadows Expire Early
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerShadow FangBladedancerMarksmanFalconer4Synchronized Strike deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                  • Damage +8% per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerShadow InfusionBladedancerMarksmanFalconer4Synchronized Strike consumes existing Shadows to deal damage in a larger area and grant you ward per Shadow consumed.
                                                                                                                                                                                                  • Area Per Shadow +15% per point
                                                                                                                                                                                                  • Ward Gain Per Shadow 25 per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerShadow RushBladedancerMarksmanFalconer5Shadows created within 4 seconds of using Synchronized Strike restore health on creation.
                                                                                                                                                                                                  • Health Gain 40 per point
                                                                                                                                                                                                  Synchronized StrikeRogueBladedancerSynchronized StrikeBladedancerMarksmanFalconer0Requires a melee weapon. Jump forward and strike in an area in front of you while shadows appear and simultaneously strike on either side of you. The shadows will persist afterwards for up to 5 seconds. Shadows will imitate your next direct use of Shadow Cascade, Shurikens, Umbral Blades, Explosive Trap, or Acid Flask. Shadows can also imitate indirect uses of Shadow Cascade. Up to 3 shadows can be active at once.
                                                                                                                                                                                                    Synchronized StrikeRogueBladedancerThrill of the KillBladedancerMarksmanFalconer3You are granted increased critical strike chance for 4 seconds on kill with Synchronized Strike. This effect can stack.
                                                                                                                                                                                                    • Increased Crit Chance 5% per point
                                                                                                                                                                                                    Synchronized StrikeRogueBladedancerTrue StrikesBladedancerMarksmanFalconer3Synchronized Strike deals more critical strike damage.
                                                                                                                                                                                                    • Critical Multiplier +20% per point
                                                                                                                                                                                                    Synchronized StrikeRogueBladedancerUmbral AssassinationBladedancerMarksmanFalconer1Synchronized Strike inflicts enemies with a Shadow Dagger.
                                                                                                                                                                                                    • Shadow Dagger On Hit
                                                                                                                                                                                                    Synchronized StrikeRogueBladedancerUmbral ExecutionBladedancerMarksmanFalconer3Synchronized Strike instantly kills enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node then the highest threshold is used.
                                                                                                                                                                                                    • Kill Threshold 5% per point
                                                                                                                                                                                                    Synchronized StrikeRogueBladedancerWave of DarknessBladedancerMarksmanFalconer1Synchronized Strike causes existing Shadows to use Shadow Cascade on use, rather than being consumed immediately. This effect consumes a portion of mana per active Shadow.
                                                                                                                                                                                                    • Shadows Use Shadow Cascade
                                                                                                                                                                                                    • Mana Consumed Per Shadow 5
                                                                                                                                                                                                    Aerial AssaultRogueFalconerAerial AssaultFalconer0You leap towards the target and your Falcon dives to catch you and momentarily carry you further, before it flies up and unleashes a Wing Burst at the target location.
                                                                                                                                                                                                      Aerial AssaultRogueFalconerAerial ProwessFalconer3For the next 8 seconds after using Aerial Assault, critical strikes dealt by you or your Falcon grant you a stack of Aerial Prowess up to a maximum. When you next use Aerial Assault, it consumes all stacks to restore health per stack and deal more damage (multiplicative with other modifiers) per stack.
                                                                                                                                                                                                      • Max Aerial Prowess stacks 12 per point
                                                                                                                                                                                                      • Health Gain per stack 6
                                                                                                                                                                                                      • Damage Per stack +2%
                                                                                                                                                                                                      Aerial AssaultRogueFalconerAmbushFalconer4The Wing Burst deals more direct damage to enemies on high health.
                                                                                                                                                                                                      • Direct Damage to High Health +25% per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerAvian HunterFalconer4Aerial Assault deals more damage (multiplicative with other modifiers) and has a shorter cooldown.
                                                                                                                                                                                                      • Damage +6% per point
                                                                                                                                                                                                      • Increased Cooldown Recovery Speed 3% per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerCoordinated AssaultFalconer1Directly using Aerial Assault recovers a portion of the remaining cooldown of Falconry and Dive Bomb per 10 maximum mana you have.
                                                                                                                                                                                                      • Remaining Cooldown Recovered 1%
                                                                                                                                                                                                      Aerial AssaultRogueFalconerCovering FireFalconer3The Wing Burst's hits apply frailty.
                                                                                                                                                                                                      • Frailty Stacks on Feather Burst +1 per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerDarkwing FallFalconer3Featherstorm now has a chance each second to drop a Black Arrow.
                                                                                                                                                                                                      • Black Feather Chance Per Second 34# per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerDomain of the HuntressFalconer3Featherstorm now has a chance to slow enemies inside its area each second. Additionally, you and your allies have additional dodge rating while inside the area.
                                                                                                                                                                                                      • Feather Storm Slow Chance +100% per point
                                                                                                                                                                                                      • Dodge Rating per Dex inside Feather Storm +1 per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerFalcon's HavocFalconer2Consuming stacks of Aerial Assault now grants you Haste and Frenzy for a short duration per stack consumed.
                                                                                                                                                                                                      • Haste Duration per stack (seconds) 0.1 per point
                                                                                                                                                                                                      • Frenzy Duration per stack (seconds) 0.1 per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerFeatherstormFalconer1After the initial Wing Burst your Falcon continues releasing Featherstorm at the target location for 5 seconds.
                                                                                                                                                                                                      • Feather Storm Duration (seconds) 5
                                                                                                                                                                                                      Aerial AssaultRogueFalconerGustborne GuardFalconer1Convert the health gain from the Healing Gust node to ward at half the effect.
                                                                                                                                                                                                      • Health Gain -> 50% Ward Gain
                                                                                                                                                                                                      Aerial AssaultRogueFalconerHealing GustFalconer5Directly using Aerial Assault recovers a portion of your missing health.
                                                                                                                                                                                                      • Missing Health Recovered 10% per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerPitohuiFalconer1Featherstorms' base physical damage over time is converted to poison. Consequently this damage scales with increases to poison damage, but not increases to physical damage. A portion of your global poison chance on hit now applies as poison chance per second for Featherstorm. Swaps Featherstorms' Physical tag for a Poison tag.
                                                                                                                                                                                                      • Physical -> Poison Conversion
                                                                                                                                                                                                      • Poison Chance -> Featherstorm Poison Chance 200%
                                                                                                                                                                                                      Aerial AssaultRogueFalconerPlumed DaggersFalconer1The Umbral Blades' hits from the Twilight Strike node now shred enemy armor.
                                                                                                                                                                                                      • Armor Shred Chance +100%
                                                                                                                                                                                                      Aerial AssaultRogueFalconerPredator's CascadeFalconer3The Wing Burst deals damage in a larger area.
                                                                                                                                                                                                      • Feather Burst Area +20% per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerProjectile TrainingFalconer4A portion of your added, increased, and more throwing damage modifiers now apply to the Wing Burst.
                                                                                                                                                                                                      • Character Damage -> Feather Burst Damage 30% per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerRazorblade PlumeFalconer5Featherstorm lasts longer and deals more direct damage (multiplicative with other modifiers) per second it has been active.
                                                                                                                                                                                                      • Feather Storm Duration +20% per point
                                                                                                                                                                                                      • Feather Storm Damage Bonus Per Second +2% per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerRefreshing ResolveFalconer3Directly using Aerial Assault recovers a portion of your missing mana.
                                                                                                                                                                                                      • Missing Mana Recovered 3% per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerRending BarbsFalconer2Caltrops' hits from all sources have a chance to cause enemies to bleed. Additionally, when an enemy walks over your Caltrops your Falcon's hits gain additional bleed chance scaling with your Dexterity for 4 seconds. This effect can occur a limited number of times per 4 seconds.
                                                                                                                                                                                                      • Caltrops Bleed Chance +100% per point
                                                                                                                                                                                                      • Falcon Bleed Chance per 10 Dex with Buff +1% per point
                                                                                                                                                                                                      • Falcon Bleed Chance Buff duration (seconds) 4
                                                                                                                                                                                                      • Times Per 4 Seconds 30
                                                                                                                                                                                                      Aerial AssaultRogueFalconerShaded WingspanFalconer1If there is a boss or rare enemy nearby, Aerial Assault now also creates a Shadow Falcon to use Featherstorm against it.
                                                                                                                                                                                                      • Shadow Feather Storm
                                                                                                                                                                                                      Aerial AssaultRogueFalconerSkyward SwoopFalconer1A portion of Aerial Assault's cooldown is recovered when your Falcon hits an enemy. This effect can occur a limited number of times per 3 seconds.
                                                                                                                                                                                                      • Remaining Cooldown Recovered On Falcon Hit 6%
                                                                                                                                                                                                      • Limit per 3 Seconds 10
                                                                                                                                                                                                      Aerial AssaultRogueFalconerSlayer of big PreyFalconer1The damage bonus from Ambush always applies against bosses and rare enemies, regardless of their health.
                                                                                                                                                                                                      • Damage bonus always applies to bosses and rares
                                                                                                                                                                                                      Aerial AssaultRogueFalconerSpikefieldFalconer1You now drop additional Caltrops halfway through Aerial Assault's movement if you traveled at least 6 meters.
                                                                                                                                                                                                      • Additional Caltrops Halfway Through
                                                                                                                                                                                                      Aerial AssaultRogueFalconerStorm on the HorizonFalconer1Aerial Assault no longer moves you. Additionally, it deals more damage (multiplicative with other modifiers) and it no longer has a minimum range. Aerial Assault loses its Traversal tag.
                                                                                                                                                                                                      • No Longer Moves You
                                                                                                                                                                                                      • Damage Over Time +35%
                                                                                                                                                                                                      Aerial AssaultRogueFalconerTacticianFalconer1After landing, all your active Ballistas prioritize targets around you, deal more damage (multiplicative with other modifiers) per Intelligence, and gain increased attack speed.
                                                                                                                                                                                                      • Ballistas Pioritization
                                                                                                                                                                                                      • Ballista Damage per Int +1%
                                                                                                                                                                                                      • Ballista Increased Attack Speed 50%
                                                                                                                                                                                                      Aerial AssaultRogueFalconerTerrorwingsFalconer1Directly using Ballista, Explosive Trap, or Dive Bomb now also consumes your stacks of Aerial Prowess, applying the damage bonus to the ability that consumed them.
                                                                                                                                                                                                      • Aerial Prowess applies to other Abilities
                                                                                                                                                                                                      Aerial AssaultRogueFalconerTorrent of TalonsFalconer1Aerial Assault now has a chance to grant you Aerial Prowess stacks on non-critical strikes and when you kill an enemy.
                                                                                                                                                                                                      • Chance for buff on non-crit +40%
                                                                                                                                                                                                      • Chance for buff on kill +40%
                                                                                                                                                                                                      Aerial AssaultRogueFalconerTreacherous PursuitFalconer1Using Aerial Assault now also drops Caltrops at your location.
                                                                                                                                                                                                      • Caltrops on Aerial Assault
                                                                                                                                                                                                      Aerial AssaultRogueFalconerTwilight StrikeFalconer3The Wing Burst now also includes a few Umbral Blades that your Falcon throws for you.
                                                                                                                                                                                                      • Umbral Blades on Feather Burst 2 per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerUmbral RemnantsFalconer1When the Wing Burst kills an enemy and you have 3 or fewer active Shadows, it creates a Shadow at that enemy's location.
                                                                                                                                                                                                      • Shadow Falcon on Feather Burst Kill
                                                                                                                                                                                                      Aerial AssaultRogueFalconerVengeful NailsFalconer4Caltrops from all sources have a chance to slow on hit and deal more damage (multiplicative with other modifiers).
                                                                                                                                                                                                      • Caltrops Slow Chance +50% per point
                                                                                                                                                                                                      • Caltrops Damage +10% per point
                                                                                                                                                                                                      Aerial AssaultRogueFalconerWind RiderFalconer4You have more global dodge rating (multiplicative with other modifiers) while traveling with Aerial Assault. Additionally, each hit you dodge while traveling grants you a stack of Aerial Prowess.
                                                                                                                                                                                                      • Dodge Rating While Traveling +80% per point
                                                                                                                                                                                                      • Aerial Prowess Stacks on dodge +1 per point
                                                                                                                                                                                                      Dive BombRogueFalconerBirds Aren't RealFalconer1A Shadow Falcon takes your Falcon's place, that uses Dive Bomb. Your Falcon is able to attack and use other abilities during this. If you do not have an active Falcon, Dive Bomb will scale with your stats instead.
                                                                                                                                                                                                      • Shadow Falcon For Primary Attack
                                                                                                                                                                                                      Dive BombRogueFalconerCloud GathererFalconer1If your Falcon lands inside the area of your Smoke Bomb the smoke area lasts longer. This effect can occur once per Smoke Bomb.
                                                                                                                                                                                                      • Smoke Bomb Duration +40%
                                                                                                                                                                                                      Dive BombRogueFalconerDancing ShadowsFalconer2Your Shadow Falcons that land inside the area of your Smoke Bomb have a chance to take off again after a short delay before diving again at a nearby enemy to deal damage around them.
                                                                                                                                                                                                      • Shadow Falcons Chance To Dive Again 50% per point
                                                                                                                                                                                                      Dive BombRogueFalconerDevastating DiveFalconer4Dive Bomb deals more damage (multiplicative with other modifiers) and stuns caused by it last longer, but it has a longer cooldown.
                                                                                                                                                                                                      • Damage +18% per point
                                                                                                                                                                                                      • Stun Duration +18% per point
                                                                                                                                                                                                      • Cooldown Duration +18% per point
                                                                                                                                                                                                      Dive BombRogueFalconerDive BombFalconer0Your Falcon ascends high into the sky then dive bombs the target location at high speed, dealing a high amount of physical damage to enemies in the area.
                                                                                                                                                                                                        Dive BombRogueFalconerExplosive DiveFalconer1If Dive Bomb hits your Explosive Traps they instantly explode dealing more damage in a larger area (both multiplicative with other modifiers). Additionally, when you detonate an Explosive Trap this way you gain a stack of Talon Blades.
                                                                                                                                                                                                        • Explosive Traps Detonate From Dive Bomb
                                                                                                                                                                                                        • Explosive Trap Damage +15%
                                                                                                                                                                                                        • Explosive Trap Area +50%
                                                                                                                                                                                                        • Talon Blade Stacks 1
                                                                                                                                                                                                        Dive BombRogueFalconerExpose their DefensesFalconer3Dive Bomb's hits apply Critical Vulnerability on enemies.
                                                                                                                                                                                                        • Critical Vulnerability Stacks 1 per point
                                                                                                                                                                                                        Dive BombRogueFalconerExsanguinating StrikeFalconer1Dive Bomb's hits deal more damage (multiplicative with other modifiers) per stack of bleed on the target up to a maximum. Additionally, it causes all bleed stacks inflicted by you or your Falcon to be consumed to deal their remaining damage instantly.
                                                                                                                                                                                                        • Hit Damage Per Bleed +1%
                                                                                                                                                                                                        • Max Damage Bonus 30%
                                                                                                                                                                                                        • Instant Bleed Damage
                                                                                                                                                                                                        Dive BombRogueFalconerFeatherfallFalconer4Before your Falcon dives it now uses Featherfall that causes razor-sharp feathers to strike a number of enemies in an area around the target location. Shadow Falcons won't use Featherfall.
                                                                                                                                                                                                        • Feathers Thrown 2 per point
                                                                                                                                                                                                        Dive BombRogueFalconerFlesh Tearing TalonsFalconer5Dive Bomb's hits shred enemy physical resistance.
                                                                                                                                                                                                        • Physical Res Shred Stacks 1 per point
                                                                                                                                                                                                        Dive BombRogueFalconerFlock of CrowsFalconer3You have a chance to gain a stack of Dusk Shroud for each Shadow Falcon that hit at least one enemy.
                                                                                                                                                                                                        • Dusk Shroud Chance From Shadow Falcons +34# per point
                                                                                                                                                                                                        Dive BombRogueFalconerFocused HunterFalconer4Dive Bomb deals more damage (multiplicative with other modifiers) and costs less mana.
                                                                                                                                                                                                        • Damage +4% per point
                                                                                                                                                                                                        • Mana Cost -2 per point
                                                                                                                                                                                                        Dive BombRogueFalconerGale of BladesFalconer1You move faster while you have at least 5 stacks of Talon Blades.
                                                                                                                                                                                                        • Movespeed with 5 stacks +10%
                                                                                                                                                                                                        Dive BombRogueFalconerGaping WoundsFalconer4Dive Bomb deals more damage over time (multiplicative with other modifiers) per 10% of your increased stun chance.
                                                                                                                                                                                                        • Ailment Damage Per 10% Increased Stun Chance +1% per point
                                                                                                                                                                                                        Dive BombRogueFalconerHindering Beak StrikeFalconer3Dive Bomb's hits slows enemies and it deals damage in a larger area.
                                                                                                                                                                                                        • Slow Stacks 1 per point
                                                                                                                                                                                                        • Area +15% per point
                                                                                                                                                                                                        Dive BombRogueFalconerIncendiary Collision Bird MissileFalconer1If Dive Bomb hits one of your Decoy, it detonates it, causing its explosion to deal more damage (multiplicative with other modifiers) in a larger area. The effects from the Rapid Pursuit node are also gained when Dive Bomb hits one of your Decoys. Dive Bomb cannot explode more than one Decoy per use.
                                                                                                                                                                                                        • Decoy Damage +40%
                                                                                                                                                                                                        • Decoy Area +60%
                                                                                                                                                                                                        • Only One Decoy Explodes
                                                                                                                                                                                                        Dive BombRogueFalconerMidnight AviaryFalconer5Your Shadow Falcons deal more damage (multiplicative with other modfiers) per Umbral Blade you have on the ground, up to a maximum.
                                                                                                                                                                                                        • Shadow Falcon Damage Per Umbral Blade +1% per point
                                                                                                                                                                                                        • Max More Damage From Umbral Blades +25% per point
                                                                                                                                                                                                        Dive BombRogueFalconerOn Wings of ShadowFalconer5Dive Bomb now creates a Shadow Falcon to strike the location of your own Shadows and it will prioritize your Shadows nearest the target location, but Shadow Falcons deal less damage (multiplicative with other modifiers) than the real Falcon. The number of Shadow Falcons cannot exceed the number of Shadows you currently have.
                                                                                                                                                                                                        • Shadow Falcons 1 per point
                                                                                                                                                                                                        • Shadow Falcon Damage -70%
                                                                                                                                                                                                        Dive BombRogueFalconerRapid PursuitFalconer3If Dive Bomb hits at least one boss or rare enemy you regain mana and recover a portion of your remaining traversal skills' cooldown.
                                                                                                                                                                                                        • Mana Gain On Boss Or Rare Hit 3 per point
                                                                                                                                                                                                        • Traversal Skills Cooldown Recovered 8% per point
                                                                                                                                                                                                        Dive BombRogueFalconerRed WingsFalconer1Dive Bomb's hits grant you a stack of Crimson Shroud per enemy hit, up to a maximum.
                                                                                                                                                                                                        • Crimson Shroud Stacks Per Enemy 1
                                                                                                                                                                                                        • Maximum Crimson Shrouds 3
                                                                                                                                                                                                        Dive BombRogueFalconerRending ImpactFalconer5Dive Bomb's hits cause enemies to bleed.
                                                                                                                                                                                                        • Bleed Stacks 1 per point
                                                                                                                                                                                                        Dive BombRogueFalconerRush of the HuntFalconer4Dive Bomb has a shorter cooldown.
                                                                                                                                                                                                        • Increased Cooldown Recovery Speed 12% per point
                                                                                                                                                                                                        Dive BombRogueFalconerRushing WingsFalconer4Dive Bomb deals more damage (multiplicative with other modifiers) and it has a shorter delay before the Falcon dives.
                                                                                                                                                                                                        • Damage +4% per point
                                                                                                                                                                                                        • Reduced Delay 18% per point
                                                                                                                                                                                                        Dive BombRogueFalconerTalon BladesFalconer1Dive Bomb and Featherfall hits grant you a stack of Talon Blades for 18 seconds. You have increased critical strike chance and critical multiplier per stack. All stacks of Talon Blades are lost if you directly use Dive Bomb again.
                                                                                                                                                                                                        • Talon Blades Duration (seconds) 18
                                                                                                                                                                                                        • Increased Crit Chance 6%
                                                                                                                                                                                                        • Critical Multiplier +3%
                                                                                                                                                                                                        Dive BombRogueFalconerTalon KnivesFalconer2If you are dual wielding, a portion of the damage specific stats from both of your weapons apply to your Falcon's Dive Bomb.
                                                                                                                                                                                                        • Stats From Weapons Effectiveness 15% per point
                                                                                                                                                                                                        Dive BombRogueFalconerTo ShredsFalconer5Featherfall's hits shred enemy armor.
                                                                                                                                                                                                        • Armor Shred Stacks 1 per point
                                                                                                                                                                                                        Dive BombRogueFalconerUnited AssaultFalconer3You reduce a portion of Dive Bomb's remaining cooldown when you use a throwing or bow attack and hit at least one enemy.
                                                                                                                                                                                                        • Remaining Cooldown Recovered 6% per point
                                                                                                                                                                                                        Dive BombRogueFalconerValkyrieFalconer1If you are wielding a spear you also leap to the target location when you use Dive Bomb. This deals damage in the area around the target. Dive Bomb gains the Traversal tag.
                                                                                                                                                                                                        • Leap With Spear
                                                                                                                                                                                                        • Counts as Traversal Skill
                                                                                                                                                                                                        Explosive TrapRogueFalconerAdaptive FuseBladedancerMarksmanFalconer1Particularly fast enemies (with a movement speed above 6 meters per second) trigger Explosive Traps instantly, even if they haven't armed. Additionally, Explosive Trap's hits deal more damage (multiplicative with other modifiers) to moving enemies.
                                                                                                                                                                                                        • Instant Detonation On Fast Enemies
                                                                                                                                                                                                        • Hit Damage To Moving Enemies +15%
                                                                                                                                                                                                        Explosive TrapRogueFalconerArrow TrapsBladedancerMarksmanFalconer1When an Explosive Trap detonates, all other Explosive Traps now also detonate in quick succession and fire Detonating Arrows at the original target trap's location. The Detonating Arrows can occur a limited number of times per 2 seconds. This effect consumes mana equal to a portion of your Detonating Arrow's mana cost.
                                                                                                                                                                                                        • Detonating Arrow On Trap Detonation
                                                                                                                                                                                                        • Detonating Arrow Limit Per 2 Seconds 10
                                                                                                                                                                                                        • Detonating Arrow Mana Consumption 125%
                                                                                                                                                                                                        Explosive TrapRogueFalconerAsh CompartmentBladedancerMarksmanFalconer4Explosive Trap deals more damage (multiplicative with other modifiers) and its hits shred enemy fire resistance.
                                                                                                                                                                                                        • Damage +5% per point
                                                                                                                                                                                                        • Fire Res Shred Stacks 1 per point
                                                                                                                                                                                                        Explosive TrapRogueFalconerAspect of the RabbitBladedancerMarksmanFalconer1Attached traps deal more damage (multiplicative with other modifiers). If the enemy that the Explosive Trap is attached to hits you, it now attaches to you instead (but will still only damage enemies). Hitting an enemy then attaches it back to them without changing the delay before exploding. Additionally, when it explodes, the trap deals 30% more damage for each time it has been passed.
                                                                                                                                                                                                        • Attached Damage +35%
                                                                                                                                                                                                        • Attached Traps Passed On Hit
                                                                                                                                                                                                        • Trap Damage Per Pass +60%
                                                                                                                                                                                                        Explosive TrapRogueFalconerAutomated BombardmentBladedancerMarksmanFalconer1Explosive Trap has an additional chance to drop a fresh Explosive Trap via the Trap Sprinkler node, but Explosive Trap costs more mana. Traps dropped this way cannot drop more additional traps.
                                                                                                                                                                                                        • Trap Drop Chance +70%
                                                                                                                                                                                                        • Mana Cost +11
                                                                                                                                                                                                        Explosive TrapRogueFalconerBlast RainBladedancerMarksmanFalconer1You now shoot arrows attached with Explosive Traps up into the air that then drop down around the target location. Explosive Trap now scales with your bow damage instead of throwing damage and your bow attack speed instead of throwing attack speed. This requires wielding a bow.
                                                                                                                                                                                                        • Traps Rain
                                                                                                                                                                                                        • Throwing -> Bow Damage
                                                                                                                                                                                                        • Throwing -> Bow Attack Speed
                                                                                                                                                                                                        • Requires A Bow
                                                                                                                                                                                                        Explosive TrapRogueFalconerBlasting DeviceBladedancerMarksmanFalconer2Detonating Arrows fired this way deal additional bow damage per 3 Dexterity.
                                                                                                                                                                                                        • Bow Damage Per 3 Dex +1 per point
                                                                                                                                                                                                        Explosive TrapRogueFalconerClustered ExplosivesBladedancerMarksmanFalconer2When you directly use Explosive Trap you throw additional traps, but Explosive Trap costs more mana.
                                                                                                                                                                                                        • Additional Traps Thrown +1 per point
                                                                                                                                                                                                        • Mana Cost +6 per point
                                                                                                                                                                                                        Explosive TrapRogueFalconerColdsnap MinesBladedancerMarksmanFalconer1Explosive Trap's base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. Fire resistance shred chance from all sources is converted to cold resistance shred. Swaps Explosive Trap's Fire tag for a Cold tag.
                                                                                                                                                                                                        • Fire -> Cold Conversion
                                                                                                                                                                                                        • Fire -> Cold Res Shred Chance
                                                                                                                                                                                                        Explosive TrapRogueFalconerFlash FrozenBladedancerMarksmanFalconer3Explosive Trap's hits have a chance to chill enemies. Additionally, Explosive Trap has additional freeze rate per Intelligence.
                                                                                                                                                                                                        • Chill Stacks 1 per point
                                                                                                                                                                                                        • Freeze Rate Per Int +1 per point
                                                                                                                                                                                                        Explosive TrapRogueFalconerFree Lofting BirdBladedancerMarksmanFalconer1Whenever one of your Explosive Traps detonate, your Falcon's skills recover a portion of their remaining cooldowns.
                                                                                                                                                                                                        • Falcon Skills Cooldown Recovered 3%
                                                                                                                                                                                                        Explosive TrapRogueFalconerFreezing TrapBladedancerMarksmanFalconer1When you directly throw Explosive Trap, its hits always freeze enemies, but it now has a cooldown. Whenever you freeze an enemy with any skill, a portion of Explosive Trap's remaining cooldown is recovered.
                                                                                                                                                                                                        • Always Freezes On Hit
                                                                                                                                                                                                        • Cooldown (seconds) 15
                                                                                                                                                                                                        • Remaining Cooldown Recovered On Freeze 10%
                                                                                                                                                                                                        Explosive TrapRogueFalconerGadgeteerBladedancerMarksmanFalconer2Explosive Trap deals more damage (multiplicative with other modifiers) if the arming time is not ignored, but it takes longer for it to arm before it can detonate.
                                                                                                                                                                                                        • Damage After Full Arming Time +25% per point
                                                                                                                                                                                                        • Arming Time (seconds) +0.3 per point
                                                                                                                                                                                                        Explosive TrapRogueFalconerHold ThisBladedancerMarksmanFalconer1Whenever you hit an enemy with any melee attack, you attach an Explosive Trap to that enemy. This effect has a 1.5 second cooldown and attached traps explode after 1 second ignoring arming time or when the enemy it's attached to dies. Enemies cannot have more than 1 trap attached.
                                                                                                                                                                                                        • Trap Attaches On Hit
                                                                                                                                                                                                        • Attached Trap Arming Time (seconds) 1
                                                                                                                                                                                                        • Explodes On Enemy Death
                                                                                                                                                                                                        • Attach Cooldown (seconds) 1.5
                                                                                                                                                                                                        Explosive TrapRogueFalconerImpact TriggerBladedancerMarksmanFalconer1Explosive Traps now instantly detonate when the arrows hit the ground via the Blast Rain node, ignoring the arming time. Additionally, Explosive Trap has a higher chance to stun enemies.
                                                                                                                                                                                                        • Traps Explode Immediately When Hit
                                                                                                                                                                                                        • Increased Stun Chance 75%
                                                                                                                                                                                                        • Arming Time Is Ignored
                                                                                                                                                                                                        Explosive TrapRogueFalconerInstrument of the AlchemistBladedancerMarksmanFalconer1When an Explosive Trap drops a trap by the Trap Sprinkler node, it also flings an Acid Flask for you towards the target location. This consumes mana equal to a portion of Acid Flask's mana cost.
                                                                                                                                                                                                        • Traps Throw Acid Flasks Chance 10%
                                                                                                                                                                                                        • Acid Flask Mana Consumption 70%
                                                                                                                                                                                                        Explosive TrapRogueFalconerJelkhor's BlueprintBladedancerMarksmanFalconer3Explosive Trap costs less mana and it has increased throwing attack speed.
                                                                                                                                                                                                        • Mana Efficiency +8% per point
                                                                                                                                                                                                        • Throwing Attack Speed +4% per point
                                                                                                                                                                                                        Explosive TrapRogueFalconerLightning BombBladedancerMarksmanFalconer5Explosive Trap's hits have a chance to shock enemies and inflict them with a Spark Charge.
                                                                                                                                                                                                        • Shock Chance +25% per point
                                                                                                                                                                                                        • Spark Charge Chance +20% per point
                                                                                                                                                                                                        Explosive TrapRogueFalconerMinefieldBladedancerMarksmanFalconer4You can now have more active Explosive Traps.
                                                                                                                                                                                                        • Maximum Traps +1 per point
                                                                                                                                                                                                        Explosive TrapRogueFalconerNetBladedancerMarksmanFalconer0Throws a trap that explodes when triggered, dealing throwing fire damage. Traps take 0.4 seconds to arm and explode when enemies walk over them or after 30s. You can have a maximum of 6 active traps at a time.
                                                                                                                                                                                                          Explosive TrapRogueFalconerNo Man's LandBladedancerMarksmanFalconer1Whenever you directly throw Explosive Trap, you now throw traps, up to your maximum number of traps, in a wide area around the target location. Explosive Trap deals more damage (multiplicative with other modifiers) per maximum traps, but it now has a cooldown and costs more mana per maximum trap.
                                                                                                                                                                                                          • All Traps Around Target
                                                                                                                                                                                                          • Damage Per Max Trap +4%
                                                                                                                                                                                                          • Mana Cost Per Max Trap +12%
                                                                                                                                                                                                          • Cooldown (seconds) 12
                                                                                                                                                                                                          Explosive TrapRogueFalconerPrepared DemolitionBladedancerMarksmanFalconer4Explosive Trap deals more damage (multiplicative with other modifiers) in a larger area for each second it has existed before detonating up to a maximum.
                                                                                                                                                                                                          • Damage Bonus Per Second +20% per point
                                                                                                                                                                                                          • Area Bonus Per Second +20% per point
                                                                                                                                                                                                          • Max Bonus Duration (seconds) 3
                                                                                                                                                                                                          Explosive TrapRogueFalconerSiege EngineeringBladedancerMarksmanFalconer2Whenever an Explosive Trap detonates, it now has a chance to create a Ballista for you. This consumes mana equal to a portion of Ballista's mana cost.
                                                                                                                                                                                                          • Summon Ballista Chance 10% per point
                                                                                                                                                                                                          • Ballista Mana Consumption 50%
                                                                                                                                                                                                          Explosive TrapRogueFalconerSky SignalBladedancerMarksmanFalconer1Whenever one of your Explosive Traps detonate, your Falcon gains physical and elemental penetration for a short duration. This effect can trigger up to a maximum of 15 times within 3 seconds.
                                                                                                                                                                                                          • Elemental Penetration +2%
                                                                                                                                                                                                          • Physical Penetration +2%
                                                                                                                                                                                                          • Buff Duration (seconds) 3
                                                                                                                                                                                                          Explosive TrapRogueFalconerSmoke TrapsBladedancerMarksmanFalconer1When an Explosive Trap detonates, if it hit at least one enemy, it has a chance to grant you a stack of Dusk Shroud. This chance increases for each second it spends arming.
                                                                                                                                                                                                          • Dusk Shroud chance gained per second 30%
                                                                                                                                                                                                          Explosive TrapRogueFalconerStatic MinesBladedancerMarksmanFalconer1Explosive Trap's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Fire resistance shred chance from all sources is converted to lightning resistance shred. Swaps Explosive Trap's Fire tag for a Lightning tag.
                                                                                                                                                                                                          • Fire -> Lightning Conversion
                                                                                                                                                                                                          • Fire -> Lightning Res Shred Chance
                                                                                                                                                                                                          Explosive TrapRogueFalconerSubtle SabotageBladedancerMarksmanFalconer2Explosive Trap costs less mana, but deals less damage (multiplicative with other modifiers) in a smaller area.
                                                                                                                                                                                                          • Mana Cost -12% per point
                                                                                                                                                                                                          • Damage -8% per point
                                                                                                                                                                                                          • Area -8% per point
                                                                                                                                                                                                          Explosive TrapRogueFalconerTinkerer's DesignBladedancerMarksmanFalconer4Explosive Trap is now triggered from farther away and deals damage in a larger area.
                                                                                                                                                                                                          • Trigger Area +10% per point
                                                                                                                                                                                                          • Detonation Area +20% per point
                                                                                                                                                                                                          Explosive TrapRogueFalconerTrap SprinklerBladedancerMarksmanFalconer3Whenever an Explosive Trap detonates, it has a chance to drop a fresh Explosive Trap at its location as long as there is an enemy within 6 meters, but Explosive Trap costs more mana.
                                                                                                                                                                                                          • Trap Drop Chance +10% per point
                                                                                                                                                                                                          • Trap Drop Distance (meters) 6
                                                                                                                                                                                                          • Mana Cost +1 per point
                                                                                                                                                                                                          Explosive TrapRogueFalconerTrapsBladedancerMarksmanFalconer1When directly using Explosive Trap, an unconverted Explosive Trap and a trap corresponding to each conversion node you have taken are thrown at the same time. Traps thrown this way are thrown in a small area. Additionally, Explosive Trap deals less damage in a smaller area (both multiplicative with other modifiers) and cost additional mana.
                                                                                                                                                                                                          • Default And Converted Trap Thrown
                                                                                                                                                                                                          • Damage -30%
                                                                                                                                                                                                          • Less Area -30%
                                                                                                                                                                                                          • Mana Cost +3
                                                                                                                                                                                                          Explosive TrapRogueFalconerTrapuchetBladedancerMarksmanFalconer1Explosive Traps dropped by the Trap Sprinkler node are now flung at a nearby enemy within 12 meters instead of being dropped. Explosive Traps dropped by the Trap Sprinkler node can now drop Explosive Traps when there's an enemy within 12 meters even if there is not an enemy within 6 meters.
                                                                                                                                                                                                          • Traps Throw Traps
                                                                                                                                                                                                          • Trap Throw Distance (meters) 12
                                                                                                                                                                                                          • Trap Drop Distance (meters) 12
                                                                                                                                                                                                          Explosive TrapRogueFalconerUmbral SaboteurBladedancerMarksmanFalconer1Explosive Trap deals additional throwing damage per stack of Dusk Shroud you have.
                                                                                                                                                                                                          • Damage Per Dusk Shroud +1
                                                                                                                                                                                                          FalconryRogueFalconerAgile PreyFalconer2Your Falcon deals more damage (multiplicative with other modifiers). This effect is tripled against moving targets.
                                                                                                                                                                                                          • Falcon Damage +5% per point
                                                                                                                                                                                                          • Tripled against Moving Targets
                                                                                                                                                                                                          FalconryRogueFalconerAvian ArsenalFalconer3When you consume a Falconer's Mark your Falcon gains additional melee damage equal to a portion of your added melee damage, throwing damage, bow damage, or spell damage depending on the type of ability used to consume the mark. This effect lasts 10 seconds and can stack a limited number of times.
                                                                                                                                                                                                          • Max Buff stacks 5
                                                                                                                                                                                                          • Character Damage -> Falcon Damage 10% per point
                                                                                                                                                                                                          FalconryRogueFalconerAvian StaminaFalconer4Falcon Strikes hits addtional times and your Falcon has increased melee attack speed.
                                                                                                                                                                                                          • Additional Falcon Strikes hits +1 per point
                                                                                                                                                                                                          • Falcon Melee Attack Speed +4% per point
                                                                                                                                                                                                          FalconryRogueFalconerBird of PreyFalconer2Falcon Strikes instantly kill enemies that are below a health threshold (a percentage of their maximum health). If you have a similar effect from an item or passive node then the highest threshold is used.
                                                                                                                                                                                                          • Falcon Strikes Kill Threshold 8% per point
                                                                                                                                                                                                          FalconryRogueFalconerDark PlumageFalconer2When your Falcon hits an enemy it has a chance to drop a Black Arrow at its location.
                                                                                                                                                                                                          • Black Arrow chance on Falcon Hit 10% per point
                                                                                                                                                                                                          FalconryRogueFalconerExposed WeaknessFalconer1When you use a melee, throwing, or bow attack and critically strike at least one enemy, your Falcon gains a portion of your global melee, throwing, or bow critical strike multiplier respectively for 10 seconds. This effect can occur at most twice every two second.
                                                                                                                                                                                                          • Crit Multi -> Falcon Crit Multi Buff after Attack 25%
                                                                                                                                                                                                          • Buff Duration (seconds) 10
                                                                                                                                                                                                          • Can Stack Twice per 2 seconds
                                                                                                                                                                                                          FalconryRogueFalconerFalcon ScreechFalconer3After the first hit of Falcon Strike your Falcon lets out a Screech which slows and applies Frailty to enemies around it.
                                                                                                                                                                                                          • Slow Stacks on Screech +1 per point
                                                                                                                                                                                                          • Frailty Stacks on Screech +1 per point
                                                                                                                                                                                                          FalconryRogueFalconerFalcon's GaleFalconer1Consuming a Falconer's Mark instantly recovers Falcon Strike's cooldown, but it now also costs additional mana.
                                                                                                                                                                                                          • Cooldown recovers on Mark consumption
                                                                                                                                                                                                          • Mana Cost +40
                                                                                                                                                                                                          FalconryRogueFalconerFalconer's JourneyFalconer1Your Falcon deals more global damage per character level and per point of Dexterity (both multiplicative with other modifiers).
                                                                                                                                                                                                          • Falcon Damage per Level +1%
                                                                                                                                                                                                          • Falcon Damage per Dex +1%
                                                                                                                                                                                                          FalconryRogueFalconerFalconer's MarkFalconer3Whenever the Falcon hits an enemy with Falcon Strikes it Marks them. Your next hit against a Marked target deals more damage and consumes the Mark.
                                                                                                                                                                                                          • Damage to Marked Targets +25% per point
                                                                                                                                                                                                          FalconryRogueFalconerFalconryFalconer0Passive: Summons a Falcon that fights with you. Active: Falcon Strikes: The Falcon rapidly hits many enemies in the target area.
                                                                                                                                                                                                            FalconryRogueFalconerFeather KnivesFalconer1Your Falcon now uses Feather Knives at nearby enemies. This effect has a 10 second cooldown. Your Falcon also throws a single Feather Knife whenever you consume Falconer's Mark.
                                                                                                                                                                                                            • Feather Knives Cooldown (seconds) 10
                                                                                                                                                                                                            FalconryRogueFalconerFlask SatchelFalconer4Your Falcon has additional Acid Flask charges.
                                                                                                                                                                                                            • Additional Acid Flask Charges +1 per point
                                                                                                                                                                                                            FalconryRogueFalconerFrightful FeathersFalconer1Your Falcon's Screech now also fears enemies it hits. Additionally, your Falcon moves to you when a hit leaves you at low health, and this effect will interrupt any skill it is currently using. This effect can occur at most every 10 seconds.
                                                                                                                                                                                                            • Falcon Screech Fears
                                                                                                                                                                                                            • Falcon Screech on you at Low Health
                                                                                                                                                                                                            FalconryRogueFalconerGo For the Eyes!Falconer1Your critical strike chance modifiers now also apply to your Falcon, but at a reduced ratio.
                                                                                                                                                                                                            • Crit Chance Stat Ratio 50%
                                                                                                                                                                                                            FalconryRogueFalconerHunter's SpoilsFalconer1When your Falcon kills an enemy or hits a boss or rare enemy it restores health and mana to you based on your total attributes. This effect can occur from hits a limited number of times per 3 seconds.
                                                                                                                                                                                                            • Health Gain per 2 total attributes 1
                                                                                                                                                                                                            • Mana Gain per 40 total attributes 1
                                                                                                                                                                                                            • Hit Effect Limit per 3 Seconds 10
                                                                                                                                                                                                            FalconryRogueFalconerIs it a bird?Falconer3Your Falcon deals more global damage (multiplicative with other modifiers). This effect is tripled for Falcon Strikes.
                                                                                                                                                                                                            • Falcon Damage +5% per point
                                                                                                                                                                                                            • Tripled for Falcon Strikes
                                                                                                                                                                                                            FalconryRogueFalconerMarking StrikesFalconer2Your Falcon's other hits now have a chance to inflict Falconer's Mark.
                                                                                                                                                                                                            • Falcon Chance to inflict Falconer's Mark 10% per point
                                                                                                                                                                                                            FalconryRogueFalconerParrotkinFalconer5When you directly use Acid Flask your Falcon has a chance to gain additional Acid Flask charges.
                                                                                                                                                                                                            • Chance to grant Falcon Acid Flask Charges 25% per point
                                                                                                                                                                                                            FalconryRogueFalconerRazor WingsFalconer1Falcon Strikes now cause your Falcon to swoop down in a line in front of you attacking all enemies in that line rather than hitting enemies individually.
                                                                                                                                                                                                            • Falcon Strikes -> Line Attack
                                                                                                                                                                                                            FalconryRogueFalconerRending TalonsFalconer4A portion of your chance to inflict bleed, poison, shred armor, shred resistances, and slow on hit now also apply to your Falcon's hits.
                                                                                                                                                                                                            • Ailment Chances -> Falcon Hits 15% per point
                                                                                                                                                                                                            FalconryRogueFalconerSide by SideFalconer3When you directly use a melee, throwing, or bow attack and hit at least one enemy, you reduce a portion of Falcon Strike's remaining cooldown.
                                                                                                                                                                                                            • Remaining Cooldown Reduction after skill use -3% per point
                                                                                                                                                                                                            FalconryRogueFalconerSidekickFalconer1Your Falcon now heavily prioritizes enemies close to the target location of your most recent melee, throwing or bow attack.
                                                                                                                                                                                                            • Falcon Prioritizes close to Recent Target
                                                                                                                                                                                                            FalconryRogueFalconerSky ChaserFalconer3A portion of your global throwing attack speed now applies to the Falcon's Feather Knives ability as increased cooldown recovery speed.
                                                                                                                                                                                                            • Throwing Attack Speed -> Increased Cooldown Recovery Speed 75% per point
                                                                                                                                                                                                            FalconryRogueFalconerThe Blood DanceFalconer2If Falcon Strikes kills an enemy it will hit an additional time. Additionally, when Falcon Strikes hits a boss or rare enemy it has a chance to hit an additional time.
                                                                                                                                                                                                            • Additional Falcon Strikes hits on kill +1 per point
                                                                                                                                                                                                            • 10% chance for Additional hits on Boss or Rares +1 per point
                                                                                                                                                                                                            FalconryRogueFalconerToxic AirdropFalconer1Your Falcon now throws Acid Flasks for you. Acid Flasks thrown by the Falcon scale with your stats and your Acid Flask tree, but can apply Falcon's Mark from Marking Strikes. This effect consumes mana equal to a portion of your Acid Flask's mana cost and has a 6 second cooldown.
                                                                                                                                                                                                            • Acid Flask Cooldown (seconds) 6
                                                                                                                                                                                                            • Acid Flask Mana Consumption 75%
                                                                                                                                                                                                            FalconryRogueFalconerTrained to HuntFalconer1A portion of the highest of your global increased melee damage, increased throwing damage, or increased bow damage now apply to all your Falcon's damage.
                                                                                                                                                                                                            • Highest Increased Damage -> Falcon Damage 50%
                                                                                                                                                                                                            FalconryRogueFalconerWake of WingsFalconer5When you consume Falconer's Mark you gain the Falcon's Wake buff for a short duration. This buff grants you increased movement speed, attack and cast speed.
                                                                                                                                                                                                            • Movespeed with buff +15%
                                                                                                                                                                                                            • Attack and Cast Speed +15%
                                                                                                                                                                                                            • Buff Duration (seconds) 1 per point
                                                                                                                                                                                                            FalconryRogueFalconerWatchful EyeFalconer1Your Falcon now more heavily prioritizes enemies close to you during combat.
                                                                                                                                                                                                            • Falcon Prioritizes close to You
                                                                                                                                                                                                            FalconryRogueFalconerWingspanFalconer1A portion of your global increased area for area skills now applies to the width of Falcon Strikes. Additionally, Falcon Strikes deals more damage (multiplicative with other modifiers) if you have directly used an area skill in the past 8 seconds.
                                                                                                                                                                                                            • Area Skills -> Falcon Strikes Area 80%
                                                                                                                                                                                                            • Falcon Strikes Damage after Area skill use +20%
                                                                                                                                                                                                            NetRogueFalconerAcid SnareBladedancerMarksmanFalconer1Net's base physical damage is converted to poison. Consequently this damage scales with increases to poison damage, but not increases to physical damage. Bleed chance on hit from all sources is converted to poison chance for Net. Net gains the Poison tag.
                                                                                                                                                                                                            • Physical -> Poison Conversion
                                                                                                                                                                                                            • Bleed -> Poison Chance
                                                                                                                                                                                                            NetRogueFalconerAcrobaticBladedancerMarksmanFalconer1You now jump further when using Net and it has a reduced cooldown. Net gains the Traversal tag.
                                                                                                                                                                                                            • Jump Distance Per Dex +3%
                                                                                                                                                                                                            • Counts as Traversal Skill
                                                                                                                                                                                                            • Reduced Cooldown Duration 35%
                                                                                                                                                                                                            NetRogueFalconerAdvanced EngineeringBladedancerMarksmanFalconer3Net snares enemies in a larger area.
                                                                                                                                                                                                            • Area +16% per point
                                                                                                                                                                                                            NetRogueFalconerAgile HunterBladedancerMarksmanFalconer1You jump further when using Net.
                                                                                                                                                                                                            • Jump Distance +12%
                                                                                                                                                                                                            NetRogueFalconerAssault of the HuntressBladedancerMarksmanFalconer1You now jump forwards when using Net instead of backwards and it is thrown behind you.
                                                                                                                                                                                                            • Jump Forward
                                                                                                                                                                                                            NetRogueFalconerBarbed NetBladedancerMarksmanFalconer1Net causes enemies to take physical damage over time and causes them to bleed each second.
                                                                                                                                                                                                            • Deals Physical Damage Over Time
                                                                                                                                                                                                            • Bleed Stacks Per Second 1
                                                                                                                                                                                                            NetRogueFalconerBold ThrowBladedancerMarksmanFalconer1You no longer flip back when using Net.
                                                                                                                                                                                                            • No Longer Flips Back
                                                                                                                                                                                                            NetRogueFalconerCurved HooksBladedancerMarksmanFalconer5Net deals more damage (multiplicative with other modifiers) and bleeds that it inflicts last longer.
                                                                                                                                                                                                            • Damage +10% per point
                                                                                                                                                                                                            • Bleed Duration +10% per point
                                                                                                                                                                                                            NetRogueFalconerEngineering SmartsBladedancerMarksmanFalconer4Net has a shorter cooldown.
                                                                                                                                                                                                            • Increased Cooldown Recovery Speed 15% per point
                                                                                                                                                                                                            NetRogueFalconerEntangled WeaponsBladedancerMarksmanFalconer1Netted enemies deal less physical damage (multiplicative with other modifiers).
                                                                                                                                                                                                            • Physical Damage From Netted Enemies -12%
                                                                                                                                                                                                            NetRogueFalconerExposed BaitBladedancerMarksmanFalconer4Your Falcon deals more global damage (multiplicative with other modifiers) to netted enemies.
                                                                                                                                                                                                            • Falcon Damage To Netted Enemies +10% per point
                                                                                                                                                                                                            NetRogueFalconerHunters of HeorotBladedancerMarksmanFalconer1Net's hits chill bosses and rare enemies while other enemies are stunned for a short duration. Additionally, you gain mana for each moving enemy hit. This effect adds a 10 second cooldown.
                                                                                                                                                                                                            • Chill Stacks On Bosses And Rares 3
                                                                                                                                                                                                            • Stun Duration (seconds) 2
                                                                                                                                                                                                            • Mana Gain 3
                                                                                                                                                                                                            • Cooldown (seconds) +10
                                                                                                                                                                                                            NetRogueFalconerInto the ShadowsBladedancerMarksmanFalconer1When directly using Net you now throw a Smoke Bomb after jumping.
                                                                                                                                                                                                            • Smoke Bomb After Jump
                                                                                                                                                                                                            NetRogueFalconerLeading the HuntBladedancerMarksmanFalconer3Using Net grants you the Huntress Advantage buff for a short duration, granting you more global damage (multiplicative with other modifiers) against slowed or immobilized enemies.
                                                                                                                                                                                                            • Huntress Advantage Duration (seconds) 2 per point
                                                                                                                                                                                                            • Damage Against Slowed Or Immobilized +10%
                                                                                                                                                                                                            NetRogueFalconerNetBladedancerMarksmanFalconer0Leaps backwards and throws a net which snares enemies and deals physical damage. Netted bosses and rare enemies have 35% less movement speed, and other enemies are immobilized.
                                                                                                                                                                                                              NetRogueFalconerNet TrapBladedancerMarksmanFalconer1Net now throws a trap that releases a net at a nearby enemy when it triggers. You can have a maximum of 6 Net Traps active at once and they last up to 30 seconds.
                                                                                                                                                                                                              • Throw Net Trap
                                                                                                                                                                                                              • Max Net Traps 6
                                                                                                                                                                                                              NetRogueFalconerQuick ThrowsBladedancerMarksmanFalconer2While you have Huntress Advantage you now also have global increased throwing attack speed.
                                                                                                                                                                                                              • Attack Speed With Buff +10% per point
                                                                                                                                                                                                              NetRogueFalconerRending WiresBladedancerMarksmanFalconer4Net's hits have a chance to cause enemies to bleed.
                                                                                                                                                                                                              • Bleed Chance +50% per point
                                                                                                                                                                                                              NetRogueFalconerServer of TricksBladedancerMarksmanFalconer2You now throw additional Net traps with each throw, but Net costs additional mana.
                                                                                                                                                                                                              • Additional Traps Thrown +1 per point
                                                                                                                                                                                                              • Mana Cost +5 per point
                                                                                                                                                                                                              NetRogueFalconerSilvered SpikesBladedancerMarksmanFalconer1Improves Caltrops' base critical strike chance from all sources per 10% global slow chance.
                                                                                                                                                                                                              • Caltrops Crit Chance Per 10% Slow Chance +1%
                                                                                                                                                                                                              NetRogueFalconerSpear TrapBladedancerMarksmanFalconer1Net Traps now also use Puncture for you when they are triggered. This will use the melee or bow version of Puncture depending on your equipped weapon. This consumes mana equal to a portion of Puncture's mana cost.
                                                                                                                                                                                                              • Trap Uses Puncture
                                                                                                                                                                                                              • Puncture Mana Consumption 115%
                                                                                                                                                                                                              NetRogueFalconerStrongly WovenBladedancerMarksmanFalconer4Net snares enemies for a longer duration.
                                                                                                                                                                                                              • Duration +10% per point
                                                                                                                                                                                                              NetRogueFalconerSurprise SnareBladedancerMarksmanFalconer1Net's hits cannot be dodged.
                                                                                                                                                                                                              • Canot Be Dodged
                                                                                                                                                                                                              NetRogueFalconerTangled and ProneBladedancerMarksmanFalconer1Netted enemies and enemies slowed by the Tanglewire node cannot dodge and cannot avoid critical strikes.
                                                                                                                                                                                                              • Enemies Cannot Dodge
                                                                                                                                                                                                              • Enemies Cannot Avoid Crits
                                                                                                                                                                                                              NetRogueFalconerTanglewireBladedancerMarksmanFalconer3Net's hits slows enemies.
                                                                                                                                                                                                              • Slow Stacks When Free 1 per point
                                                                                                                                                                                                              NetRogueFalconerTinkerer's ComboBladedancerMarksmanFalconer1If Net hits an enemy you now also throw Caltrops at your target location where the Net hits. This effect can occur once per 2 seconds.
                                                                                                                                                                                                              • Caltrops At Target Location
                                                                                                                                                                                                              • Caltrops per 2 Seconds 1
                                                                                                                                                                                                              NetRogueFalconerTrapper's CrescendoBladedancerMarksmanFalconer1Net deals more damage (multiplicative with other modifiers) scaling with your dodge chance.
                                                                                                                                                                                                              • Damage Per 1% Dodge Chance +1%
                                                                                                                                                                                                              NetRogueFalconerTrickster ArtistBladedancerMarksmanFalconer1When using Net you drop Caltrops at your starting location after jumping.
                                                                                                                                                                                                              • Drops Caltrops
                                                                                                                                                                                                              NetRogueFalconerVoltaic DeviceBladedancerMarksmanFalconer1Net's base physical damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage. Bleed chance on hit from all sources is converted to lightning resistance shred for Net. Additionally, Net deals more damage (multiplicative with other modifiers) per global shock chance. Swaps Net's Physical tag for a Lightning tag.
                                                                                                                                                                                                              • Physical -> Lightning Conversion
                                                                                                                                                                                                              • Bleed -> Lightning Res Shred Chance
                                                                                                                                                                                                              • Damage Per Global Shock Chance +1%
                                                                                                                                                                                                              NetRogueFalconerWeakening ThreadsBladedancerMarksmanFalconer3Net's hits apply frailty to enemies.
                                                                                                                                                                                                              • Frailty Stacks 1 per point
                                                                                                                                                                                                              NetRogueFalconerZone of ControlBladedancerMarksmanFalconer3Caltrops from all sources deal damage in a larger area.
                                                                                                                                                                                                              • Caltrops Area +15% per point
                                                                                                                                                                                                              Dark QuiverRogueMarksmanAccessibleBladedancerMarksmanFalconer5Black Arrows are summoned more frequently. This does not cause more arrows to be summoned and also causes Dark Quiver to have a shorter duration.
                                                                                                                                                                                                              • Arrow Frequency +10% per point
                                                                                                                                                                                                              • Duration -10% per point
                                                                                                                                                                                                              Dark QuiverRogueMarksmanArcher's FocusBladedancerMarksmanFalconer4Using a Black Arrow grants more damage (multiplicative with other modifiers) to your next bow attack, but consume additional mana.
                                                                                                                                                                                                              • Damage +12% per point
                                                                                                                                                                                                              • Mana Consumed +5 per point
                                                                                                                                                                                                              Dark QuiverRogueMarksmanArrow of the TricksterBladedancerMarksmanFalconer1Picking up a Black Arrow creates a Shadow at the arrow's location.
                                                                                                                                                                                                              • Shadow on Pickup
                                                                                                                                                                                                              Dark QuiverRogueMarksmanBleak ArrowBladedancerMarksmanFalconer1Using a Black Arrow grants your next Heartseeker additional Recurve chance.
                                                                                                                                                                                                              • Next Heartseeker Recurve Chance +50%
                                                                                                                                                                                                              Dark QuiverRogueMarksmanCrimson QuiverBladedancerMarksmanFalconer5Picking up a Black Arrow grants you a stack of Crimson Shroud for a short duration, granting you bleed chance and less damage over time taken. This stacks up to 3 times for a short duration.
                                                                                                                                                                                                              • Crimson Shroud Duration (seconds) 1 per point
                                                                                                                                                                                                              • Bleed Chance per Crimson Shroud +50%
                                                                                                                                                                                                              • Damage Over Time Taken per Crimson Shroud -5%
                                                                                                                                                                                                              • Max Crimson Shrouds 3
                                                                                                                                                                                                              Dark QuiverRogueMarksmanCrippling ArrowsBladedancerMarksmanFalconer5Picking up a Black Arrow slows nearby enemies for a short duration.
                                                                                                                                                                                                              • Slow Duration (seconds) 1 per point
                                                                                                                                                                                                              Dark QuiverRogueMarksmanDark QuiverBladedancerMarksmanFalconer0Requires a bow. Summons 7 Black Arrows that rain from the sky over 4 seconds, granting 100% increased damage to your next bow attack when retrieved.
                                                                                                                                                                                                                Dark QuiverRogueMarksmanDragon SlayerBladedancerMarksmanFalconer1Using a Black Arrow causes your next Cinder Strike to instantly kill enemies that are below a health threshold (a percentage of their maximum health).
                                                                                                                                                                                                                • Kill Threshold 15%
                                                                                                                                                                                                                Dark QuiverRogueMarksmanElemental AdeptBladedancerMarksmanFalconer5Using a Black Arrow grants a chance to freeze, shock or ignite enemies, depending on the element, to your next bow elemental attack.
                                                                                                                                                                                                                • Cold -> Freeze Rate Multiplier +40% per point
                                                                                                                                                                                                                • Lightning -> Shock Chance +20% per point
                                                                                                                                                                                                                • Fire -> Ignite Chance +20% per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanFatal BarrageBladedancerMarksmanFalconer1Using a Black Arrow improves your next Flurry's base critical strike chance.
                                                                                                                                                                                                                • Flurry Base Crit Chance +3%
                                                                                                                                                                                                                Dark QuiverRogueMarksmanFend OffBladedancerMarksmanFalconer1Picking up a Black Arrow knocks nearby enemies back 4 meters.
                                                                                                                                                                                                                • Knockback Distance 4m
                                                                                                                                                                                                                Dark QuiverRogueMarksmanFiery VengeanceBladedancerMarksmanFalconer1Picking up a Black Arrow resets the combo of Cinder Strike.
                                                                                                                                                                                                                • Cinder Strike Combo Resets
                                                                                                                                                                                                                Dark QuiverRogueMarksmanGrand DetonationBladedancerMarksmanFalconer1Using a Black Arrow causes your next Detonating Arrow to deal damage in a significantly larger area.
                                                                                                                                                                                                                • Area +100%
                                                                                                                                                                                                                Dark QuiverRogueMarksmanHeartseekerBladedancerMarksmanFalconer4Using a Black Arrow grants increased critical strike chance to your next bow attack.
                                                                                                                                                                                                                • Increased Crit Chance 25% per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanHeavy ArrowsBladedancerMarksmanFalconer4Using a Black Arrow grants additional physical damage to your next bow attack.
                                                                                                                                                                                                                • Additional Physical Damage +5 per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanHeavy ArtilleryBladedancerMarksmanFalconer1Ballistae that have been buffed by at least 4 Black Arrows always critically strike.
                                                                                                                                                                                                                • Always Crits With 4 Arrows
                                                                                                                                                                                                                Dark QuiverRogueMarksmanKeen ShotsBladedancerMarksmanFalconer5Picking up a Black Arrow grants active Ballistae increased attack speed while they are alive. This effect stacks up to 4 times.
                                                                                                                                                                                                                • Attack Speed +2% per point
                                                                                                                                                                                                                • Max Buff Stacks 4
                                                                                                                                                                                                                Dark QuiverRogueMarksmanLacerating ArrowsBladedancerMarksmanFalconer1Using a Black Arrow grants Puncture additional physical penetration and bleed chance.
                                                                                                                                                                                                                • Physical Penetration +10%
                                                                                                                                                                                                                • Bleed Chance +100%
                                                                                                                                                                                                                Dark QuiverRogueMarksmanLarge QuiverBladedancerMarksmanFalconer3Additional Black Arrows are summoned, but the arrows are summoned at the same frequency causing Dark Quiver to have a longer duration.
                                                                                                                                                                                                                • Black Arrows +1 per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanMendingBladedancerMarksmanFalconer3Picking up a Black Arrow restores health.
                                                                                                                                                                                                                • Health Gain 20 per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanNature's FocusBladedancerMarksmanFalconer3Using a Black Arrow grants increased elemental damage to your next bow attack.
                                                                                                                                                                                                                • Increased Elemental Damage 30% per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanNightfallBladedancerMarksmanFalconer5Picking up a Black Arrow grants you a stack of Dusk Shroud for 4 seconds, granting you glancing blow chance and dodge rating. This effect can stack.
                                                                                                                                                                                                                • Dusk Shroud Stacks +1 per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanPerfect BoltsBladedancerMarksmanFalconer5Picking up a Black Arrow grants active Ballistae additional bow physical damage while they are alive. This effect stacks up to 4 times.
                                                                                                                                                                                                                • Bow Physical Damage +4 per point
                                                                                                                                                                                                                • Max Buff Stacks 4
                                                                                                                                                                                                                Dark QuiverRogueMarksmanQuick DrawBladedancerMarksmanFalconer3Picking up a Black Arrow grants you the Frenzy buff, granting you 20% increased attack and cast speed for a short duration.
                                                                                                                                                                                                                • Frenzy Duration (seconds) 1 per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanQuickened ArrowsBladedancerMarksmanFalconer5You instantly summon a number of Black Arrows on use. The rest are spread out over the normal duration.
                                                                                                                                                                                                                • Instant Arrows 1 per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanRending ShotsBladedancerMarksmanFalconer5Using a Black Arrow grants a chance to shred enemy physical resistance to your next bow attack.
                                                                                                                                                                                                                • Physical Res Shred Chance +30% per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanResolveBladedancerMarksmanFalconer4Picking up a Black Arrow restores mana.
                                                                                                                                                                                                                • Mana Restored 2 per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanScourge QuiverBladedancerMarksmanFalconer4Using a Black Arrow grants increased damage over time to your next bow attack.
                                                                                                                                                                                                                • Damage Over Time +30% per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanTide of DarknessBladedancerMarksmanFalconer1Using a Black Arrow causes your next Hail of Arrows to deal increased damage over time equal to twice your critical strike chance.
                                                                                                                                                                                                                • Crit Chance -> Damage Over Time 200%
                                                                                                                                                                                                                Dark QuiverRogueMarksmanToxic QuiverBladedancerMarksmanFalconer5Using a Black Arrow grants additional poison penetration and poison chance to your next bow attack.
                                                                                                                                                                                                                • Poison Penetration +10% per point
                                                                                                                                                                                                                • Poison Chance +30% per point
                                                                                                                                                                                                                Dark QuiverRogueMarksmanTrueshotBladedancerMarksmanFalconer1Using a Black Arrow causes your next Multishot to pierce additional enemies (continue through targets they hit).
                                                                                                                                                                                                                • Enemies Pierced +2
                                                                                                                                                                                                                Dark QuiverRogueMarksmanUmbral ResolutionBladedancerMarksmanFalconer5Using a Black Arrow consumes all active Shadows to grant your next bow attack more damage (multiplicative with other modifiers) per Shadow consumed. Consuming at least 3 Shadows grants significantly more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                • Damage +5% per point
                                                                                                                                                                                                                • Damage With At Least 3 Shadows +20% per point
                                                                                                                                                                                                                • Consumes Shadows
                                                                                                                                                                                                                Dark QuiverRogueMarksmanUntil DawnBladedancerMarksmanFalconer5Using a bow attack grants you a chance to summon a Black Arrow at a random nearby location. This effect has a 3 second cooldown.
                                                                                                                                                                                                                • Arrow On Bow Skill Use Chance 5% per point
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanAimed ShotMarksman1Detonating Arrow can now be charged up for up to 2 seconds, causing it to pierce a number of enemies (continue through targets it hits) per 0.5 seconds charged up.
                                                                                                                                                                                                                • Maximum Time Charged (seconds) 1
                                                                                                                                                                                                                • Enemies Pierced Per 0.5 Seconds 1
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanArcing BlastMarksman4The explosion causes Lightning Tendrils to chain out to other nearby targets. This can't hit enemies hit by the explosion. This has no effect if Detonating Arrow's damage is converted.
                                                                                                                                                                                                                • Maximum Targets 2 per point
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanArrow of DelayMarksman2Detonating Arrow causes enemies to have less movement speed (multiplicative with other modifiers) for each arrow attached.
                                                                                                                                                                                                                • Enemy Movespeed -4% per point
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanBarrageMarksman1Detonating Arrow now explodes on impact in a cone behind the target rather than a circle, but no longer has an arming time.
                                                                                                                                                                                                                • Circle -> Cone Area
                                                                                                                                                                                                                • No Arming Time
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanBeastslayer ArrowMarksman4Detonating Arrow deals more damage (multiplicative with other modifiers) and has a longer arming time. The explosion deals more hit damage (multiplicative with other modifiers) per second the arrow spent arming.
                                                                                                                                                                                                                • Damage +5% per point
                                                                                                                                                                                                                • Increased Arming Time 15% per point
                                                                                                                                                                                                                • Explosion Hit Damage Per Second +15% per point
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanConcentrationMarksman3The explosion deals more damage (multiplicative with other modifiers), but in a smaller area (multiplicative with other modifiers).
                                                                                                                                                                                                                • Explosion Damage +25% per point
                                                                                                                                                                                                                • Less Explosion Radius 15% per point
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanCopper Dust ArrowMarksman2Detonating Arrow causes enemies to have less elemental resistance while they have at least 1 arrow attached.
                                                                                                                                                                                                                • Elemental Resistance -10% per point
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanDeadly AilmentsMarksman1Ailments inflicted by Detonating Arrow deal more damage over time (multiplicative with other modifiers).
                                                                                                                                                                                                                • Damage Over Time +25%
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanDelayed DetonationMarksman2Detonating Arrow has a longer arming time (multiplicative with other modifiers).
                                                                                                                                                                                                                • More Arming Time 25% per point
                                                                                                                                                                                                                Detonating ArrowRogueMarksmanDetonating ArrowMarksman0Requires a bow. Fires an arrow that embeds itself in a target then explodes after 0.6 seconds.
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanDragon ArrowMarksman1The explosion base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage. Shock chance from all sources is converted to ignite chance and effects related to shock now depend on ignite instead. Swaps Detonating Arrow's Lightning tag for a Fire tag.
                                                                                                                                                                                                                  • Lightning -> Fire Conversion
                                                                                                                                                                                                                  • Shock -> Ignite Chance
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanFastshotMarksman4Detonating Arrow has increased attack speed and shock applied by this skill last longer.
                                                                                                                                                                                                                  • Attack Speed +5% per point
                                                                                                                                                                                                                  • Shock Duration +5% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanFrostfang ArrowMarksman1Detonating Arrow's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It also gains a base freeze rate. Shock chance from all sources is converted to chill chance. Swaps Detonating Arrow's Lightning tag for a Cold tag. This has no effect if Detonating Arrow is converted to fire with Dragon Arrow.
                                                                                                                                                                                                                  • Lightning -> Cold Conversion
                                                                                                                                                                                                                  • Shock -> Chill Chance
                                                                                                                                                                                                                  • Freeze Rate +60
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanFrozen ResonanceMarksman5Detonating Arrow has a higher chance based on your uncapped Cold Resistance.
                                                                                                                                                                                                                  • Freeze Rate per 1% Cold Res +1 per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanInfused DischargeMarksman5Detonating Arrow consumes a portion of your current mana to deal more damage (multiplicative with other modifiers) based on the mana consumed, up to a maximum.
                                                                                                                                                                                                                  • Current Mana Consumed 5% per point
                                                                                                                                                                                                                  • More Damage per Mana Consumed 2%
                                                                                                                                                                                                                  • Maximum Mana Consumed 20 per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanJolting ChargeMarksman5Detonating Arrow has a chance to shock enemies, but the explosion hit deals less hit damage (multiplicative with other modifiers).
                                                                                                                                                                                                                  • Shock Chance +50% per point
                                                                                                                                                                                                                  • Explosion Hit Damage -10% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanLethal BlastMarksman3The explosion hit deals more damage (multiplicative with other modifiers) per 5% health the enemy is missing.
                                                                                                                                                                                                                  • Explosion Hit Damage per 5% Missing Health +1% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanLoaded QuiverMarksman3You can store an additional charge of Detonating Arrow.
                                                                                                                                                                                                                  • Additional Charges +1 per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanMana ArrowMarksman1Detonating arrow no longer costs mana and instead restores mana when you directly use it and hit at least one enemy. However it now only has a small chance of exploding.
                                                                                                                                                                                                                  • No Mana Cost
                                                                                                                                                                                                                  • Mana Gained On Hit 8
                                                                                                                                                                                                                  • Explosion Chance 15%
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanNavigator's ShotMarksman1Detonating Arrow now slightly seeks out targets.
                                                                                                                                                                                                                  • Homing Arrows
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanOutburstMarksman3The explosion deals damage in a larger area.
                                                                                                                                                                                                                  • Increased Explosion Area 25% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanPiercing ThunderMarksman4Lightning Tendrils penetrate a portion of enemy lightning resistance and have a chance to shock enemies.
                                                                                                                                                                                                                  • Lightning Res Penetration +15% per point
                                                                                                                                                                                                                  • Shock Chance +25% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanPinpointMarksman2Detonating Arrow deals more damage (multiplicative with other modifiers) per second charged up.
                                                                                                                                                                                                                  • Damage Per Second Charged +25% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanQuick DetonationMarksman5Detonating Arrow has increased critical strike chance and it has reduced arming time.
                                                                                                                                                                                                                  • Increased Crit Chance 20% per point
                                                                                                                                                                                                                  • Reduced Arming Time 12% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanRapid DetonationMarksman1If an enemy has an attached Detonating Arrow and gets hit again, it explodes the first arrow immediately.
                                                                                                                                                                                                                  • Explodes Immediately
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanScorpion ArrowMarksman1The explosion now poisons enemies on hit, but its hits deal less damage (multiplicative with other modifiers). Detonating Arrow's base damage is convered to Physical. Consequently this damage scales with increases to physical damage, but not increases to lightning damage. Shock chance from all sources is converted to poison chance. Swaps Detonating Arrow's Lightning tag for Poison and Physical tags. This has no effect if Detonating Arrow is converted to fire or cold with Dragon Arrow or Frostfang Arrow.
                                                                                                                                                                                                                  • Shock -> Poison Chance
                                                                                                                                                                                                                  • Explosion Poison Chance +200%
                                                                                                                                                                                                                  • Base Lightning Damage -> Physical
                                                                                                                                                                                                                  • Explosion Hit Damage -50%
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanShock ArrowMarksman5Detonating Arrow has a chance to shock enemies.
                                                                                                                                                                                                                  • Shock Chance +20% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanSuckerpunch ArrowMarksman1When you hit an enemy with Detonating Arrow that already has an arrow attached to them, the explosion deals more damage in a larger area (multiplicative with other modifiers). Suckerpunch Arrow will not attach an additional Detonating Arrow.
                                                                                                                                                                                                                  • Explosion Hit Damage +100%
                                                                                                                                                                                                                  • More Explosion Area 100%
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanThundersteel ArrowMarksman1Detonating Arrow now has a cooldown, but when you directly use it, it deals more damage in a significantly larger area (both multiplicative with other modifiers), and has an increased chance to stun.
                                                                                                                                                                                                                  • Damage +50%
                                                                                                                                                                                                                  • More Explosion Area 100%
                                                                                                                                                                                                                  • Increased Stun Chance 100%
                                                                                                                                                                                                                  • Cooldown (seconds) +5
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanWeak SpotMarksman5Detonating Arrow critical strikes deal more damage and it has a chance to apply Critical Vulnerability to enemies, making them easier to critically strike.
                                                                                                                                                                                                                  • Critical Multiplier +6% per point
                                                                                                                                                                                                                  • Critical Vulnerability Chance +20% per point
                                                                                                                                                                                                                  Detonating ArrowRogueMarksmanWell CraftedMarksman5The explosion deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                                                                                                  • Explosion Damage +10% per point
                                                                                                                                                                                                                  • Increased Explosion Area 20% per point
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanAcid RainMarksman1Hail of Arrows' base physical damage is converted to poison. Consequently this damage scales with increases to poison damage, but not increases to physical damage. Swaps Hail of Arrows' Physical tag for a Poison tag. Bleed chance from all sources is converted to poison chance.
                                                                                                                                                                                                                  • Physical -> Poison Damage
                                                                                                                                                                                                                  • Bleed -> Poison Chance
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanAim for the HeartMarksman3Hail of Arrows deals more bow damage per stack of bleed on the enemy, up to a maximum. This does not affect ailment damage.
                                                                                                                                                                                                                  • Bow Damage +3% per point
                                                                                                                                                                                                                  • Maximum Damage Bonus 30% per point
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanArrow SprayMarksman1Hail of Arrows now fall in a forward advancing rectangle area rather than a circle.
                                                                                                                                                                                                                  • Advancing Area
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanArsonistMarksman4Hail of Arrows deals more bow damage to ignited enemies (multiplicative with other modifiers).
                                                                                                                                                                                                                  • Bow Damage vs Ignited +15% per point
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanBackup VolleyMarksman1You can store additional charges of Hail of Arrows, but it has a shorter duration (multiplicative with other modifiers).
                                                                                                                                                                                                                  • Additional Charges +2
                                                                                                                                                                                                                  • Less Duration -50%
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanBlighted ArrowsMarksman5Hail of Arrows has a chance to apply Frailty to enemies each second.
                                                                                                                                                                                                                  • Frailty Chance +10% per point
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanBlot Out the SunMarksman5You have a chance to gain a stack of Dusk Shroud each second for 2 seconds while inside the area, granting you glancing blow chance and dodge rating. This effect can stack.
                                                                                                                                                                                                                  • Dusk Shroud Chance +25% per point
                                                                                                                                                                                                                  • Glancing Blow Chance +5%
                                                                                                                                                                                                                  • Dodge Rating +50
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanCondemnMarksman3Barrage of Arrows immobilizes enemies for a short duration. Rare enemies and bosses are slowed instead.
                                                                                                                                                                                                                  • Immobilized Duration (seconds) 1 per point
                                                                                                                                                                                                                  • Slow Duration (seconds) 1 per point
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanCrystal ArrowsMarksman1Hail of Arrows' base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. It also has a chance to freeze enemies each second. All slow chance from this tree is converted to chill chance and effects related to slow now depend on chill instead. Swaps Hail of Arrows' Physical tag for a Cold tag. This has no effect if Hail of Arrows is converted to poison with Acid Rain.
                                                                                                                                                                                                                  • Physical -> Cold Damage
                                                                                                                                                                                                                  • Slow -> Chill Chance
                                                                                                                                                                                                                  • Freeze Rate 60
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanDeadly DrawMarksman3Hail of Arrows costs less mana and has a shorter cooldown, but has a longer delay before the arrows fall.
                                                                                                                                                                                                                  • Mana Cost -15% per point
                                                                                                                                                                                                                  • Cooldown Duration -15% per point
                                                                                                                                                                                                                  • Delay +25% per point
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanEndless BarrageMarksman1Hail of Arrows is now channeled and can be retargeted while you are channelling. It costs less initial mana, but rapidly drains your mana. Channelled Hail of Arrows' delay is halved, and increases to its delay are halved.
                                                                                                                                                                                                                  • Channeled
                                                                                                                                                                                                                  • Mana Cost -40
                                                                                                                                                                                                                  • Delay And Increases To Delay -50%
                                                                                                                                                                                                                  • Mana Cost Per Second 23
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanFight in the ShadeMarksman1Hail of Arrows now also grants a stack of Dusk Shroud to allies each second for 2 seconds while inside the area.
                                                                                                                                                                                                                  • Dusk Shroud To Allies
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanFocusMarksman5Hail of Arrows deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                  • Damage +8% per point
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanFrost ShotsMarksman5Hail of Arrows has increased chance to freeze enemies each second and has increased chill duration.
                                                                                                                                                                                                                  • Freeze Rate Multiplier +40% per point
                                                                                                                                                                                                                  • Chill Duration + 20% per point
                                                                                                                                                                                                                  Hail of ArrowsRogueMarksmanHail Of ArrowsMarksman0Requires a bow. Launch a hail of arrows into the sky that rain down on the target location over 3.5 seconds.
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanHeadshotMarksman3Hail of Arrows deals more bow damage to stunned enemies (multiplicative with other modifiers). This does not affect ailment damage.
                                                                                                                                                                                                                    • Bow Damage vs Stunned +20% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanLethalityMarksman5Hail of Arrows has a chance to inflict enemies with Crit Vulnerability each second.
                                                                                                                                                                                                                    • Critical Vulnerability Chance +20% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanNowhere to HideMarksman5Hail of Arrows deals more bow damage (multiplicative with other modifiers) over its duration scaling up to a maximum. This does not affect damaging ailments.
                                                                                                                                                                                                                    • Bow Damage Per Second +4% per point
                                                                                                                                                                                                                    • Maximum Damage Bonus 16% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanPin DownMarksman5Hail of Arrows has a chance to slow enemies each second.
                                                                                                                                                                                                                    • Slow Chance +20% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanPristine FletcherMarksman5Hail of Arrows deals more damage (multiplicative with other modifiers), but in a smaller area (multiplicative with other modifiers).
                                                                                                                                                                                                                    • Damage +18% per point
                                                                                                                                                                                                                    • Radius -6% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanQuick DrawMarksman3Hail of Arrows costs less mana, but has a shorter duration (multiplicative with other modifiers).
                                                                                                                                                                                                                    • Mana Cost -15% per point
                                                                                                                                                                                                                    • Less Duration -10% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanScorched EarthMarksman1Hail of Arrows' base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Bleed chance from all sources is converted to ignite chance and effects related to bleed now depend on ignite instead. Swaps Hail of Arrows' Physical tag for a Fire tag. This has no effect if Hail of Arrows is converted to cold with Crystal Arrows or to poison with Acid Rain.
                                                                                                                                                                                                                    • Physical -> Fire Damage
                                                                                                                                                                                                                    • Bleed -> Ignite Chance
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanSilver ArrowsMarksman4Improves Barrage of Arrows' base critical strike chance.
                                                                                                                                                                                                                    • Base Crit Chance +12% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanSkystrikeMarksman1Hail of Arrows now also shoots a Barrage of Arrows on use dealing bow physical damage, but costs more mana. This does not scale with damage over time.
                                                                                                                                                                                                                    • Initial Barrage
                                                                                                                                                                                                                    • Mana Cost +25%
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanSoul Stealer ArrowsMarksman3Hail of Arrows leeches a portion of the bow damage it deals as health.
                                                                                                                                                                                                                    • Bow Health Leech +4% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanSteadyMarksman3Hail of Arrows lasts longer.
                                                                                                                                                                                                                    • Duration +10% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanSundering RainMarksman5Hail of Arrows has a chance to shred enemy armor each second.
                                                                                                                                                                                                                    • Armor Shred Chance +20% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanTear FleshMarksman5Hail of Arrows has a chance to cause enemies to bleed each second.
                                                                                                                                                                                                                    • Bleed Chance +40% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanThe HuntMarksman1Hail of Arrows lasts significantly longer (multiplicative with other modifiers), but you can only have one Hail of Arrows active at a time. Using Hail of Arrows again causes the old instance to stop.
                                                                                                                                                                                                                    • More Duration +40%
                                                                                                                                                                                                                    • One Active Hail Of Arrows
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanVenom ArrowsMarksman5Hail of Arrows has a chance to poison enemies each second.
                                                                                                                                                                                                                    • Poison Chance +50% per point
                                                                                                                                                                                                                    Hail of ArrowsRogueMarksmanVolleyMarksman4Hail of Arrows deals damage in a larger area
                                                                                                                                                                                                                    • Increased Area 25% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanA Storm of ArrowsMarksman2Whenever Heartseeker Recurves, it extends the duration of your most recent Hail of Arrows by a small amount, up to 10 times per use of Hail of Arrows.
                                                                                                                                                                                                                    • Hail of Arrows Duration On Recurve +0.2 per point
                                                                                                                                                                                                                    • Max Duration Extensions 10
                                                                                                                                                                                                                    HeartseekerRogueMarksmanAgainst All OddsMarksman4Heartseeker's hits cannot be dodged and it deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                    • Cannot Be Dodged
                                                                                                                                                                                                                    • Damage +8% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanArrow MasteryMarksman4Heartseeker has an additional chance to Recurve.
                                                                                                                                                                                                                    • Recurve Chance +10% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanArrow of the RavagerMarksman1Heartseeker has an additional chance to Recurve, and it deals more damage (multiplicative with other modifiers), but it now has a cooldown.
                                                                                                                                                                                                                    • Recurve Chance +50%
                                                                                                                                                                                                                    • Damage +50%
                                                                                                                                                                                                                    • Cooldown (seconds) 3
                                                                                                                                                                                                                    HeartseekerRogueMarksmanBlades of the PyreMarksman3Heartseeker has a chance to grant you a Burning Dagger on Recurve consuming mana.
                                                                                                                                                                                                                    • Burning Dagger Chance On Recurve 34# per point
                                                                                                                                                                                                                    • Mana Consumed 2
                                                                                                                                                                                                                    HeartseekerRogueMarksmanBlightshotMarksman4Heartseeker's hits have a chance to poison enemies and poison it inflicts last longer.
                                                                                                                                                                                                                    • Poison Chance +25% per point
                                                                                                                                                                                                                    • Poison Duration +10% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanBloodseekerMarksman5You leech a portion of Heartseeker's damage and it has an additional chance to Recurve.
                                                                                                                                                                                                                    • Health Leech +0.5% per point
                                                                                                                                                                                                                    • Recurve Chance +5% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanBonepiercerMarksman3Heartseeker deals more bow damage (multiplicative with other modifiers) after each recurve, up to a maximum.
                                                                                                                                                                                                                    • Bow Damage +4% per point
                                                                                                                                                                                                                    • Max Damage Bonus Stacks 12
                                                                                                                                                                                                                    HeartseekerRogueMarksmanControlled IcicleMarksman1Heartseeker's base physical damage is converted to cold and it now has a base freeze rate. Consequently this damage scales with increases to cold damage, but not increases to physical damage. Bleed chance on hit from all sources is converted to frostbite chance for Heartseeker. Swaps Heartseeker's Physical tag for a Cold tag.
                                                                                                                                                                                                                    • Cold Conversion
                                                                                                                                                                                                                    • Bleed -> Frostbite Chance
                                                                                                                                                                                                                    • Base Freeze Rate 40
                                                                                                                                                                                                                    HeartseekerRogueMarksmanDecimating SpikeMarksman3Heartseeker has additional critical strike chance and its critical strikes deal more damage.
                                                                                                                                                                                                                    • Critical Chance +2% per point
                                                                                                                                                                                                                    • Critical Multiplier +10% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanDeep RustMarksman1Armor shred chance from all sources is converted to poison chance.
                                                                                                                                                                                                                    • Armor Shred -> Poison Chance
                                                                                                                                                                                                                    HeartseekerRogueMarksmanDragonfangMarksman4Consecutive Recurves each grant a stack of Dragonfang for 10 seconds. Higher stacks can only be achieved by a higher amount of consecutive Recurves, up to a maximum of 20.
                                                                                                                                                                                                                    • Dragonfang On Recurve
                                                                                                                                                                                                                    • Bow Fire Damage Per Stack +1 per point
                                                                                                                                                                                                                    • Spell Fire Damage Per Stack +1 per point
                                                                                                                                                                                                                    • Throwing Fire Damage Per Stack +1 per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanExposedMarksman1Heartseeker's hits have a chance to apply frailty and shred enemy armor, but it no longer seeks new targets when the first target dies.
                                                                                                                                                                                                                    • Frailty Chance +100%
                                                                                                                                                                                                                    • Armor Shred Chance +100%
                                                                                                                                                                                                                    • No Longer Seeks New Targets
                                                                                                                                                                                                                    HeartseekerRogueMarksmanFletcher's ResurgenceMarksman1Your Heartseeker restores a charge whenever you pick up a Black Arrow.
                                                                                                                                                                                                                    • Charge Reset On Black Arrow
                                                                                                                                                                                                                    HeartseekerRogueMarksmanFrozen SplinterMarksman2Heartseeker penetrate additional cold resistance scaling with your cold overcapped resistance.
                                                                                                                                                                                                                    • Cold Penetration Per 10% Overcapped Cold Res +1% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanFury of the HuntMarksman3Directly using Heartseeker and hitting at least one enemy grants you frenzy for a short duration. This effect has a 10 second cooldown.
                                                                                                                                                                                                                    • Frenzy Duration (seconds) 2 per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanGloom NeedleMarksman3When you directly use Heartseeker and hit at least one enemy, it has a chance to consume one of your Shadows to use Heartseeker at the same target.
                                                                                                                                                                                                                    • Chance To Consume Shadow 10% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanHeartdrainMarksman4When directly used, Heartseeker arrows have a chance to grant mana and health on hit.
                                                                                                                                                                                                                    • Chance On Hit 25% per point
                                                                                                                                                                                                                    • Mana Gain 1
                                                                                                                                                                                                                    • Health Gain 10
                                                                                                                                                                                                                    HeartseekerRogueMarksmanHeartrenderMarksman4Heartseeker's hits have a chance to cause enemies to bleed and bleed it inflicts penetrate enemy physical resistance.
                                                                                                                                                                                                                    • Bleed Chance +25% per point
                                                                                                                                                                                                                    • Physical Penetration With Bleed +10% per point
                                                                                                                                                                                                                    HeartseekerRogueMarksmanHeartseekerMarksman0Requires a bow. Shoot an arrow that seeks the heart of a nearby target, passing harmlessly through other enemies. Whenever it hits its target it has a chance to continue through it and Recurve to strike it again. Subsequent Recurve chance is multiplied by 0.8 each time the arrow Recurves. If the target dies, it will choose a new target.
                                                                                                                                                                                                                      HeartseekerRogueMarksmanHidden SkewerMarksman3Heartseeker has a chance on Recurve to grant you a Dusk Shroud, up to a maximum every 2 seconds.
                                                                                                                                                                                                                      • Dusk Shroud Chance +15%
                                                                                                                                                                                                                      • Times Per 2 Seconds 2 per point
                                                                                                                                                                                                                      HeartseekerRogueMarksmanIcy ImpalerMarksman4Heartseeker's hits have a higher chance to freeze and have a chance to chill enemies.
                                                                                                                                                                                                                      • Freeze Rate +20 per point
                                                                                                                                                                                                                      • Chill Chance +25% per point
                                                                                                                                                                                                                      HeartseekerRogueMarksmanMolten ArrowstormMarksman1Heartseeker's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Bleed chance from all sources is converted to ignite chance. Swaps Heartseeker's Physical tag for a Fire tag.
                                                                                                                                                                                                                      • Fire Conversion
                                                                                                                                                                                                                      • Bleed -> Ignite Chance
                                                                                                                                                                                                                      HeartseekerRogueMarksmanNimble ThreadsMarksman1Heartseeker has an additional chance to Recurve scaling with Dexterity.
                                                                                                                                                                                                                      • Recurve Chance Per Dex +0.5%
                                                                                                                                                                                                                      HeartseekerRogueMarksmanRelentless VolleyMarksman2Heartseeker has additional charges.
                                                                                                                                                                                                                      • Additional Charges +1 per point
                                                                                                                                                                                                                      HeartseekerRogueMarksmanReturning DarknessMarksman3After a Heartseeker arrow Recurves at least 3 times, it has a chance to leave a Black Arrow between you and the target enemy if the enemy is at least 6 meters away. This effect can occur a limited number of times every 3 seconds.
                                                                                                                                                                                                                      • Black Arrow Chance 34# per point
                                                                                                                                                                                                                      • Black Arrows per 3 Seconds 2
                                                                                                                                                                                                                      HeartseekerRogueMarksmanSeeping WoundsMarksman3Heartseeker deals more ailment damage (multiplicative with other modifiers) after each recurve, up to a maximum.
                                                                                                                                                                                                                      • Damage Over Time +5% per point
                                                                                                                                                                                                                      • Max Damage Bonus Stacks 8
                                                                                                                                                                                                                      HeartseekerRogueMarksmanShadow Weaver's GraspMarksman1Heartseeker now has a minimum chance to Recurve.
                                                                                                                                                                                                                      • Min Recurve Chance +66%
                                                                                                                                                                                                                      HeartseekerRogueMarksmanStraight ThroughMarksman1When Heartseeker's target dies, you shoot Puncture at a nearby enemy for each Recurve it would have triggered after the target died.
                                                                                                                                                                                                                      • Puncture Per Recurve After Death
                                                                                                                                                                                                                      HeartseekerRogueMarksmanSwift and SureMarksman4Heartseeker has increased attack speed and costs less mana.
                                                                                                                                                                                                                      • Attack Speed +5% per point
                                                                                                                                                                                                                      • Mana Efficiency +10% per point
                                                                                                                                                                                                                      HeartseekerRogueMarksmanThe Red VeilMarksman4Heartseeker has a chance to grant you Crimson Shroud on Recurve.
                                                                                                                                                                                                                      • Crimson Shroud Chance On Recurve +5% per point
                                                                                                                                                                                                                      HeartseekerRogueMarksmanWoven GraspMarksman1Heartseeker now twists around in a semi-cirle to Recurve and its hits have a chance to slow enemies.
                                                                                                                                                                                                                      • Twists And Turns
                                                                                                                                                                                                                      • Slow Chance +50%
                                                                                                                                                                                                                      MultishotRogueMarksmanBack to BackBladedancerMarksmanFalconer1When directly using Multishot, every 6th attack is a double shot.
                                                                                                                                                                                                                      • Double Shot Every 6 Attacks
                                                                                                                                                                                                                      MultishotRogueMarksmanBodkin PointsBladedancerMarksmanFalconer4Multishot hits have a chance to apply armor shred on hit.
                                                                                                                                                                                                                      • Armor Shred Chance +25% per point
                                                                                                                                                                                                                      MultishotRogueMarksmanCritical ArrowsBladedancerMarksmanFalconer3Multishot's critical strikes deal more damage.
                                                                                                                                                                                                                      • Critical Multiplier +15% per point
                                                                                                                                                                                                                      MultishotRogueMarksmanEfficient DrawBladedancerMarksmanFalconer4Multishot costs less mana.
                                                                                                                                                                                                                      • Mana Efficiency +12% per point
                                                                                                                                                                                                                      MultishotRogueMarksmanGiant SlayerBladedancerMarksmanFalconer1Multishot arrows from the same attack can hit the same target and have an increased chance to stun enemies, but Multishot deals significantly less damage (multiplicative with other modifiers).
                                                                                                                                                                                                                      • Projectiles Can Hit The Same Target
                                                                                                                                                                                                                      • Increased Stun Chance 500%
                                                                                                                                                                                                                      • Damage -80%
                                                                                                                                                                                                                      MultishotRogueMarksmanHang LooseBladedancerMarksmanFalconer3Multishot has increased attack speed and chance to gain Haste when you use or trigger Multishot from another skill.
                                                                                                                                                                                                                      • Attack Speed +5% per point
                                                                                                                                                                                                                      • Chance to Gain Haste +10% per point
                                                                                                                                                                                                                      MultishotRogueMarksmanHeavy ArrowsBladedancerMarksmanFalconer1Multishot deals more damage (multiplicative with other modifiers), but hits in a smaller cone and can only shoot a maximum of 3 arrows. Additionally, Multishot hits have a chance to shred enemy armor per arrow before the limit.
                                                                                                                                                                                                                      • Damage +35%
                                                                                                                                                                                                                      • Armor Shred Chance Per Arrow Before Limit +10%
                                                                                                                                                                                                                      • Cone Width -50%
                                                                                                                                                                                                                      • Arrow Limit 3
                                                                                                                                                                                                                      MultishotRogueMarksmanHit 'n' RunBladedancerMarksmanFalconer2You have a chance to gain Haste for 2 seconds when you use Multishot while Stand My Ground is activate.
                                                                                                                                                                                                                      • Haste Chance +50% per point
                                                                                                                                                                                                                      MultishotRogueMarksmanKeep Pushing 'em AroundBladedancerMarksmanFalconer1Multishot hits have a chance to knock enemies on hit. This effect only works on direct uses and has a 2 second cooldown.
                                                                                                                                                                                                                      • Knockback Chance On Direct Use 100%
                                                                                                                                                                                                                      MultishotRogueMarksmanLarge QuiverBladedancerMarksmanFalconer2Multishot has additional arrows, but costs more mana.
                                                                                                                                                                                                                      • Extra Arrows +2 per point
                                                                                                                                                                                                                      • Mana Cost +3 per point
                                                                                                                                                                                                                      MultishotRogueMarksmanMultishotBladedancerMarksmanFalconer0Requires a bow. A bow attack that fires a cone of 5 arrows in the target direction. Aiming the cursor further from your character reduces the spread.
                                                                                                                                                                                                                        MultishotRogueMarksmanNo Easy Way OutBladedancerMarksmanFalconer4Multishot hits have a chance to slow and inflict bleed on enemies.
                                                                                                                                                                                                                        • Slow Chance +25% per point
                                                                                                                                                                                                                        • Bleed Chance +25% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanPiercing ShotsBladedancerMarksmanFalconer3Multishot arrows pierce enemies (continue through enemies hit) up to a limit.
                                                                                                                                                                                                                        • Maximum Enemies Pierced 1 per point
                                                                                                                                                                                                                        MultishotRogueMarksmanPincushionBladedancerMarksmanFalconer3Multishot penetrates enemy physical resistance.
                                                                                                                                                                                                                        • Physical Penetration +10% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanPinning ShotsBladedancerMarksmanFalconer3Multishot deals more hit damage to slowed targets (multiplicative with other modifiers).
                                                                                                                                                                                                                        • Hit Damage To Slowed Target +20% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanPoint BlankBladedancerMarksmanFalconer3Multishot deals more hit damage, but deals less hit damage as it travels (both multiplicative with other modifiers).
                                                                                                                                                                                                                        • Hit Damage +25% per point
                                                                                                                                                                                                                        • Less Hit Damage To Far Away Targets -25% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanQuick DrawBladedancerMarksmanFalconer4Multishot has increased attack speed.
                                                                                                                                                                                                                        • Attack Speed +5% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanRain of ArrowsBladedancerMarksmanFalconer3Multishot hits in a wider cone.
                                                                                                                                                                                                                        • Cone Width +20% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanReadied ArrowsBladedancerMarksmanFalconer1Multishot has a chance to be shot when you use another bow attack with increased chance to stun, but it costs significantly more mana.
                                                                                                                                                                                                                        • Autofire Chance On Bow Attack +5%
                                                                                                                                                                                                                        • Increased Stun Chance 100%
                                                                                                                                                                                                                        • Mana Cost +100%
                                                                                                                                                                                                                        MultishotRogueMarksmanRepeater BowBladedancerMarksmanFalconer3Reduce the amount of attacks to double shoot with Multishot. Additionally, Multishot deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                        • Fewer Attacks Between Double Shots -1 per point
                                                                                                                                                                                                                        • Damage +3% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanSnipingBladedancerMarksmanFalconer5Multishot deals more damage (multiplicative with other modifiers) and arrows travel faster.
                                                                                                                                                                                                                        • Damage +7% per point
                                                                                                                                                                                                                        • Projectile Speed +7% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanStand My GroundBladedancerMarksmanFalconer3Multishot deals more damage (multiplicative with other modifiers) if you haven't moved in the past second.
                                                                                                                                                                                                                        • Damage +12% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanStrong PullBladedancerMarksmanFalconer1Multishot deals more damage (multiplicative with other modifiers) when used directly, but has less attack speed (multiplicative with other modifiers).
                                                                                                                                                                                                                        • Direct Use Damage +60%
                                                                                                                                                                                                                        • Attack Speed -30%
                                                                                                                                                                                                                        MultishotRogueMarksmanThe Maj'elkan GraspBladedancerMarksmanFalconer1Multishot has increased slow and bleed duration per point of Dexterity.
                                                                                                                                                                                                                        • Slow Duration Per Dexterity +2%
                                                                                                                                                                                                                        • Bleed Duration Per Dexterity +2%
                                                                                                                                                                                                                        MultishotRogueMarksmanToxic GiftBladedancerMarksmanFalconer2Multishot hits have a chance to inflict poison.
                                                                                                                                                                                                                        • Poison Chance +50% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanTrue StrikesBladedancerMarksmanFalconer4Multishot has increased critical strike chance.
                                                                                                                                                                                                                        • Increased Crit Chance 75% per point
                                                                                                                                                                                                                        MultishotRogueMarksmanWon't Back DownBladedancerMarksmanFalconer1When you are out of mana Multishot is free to use, but it can't shoot more than a few arrows. Other bonuses still apply.
                                                                                                                                                                                                                        • Free When Out-Of-Mana
                                                                                                                                                                                                                        • Maximum Projectiles 3
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelAvatar of the SpireVoid KnightForge GuardPaladin1Hammers are now thrown in a nova, with double the amount of additional hammers unless your hammers spiral. Hammer Throw hits deal additional throwing physical damage.
                                                                                                                                                                                                                        • Hammers Thrown In Nova
                                                                                                                                                                                                                        • Double Extra Projectiles
                                                                                                                                                                                                                        • Physical Damage +12
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelBallistaVoid KnightForge GuardPaladin6Hammer Throw deals more damage (multiplicative with other modifiers) and costs less mana.
                                                                                                                                                                                                                        • Damage +3% per point
                                                                                                                                                                                                                        • Mana Cost -1 per point
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelBattle RouseVoid KnightForge GuardPaladin5Hammer Throw has a chance to grant you health on hit.
                                                                                                                                                                                                                        • Health Gained 20
                                                                                                                                                                                                                        • Chance To Gain Health 10% per point
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelCatapultVoid KnightForge GuardPaladin2Hammer Throw launches additional hammers, but Hammer Throw costs more mana. Hammers from the same throw cannot hit the same enemy, unless they spiral.
                                                                                                                                                                                                                        • Extra Projectiles +2 per point
                                                                                                                                                                                                                        • Mana Cost +2 per point
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelChaining HammersVoid KnightForge GuardPaladin2Hammers chain to additional enemies.
                                                                                                                                                                                                                        • Additional Chains +1 per point
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelCollisionVoid KnightForge GuardPaladin1Hammer Throw deals more damage, but Hammer Throw hits no longer pierce (travel through enemies hit). Its hits have a higher chance to stun enemies, and the stuns they inflict last longer.
                                                                                                                                                                                                                        • Damage +50%
                                                                                                                                                                                                                        • Increased Stun Chance +60%
                                                                                                                                                                                                                        • Increased Stun Duration +60%
                                                                                                                                                                                                                        • Cannot Pierce
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelDisintegrating AuraVoid KnightForge GuardPaladin1Your hammers gain a Disintegrating Aura, causing enemies nearby them to take void damage over time, but Hammer Throw costs additional mana and has less attack speed (multiplicative with other modifiers).
                                                                                                                                                                                                                        • Disintegrating Aura
                                                                                                                                                                                                                        • Mana Cost +8
                                                                                                                                                                                                                        • Attack Speed -20%
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelEnra's TechniqueVoid KnightForge GuardPaladin1Hammer Throw can no longer spiral, chain, or orbit. If your hammers would spiral, they instead deal significantly more hit damage (multiplicative with other modifiers). If your hammers would chain, they instead deal more critical damage for each time they would chain. If your hammers would orbit you, they instead have additional base critical strike chance. Hammer Throw hits deal increased damage (multiplicative with other modifiers).
                                                                                                                                                                                                                        • Hit Damage +10%
                                                                                                                                                                                                                        • Spiral -> Hit Damage +80%
                                                                                                                                                                                                                        • Critical Multiplier Per Chain +40%
                                                                                                                                                                                                                        • Orbit -> Base Crit Chance +4%
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelForce of ImpactVoid KnightForge GuardPaladin5Hammer Throw deals more damage, and has a higher chance to stun enemies.
                                                                                                                                                                                                                        • Damage +10% per point
                                                                                                                                                                                                                        • Increased Stun Chance 25% per point
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelGuardian's ZealVoid KnightForge GuardPaladin3Using Hammer Throw grants you a stack of Zeal for 4 seconds, which increases your damage and critical strike chance by 10% per stack.
                                                                                                                                                                                                                        • Global Increased Damage Per Zeal Stack 10% per point
                                                                                                                                                                                                                        • Global Increased Crit Chance Per Zeal Stack 10% per point
                                                                                                                                                                                                                        • Maximum Zeal Stacks 3
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelHammer of WantVoid KnightForge GuardPaladin1Hammer Throw rips a Dark Orb from enemies on hit, which travels back to you and grants 6 health and mana. Hammer Throw has a 5 second cooldown.
                                                                                                                                                                                                                        • Dark Orb From Enemies Hit
                                                                                                                                                                                                                        • Health Granted 6
                                                                                                                                                                                                                        • Mana Granted 6
                                                                                                                                                                                                                        • Cooldown (seconds) +5
                                                                                                                                                                                                                        Hammer ThrowSentinelSentinelHammer ThrowVoid KnightForge GuardPaladin0Throws a hammer that returns to you after a short delay. Added Throwing Damage is applied to each hit at 110% effectiveness.
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelHammer VortexVoid KnightForge GuardPaladin1Your spiralling hammers now orbit you, but Hammer Throw costs more mana.
                                                                                                                                                                                                                          • Hammer Spiral Orbits You
                                                                                                                                                                                                                          • Mana Cost +4
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelIron SpiralVoid KnightForge GuardPaladin1Hammers now travel in a spiral around you, but halves your amount of additional hammers and Hammer Throw costs more mana.
                                                                                                                                                                                                                          • Hammers Spiral
                                                                                                                                                                                                                          • Hammers pass through terrain
                                                                                                                                                                                                                          • Half Extra Projectiles
                                                                                                                                                                                                                          • Mana Cost +4
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelMana Starved ForgingVoid KnightForge GuardPaladin1When you are out of mana Hammer Throw is free.
                                                                                                                                                                                                                          • Out-Of-Mana Cost 0
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelOverwhelmVoid KnightForge GuardPaladin5Hammer Throw deals more hit damage against stunned enemies (multiplicative with other modifiers) and the stuns they inflict last longer
                                                                                                                                                                                                                          • More Hit Damage Vs Stunned +30% per point
                                                                                                                                                                                                                          • Increased Stun Duration +30% per point
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelRahyeh's LegacyVoid KnightForge GuardPaladin3Each stack of Zeal also grants you added global ignite chance.
                                                                                                                                                                                                                          • Global Ignite Chance Per Zeal Stack +10% per point
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelRapid DisintegrationVoid KnightForge GuardPaladin4Disintegrating Aura deals more damage, and Hammer Throw costs less mana.
                                                                                                                                                                                                                          • Disintegrating Aura Damage +25% per point
                                                                                                                                                                                                                          • Mana Cost -1 per point
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelRapid ThrowVoid KnightForge GuardPaladin5Hammer Throw has increased attack speed.
                                                                                                                                                                                                                          • Attack Speed +5% per point
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelRicochetVoid KnightForge GuardPaladin1Hammers chain to nearby enemies instead of returning to you. Hammer Throw can no longer throw extra projectiles, but it gains more damage and more attack speed (both multiplicative with other modifiers) for each extra projectile you would have thrown.
                                                                                                                                                                                                                          • Additional Chains +1
                                                                                                                                                                                                                          • Damage per Extra Projectile +10%
                                                                                                                                                                                                                          • Attack Speed per Extra Projectile +10%
                                                                                                                                                                                                                          • Hammers Do Not Return
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelShattering ForceVoid KnightForge GuardPaladin5Hammer Throw hits have a chance to reduce enemy armor.
                                                                                                                                                                                                                          • Armour Shred Chance +20% per point
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelSteadfast PathVoid KnightForge GuardPaladin1Hammer Throw hits have a chance to deal double damage, but hammers no longer return to you.
                                                                                                                                                                                                                          • Chance To Deal Double Damage 35%
                                                                                                                                                                                                                          • Hammers Cannot Be Dodged
                                                                                                                                                                                                                          • Hammers Do Not Return
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelWeighted HammersVoid KnightForge GuardPaladin5Hammer Throw deals more damage (multiplicative with other modifiers), but hammers travels slower.
                                                                                                                                                                                                                          • Damage +15% per point
                                                                                                                                                                                                                          • Projectile Speed -10% per point
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelWinged HammersVoid KnightForge GuardPaladin3Hammers travel faster.
                                                                                                                                                                                                                          • Projectile Speed 15% per point
                                                                                                                                                                                                                          Hammer ThrowSentinelSentinelZealot's ConvictionVoid KnightForge GuardPaladin5Hammer Throw hits have a higher chance to deal double damage.
                                                                                                                                                                                                                          • Chance To Deal Double Damage +13% per point
                                                                                                                                                                                                                          JavelinSentinelSentinelArdent SymbolVoid KnightForge GuardPaladin4The Battle Standard now lasts longer, but is still limited to one standard.
                                                                                                                                                                                                                          • Duration (seconds) +2 per point
                                                                                                                                                                                                                          JavelinSentinelSentinelBanner of RestorationVoid KnightForge GuardPaladin4The Battle Standard now heals allies around it each second. The amount of health gained is increased by healing effectiveness.
                                                                                                                                                                                                                          • Healing Per Second 25 per point
                                                                                                                                                                                                                          JavelinSentinelSentinelBattle StandardVoid KnightForge GuardPaladin1Now only 1 Javelin rains down at the target location, it deals more hit damage (multiplicative with other modifiers) and persists for 4 seconds, but has a cooldown. It has a Battle Standard attached granting you and other allies in its radius increased damage and added endurance threshold based on your attunement.
                                                                                                                                                                                                                          • Javelin Hit Damage +300%
                                                                                                                                                                                                                          • Increased Damage Per Attunement +2%
                                                                                                                                                                                                                          • Endurance Threshold Per Attunement +2
                                                                                                                                                                                                                          • Cooldown (seconds) +6
                                                                                                                                                                                                                          JavelinSentinelSentinelBeast EnderVoid KnightForge GuardPaladin4Improves Javelin's base critical strike chance and its critical strikes deal more damage.
                                                                                                                                                                                                                          • Base Crit Chance +2% per point
                                                                                                                                                                                                                          • Critical Multiplier +4% per point
                                                                                                                                                                                                                          JavelinSentinelSentinelBurning StrengthVoid KnightForge GuardPaladin4Javelin hits have a chance to ignite enemies.
                                                                                                                                                                                                                          • Ignite Chance +25% per point
                                                                                                                                                                                                                          JavelinSentinelSentinelCapture the FlagVoid KnightForge GuardPaladin1If an enemy walks over the Battle Standard it captures it and carries the flag until it expires.
                                                                                                                                                                                                                          • Flag Can Be Captured
                                                                                                                                                                                                                          JavelinSentinelSentinelDivine FuryVoid KnightForge GuardPaladin4When Javelin hits an enemy it now splits into additional piercing lightning spears which aim towards enemies close to the target, but Javelin itself can no longer pierce and it costs more mana.
                                                                                                                                                                                                                          • Piercing Lightning Spears +2 per point
                                                                                                                                                                                                                          • Javelin No Longer Pierces
                                                                                                                                                                                                                          • Mana Cost +2 per point
                                                                                                                                                                                                                          JavelinSentinelSentinelDivine InterventionVoid KnightForge GuardPaladin1The Battle Standard now casts Smite at targets nearby every 1.5 seconds.
                                                                                                                                                                                                                          • Cast Smite Near Flag
                                                                                                                                                                                                                          JavelinSentinelSentinelDivine ThrowsVoid KnightForge GuardPaladin1Javelin's base physical damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage. Ignite and bleed chance from all sources is converted to Electrify for Javelin and effects related to bleed or ignite now depend on Electrify instead. Physical resistance shred chance from all sources is converted to lightning resistance shred chance and effects related to Physical resistance shred now depend on lightning resistance shred instead. Swaps Javelin's Physical tag for a Lightning tag.
                                                                                                                                                                                                                          • Base Damage -> Lightning
                                                                                                                                                                                                                          • Ignite And Bleed -> Electrify Chance
                                                                                                                                                                                                                          • Physical -> Lightning Res Shred Chance
                                                                                                                                                                                                                          JavelinSentinelSentinelExcellent BalanceVoid KnightForge GuardPaladin3Javelin costs less mana.
                                                                                                                                                                                                                          • Mana Cost -3 per point
                                                                                                                                                                                                                          JavelinSentinelSentinelForceful HurlVoid KnightForge GuardPaladin5Javelin gains physical and lightning penetration for each second you have been standing still up to a maximum duration.
                                                                                                                                                                                                                          • Maximum Physical Penetration +30% per point
                                                                                                                                                                                                                          • Maximum Lightning Penetration +30% per point
                                                                                                                                                                                                                          • Maximum Duration (seconds) 2.5
                                                                                                                                                                                                                          JavelinSentinelSentinelGo for the LegsVoid KnightForge GuardPaladin4Javelin hits have a chance to cause enemies to bleed and have a chance to slow.
                                                                                                                                                                                                                          • Bleed Chance +20% per point
                                                                                                                                                                                                                          • Slow Chance +20% per point
                                                                                                                                                                                                                          JavelinSentinelSentinelHoly SpearsVoid KnightForge GuardPaladin5Javelin deals more lightning damage (multiplicative with other modifiers) and its hits deal additional lightning damage.
                                                                                                                                                                                                                          • Lightning Damage +4% per point
                                                                                                                                                                                                                          • Lightning Hit Damage +8 per point
                                                                                                                                                                                                                          JavelinSentinelSentinelHoly TrailVoid KnightForge GuardPaladin1Javelin now leaves behind a Holy Trail, that deals fire and lightning damage to enemies each second, heals you and your allies each second and lasts for 6 seconds, but Javelin now has a cooldown. The amount of health gained is increased by healing effectiveness
                                                                                                                                                                                                                          • Fire and Lightning Damage Trail
                                                                                                                                                                                                                          • Healing Per Second 25
                                                                                                                                                                                                                          • Cooldown (seconds) +3
                                                                                                                                                                                                                          JavelinSentinelSentinelHorde SpikerVoid KnightForge GuardPaladin3Javelin hits deal more damage (multiplicative with other modifiers) up to a maximum, for each enemy pierced.
                                                                                                                                                                                                                          • Hit Damage Per Pierced Enemy +10% per point
                                                                                                                                                                                                                          • Max Bonus Hit Damage 40% per point
                                                                                                                                                                                                                          JavelinSentinelSentinelJavelinVoid KnightForge GuardPaladin0Hurl a javelin that pierces through every enemy in its path. If you have a spear equipped added melee damage from the spear applies to Javelin as added throwing damage at 50% of its normal value. Added melee damage from other sources has no effect. Added throwing damage applies at 250% effectiveness.
                                                                                                                                                                                                                            JavelinSentinelSentinelKeen OutlookVoid KnightForge GuardPaladin4Javelin hits deal more hit damage (multiplicative with other modifiers) to enemies the farther away they are, up to a maximum of 15 meters.
                                                                                                                                                                                                                            • Minimum Bonus Hit Damage +10% per point
                                                                                                                                                                                                                            • Max Bonus Hit Damage +25% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelMighty DeliveryVoid KnightForge GuardPaladin4Javelin deals more damage (multiplicative with other modifiers) and has increased attack speed.
                                                                                                                                                                                                                            • Damage +5% per point
                                                                                                                                                                                                                            • Attack Speed +5% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelMonster PiercerVoid KnightForge GuardPaladin4Javelin hits deal more damage (multiplicative with other modifiers). This effect is doubled against enemies on high health.
                                                                                                                                                                                                                            • Hit Damage +12% per point
                                                                                                                                                                                                                            • Doubled Against High Health
                                                                                                                                                                                                                            JavelinSentinelSentinelPath of JudgementVoid KnightForge GuardPaladin1Holy Trail gains additional spell damage based on your increased healing effectiveness.
                                                                                                                                                                                                                            • Spell Damage per 5% Increased Healing Effectivenes +1
                                                                                                                                                                                                                            JavelinSentinelSentinelPerfect SetupVoid KnightForge GuardPaladin2Directly using Javelin causes your next melee attack to costs less mana.
                                                                                                                                                                                                                            • Next Melee Attack Mana Cost -10 per point
                                                                                                                                                                                                                            JavelinSentinelSentinelPilgrimageVoid KnightForge GuardPaladin3Javelin deals more fire and lightning damage (multiplicative with other modifiers) and you have a chance to ignite and electrify enemies with melee attacks while Javelin is on cooldown.
                                                                                                                                                                                                                            • Fire Damage +20% per point
                                                                                                                                                                                                                            • Lightning Damage +20% per point
                                                                                                                                                                                                                            • Melee Ignite Chance on Cooldown +40% per point
                                                                                                                                                                                                                            • Melee Electrify Chance on Cooldown +40% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelPurifying LightningVoid KnightForge GuardPaladin4Javelin has a chance to Electrify enemies on hit. Electrify applied by Javelin has additional Lightning Penetration.
                                                                                                                                                                                                                            • Electrify Chance +25% per point
                                                                                                                                                                                                                            • Lightning Penetration with Electrify +15% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelRighteous DescendVoid KnightForge GuardPaladin5The Battle Standard casts Smite more frequently and Smite cast this way has improved base critical strike chance.
                                                                                                                                                                                                                            • Smite Frequency +20% per point
                                                                                                                                                                                                                            • Smite Base Crit Chance +2% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelSacred ForgeVoid KnightForge GuardPaladin4Directly using Javelin and hitting an enemy causes your next Judgement or Forge Strike to deal more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                            • Next Judgement Damage +15% per point
                                                                                                                                                                                                                            • Next Forge Strike Damage +15% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelSerrated JavelinVoid KnightForge GuardPaladin5Javelin hits have a chance to shred enemy armor.
                                                                                                                                                                                                                            • Armor Shred Chance +30% per point
                                                                                                                                                                                                                            • Armor Shred Duration +10% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelSiege BarrageVoid KnightForge GuardPaladin1You now throw Javelin into the air causing 4 javelins to rain down at target location dealing damage in an area, but it costs more mana.
                                                                                                                                                                                                                            • 4 Javelins Rain Down
                                                                                                                                                                                                                            • Mana Cost +10
                                                                                                                                                                                                                            JavelinSentinelSentinelSpear to the ThighVoid KnightForge GuardPaladin4Javelin deals more damage over time (multiplicative with other modifiers).
                                                                                                                                                                                                                            • Damage Over Time +25% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelSpiked BombardmentVoid KnightForge GuardPaladin2Additional Javelins rain down, but Javelin costs more mana.
                                                                                                                                                                                                                            • Additional Javelins +1 per point
                                                                                                                                                                                                                            • Mana Cost +20% per point
                                                                                                                                                                                                                            JavelinSentinelSentinelStrategic PatienceVoid KnightForge GuardPaladin1Javelin deals more damage, but has less attack speed (both multiplicative with other modifiers).
                                                                                                                                                                                                                            • Damage +60%
                                                                                                                                                                                                                            • Attack Speed -20%
                                                                                                                                                                                                                            JavelinSentinelSentinelSurprise InitiativeVoid KnightForge GuardPaladin1Javelin is now a combo ability, the first part throws down the Battle Standard and the second part causes you to Dash to the flag. Javelin's cooldown is now longer.
                                                                                                                                                                                                                            • Dash To Flag Combo
                                                                                                                                                                                                                            • Cooldown Duration (Seconds) +2
                                                                                                                                                                                                                            JavelinSentinelSentinelWarrior's MarkVoid KnightForge GuardPaladin3Javelin hits have a chance to apply Frailty per point of Strength and a chance to shred enemy physical resistance per point of Dexterity.
                                                                                                                                                                                                                            • Frailty Chance Per Strength +1% per point
                                                                                                                                                                                                                            • Physical Res Shred Chance Per Dex +1% per point
                                                                                                                                                                                                                            LungeSentinelSentinelAmbuscadeVoid KnightForge GuardPaladin5Lunge deals more melee damage to enemies at high health (multiplicative with other modifiers).
                                                                                                                                                                                                                            • Melee Damage To High Health +30% per point
                                                                                                                                                                                                                            LungeSentinelSentinelArt of the SpearVoid KnightForge GuardPaladin1Lunge's final hit now deals damage in an extended rectangle instead of a circle when using a spear.
                                                                                                                                                                                                                            • Extended Area With Spear
                                                                                                                                                                                                                            LungeSentinelSentinelBlade StreamVoid KnightForge GuardPaladin1Lunge now hits all enemies along its path to your target.
                                                                                                                                                                                                                            • Melee Damage Along Path
                                                                                                                                                                                                                            LungeSentinelSentinelBroadsideVoid KnightForge GuardPaladin3Lunge deals damage in a wider area along its path.
                                                                                                                                                                                                                            • Path Width +15% per point
                                                                                                                                                                                                                            LungeSentinelSentinelCrusader's FuryVoid KnightForge GuardPaladin5After using Lunge you gain additional physical penetration per enemy hit along the path. This buff lasts 4 seconds.
                                                                                                                                                                                                                            • Physical Penetration Per Enemy +2% per point
                                                                                                                                                                                                                            LungeSentinelSentinelCull the WeakVoid KnightForge GuardPaladin3Lunge hits instantly kills enemies that are below a health threshold (a percentage of their maximum health). The threshold is based on distance traveled up to a maximum. If you have a similar effect from an item or passive node then the highest threshold is used.
                                                                                                                                                                                                                            • Maximum Kill Threshold 5% per point
                                                                                                                                                                                                                            • Maximum Distance Benefit (meters) 10
                                                                                                                                                                                                                            LungeSentinelSentinelDawn ChargeVoid KnightForge GuardPaladin5You regain a percentage of your missing health when you use Lunge.
                                                                                                                                                                                                                            • Health Gain Of Missing Health 8% per point
                                                                                                                                                                                                                            LungeSentinelSentinelDeadly StabVoid KnightForge GuardPaladin3Improves Lunge's base critical strike chance when using a spear.
                                                                                                                                                                                                                            • Base Crit Chance With Spear +3% per point
                                                                                                                                                                                                                            LungeSentinelSentinelDisarming BlowVoid KnightForge GuardPaladin3Lunge's final hit has a chance to apply Frailty to enemies based on distance traveled up to a maximum.
                                                                                                                                                                                                                            • Maximum Frailty Chance +100% per point
                                                                                                                                                                                                                            • Maximum Distance Benefit (meters) 10
                                                                                                                                                                                                                            LungeSentinelSentinelDouble StrikeVoid KnightForge GuardPaladin1Lunge gains an additional charge, but it has a longer cooldown.
                                                                                                                                                                                                                            • Lunge Charges +1
                                                                                                                                                                                                                            • Increased Cooldown Length +15%
                                                                                                                                                                                                                            LungeSentinelSentinelEndless WillVoid KnightForge GuardPaladin2Warrior's Renewal recovers an additional amount of Lunge's cooldown and also grants you health when it triggers.
                                                                                                                                                                                                                            • Additional Cooldown Recovery +3% per point
                                                                                                                                                                                                                            • Health Gain 10 per point
                                                                                                                                                                                                                            LungeSentinelSentinelHealing RushVoid KnightForge GuardPaladin5You now heal allies and cleanse negative ailments on allies you Lunge to. The amount of health gained is increased by healing effectiveness.
                                                                                                                                                                                                                            • Healing Amount 50 per point
                                                                                                                                                                                                                            • Cleanses Ailments On Allies
                                                                                                                                                                                                                            LungeSentinelSentinelHoly IncursionVoid KnightForge GuardPaladin2Lunge's final hit has a chance to cast Smite at up to 3 nearby targets based on distance traveled up to a maximum.
                                                                                                                                                                                                                            • Maximum Smite Chance +50% per point
                                                                                                                                                                                                                            • Maximum Distance Benefit (meters) 10
                                                                                                                                                                                                                            LungeSentinelSentinelImpairing StrikeVoid KnightForge GuardPaladin5Lunge's final hit now Immobilizes enemies for a short duration.
                                                                                                                                                                                                                            • Immobilize Duration (seconds) 1 per point
                                                                                                                                                                                                                            LungeSentinelSentinelInitiate's OnslaughtVoid KnightForge GuardPaladin5Lunge's final hit deals more damage (multiplicative with other modifiers) in a larger area based on distance traveled up to a maximum.
                                                                                                                                                                                                                            • Maximum Damage +50% per point
                                                                                                                                                                                                                            • Maximum Area +20% per point
                                                                                                                                                                                                                            • Maximum Distance Benefit (meters) 10
                                                                                                                                                                                                                            LungeSentinelSentinelJuggernaut DashVoid KnightForge GuardPaladin2You have a high chance to block while Lunging.
                                                                                                                                                                                                                            • Block Chance +50% per point
                                                                                                                                                                                                                            LungeSentinelSentinelLead the ChargeVoid KnightForge GuardPaladin1You grant other nearby allies Haste at the end of the charge for a short duration based on distance traveled, up to a maximum.
                                                                                                                                                                                                                            • Maximum Haste Duration 3
                                                                                                                                                                                                                            • Maximum Distance Benefit (meters) 10
                                                                                                                                                                                                                            LungeSentinelSentinelLungeVoid KnightForge GuardPaladin0Dash to a nearby enemy and strike it with your weapon. Cannot be used without a target. Costs more mana the further away the target is.
                                                                                                                                                                                                                              LungeSentinelSentinelPilum AssaultVoid KnightForge GuardPaladin1Lunge's final hit now causes you to use Javelin when using a spear. This consumes Javelin's mana cost.
                                                                                                                                                                                                                              • Javelin After Lunging With Spear
                                                                                                                                                                                                                              LungeSentinelSentinelReady or NotVoid KnightForge GuardPaladin1Killing an enemy with Lunge resets the cooldowns of Void CleaveErasing StrikeForge Strike and Judgement
                                                                                                                                                                                                                              • Void Cleave Cooldown Resets
                                                                                                                                                                                                                              • Erasing Strike Cooldown Resets
                                                                                                                                                                                                                              • Judgement Cooldown Resets
                                                                                                                                                                                                                              • Forge Strike Cooldown Resets
                                                                                                                                                                                                                              LungeSentinelSentinelReckless SkirmishVoid KnightForge GuardPaladin4Killing an enemy with Lunge grants you Frenzy for a short duration.
                                                                                                                                                                                                                              • Frenzy Duration (seconds) 1 per point
                                                                                                                                                                                                                              LungeSentinelSentinelRough CutsVoid KnightForge GuardPaladin4Lunge hits have a chance to cause enemies to bleed along its path but not its final hit.
                                                                                                                                                                                                                              • Bleed Chance Along Path +100% per point
                                                                                                                                                                                                                              LungeSentinelSentinelSlipstreamVoid KnightForge GuardPaladin2Other allies caught in the path gain Haste for a short duration.
                                                                                                                                                                                                                              • Haste Duration (seconds) 2 per point
                                                                                                                                                                                                                              LungeSentinelSentinelTo Your AidVoid KnightForge GuardPaladin1You can now Lunge to other allies.
                                                                                                                                                                                                                              • Lunge to Allies
                                                                                                                                                                                                                              LungeSentinelSentinelTorchbearerVoid KnightForge GuardPaladin1Lunge's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage or other damage types. Bleed chance from all sources is converted to ignite chance. Swaps Lunge's Physical tag for a Fire tag. This has no effect if you have taken the Voidbringer node.
                                                                                                                                                                                                                              • Base Damage Converted To Fire
                                                                                                                                                                                                                              • Bleed -> Ignite Chance
                                                                                                                                                                                                                              LungeSentinelSentinelUnstoppableVoid KnightForge GuardPaladin1You are invulnerable while Lunging.
                                                                                                                                                                                                                              • Invulnerability While Lunging
                                                                                                                                                                                                                              LungeSentinelSentinelVisceral PathVoid KnightForge GuardPaladin4Lunge deals more damage to enemies along its path and with its final hit.
                                                                                                                                                                                                                              • Damage +15% per point
                                                                                                                                                                                                                              LungeSentinelSentinelVoidbringerVoid KnightForge GuardPaladin1Lunge's base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types. Bleed chance from all sources is converted to chance to inflict Time Rot. Swaps Lunge's Physical tag for a Void tag.
                                                                                                                                                                                                                              • Base Damage Converted To Void
                                                                                                                                                                                                                              • Bleed -> Time Rot Chance
                                                                                                                                                                                                                              LungeSentinelSentinelWarrior's RenewalVoid KnightForge GuardPaladin3You reduce a portion of Lunge's remaining cooldown when you use a different melee attack and hit at least one enemy. This effect can only occur a limited number of times per use of Lunge.
                                                                                                                                                                                                                              • Cooldown Recovery Attacks 1 per point
                                                                                                                                                                                                                              • Remaining Cooldown Recovered 8% per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelAggressive CadenceVoid KnightForge GuardPaladin1Multistrike has an additional sword while you are at maximum stacks of Armament and wielding a two-handed weapon.
                                                                                                                                                                                                                              • Additional Sword At Max Stacks With 2h
                                                                                                                                                                                                                              MultistrikeSentinelSentinelAlpha CutsVoid KnightForge GuardPaladin3Improves Multistrike's base critical strike chance.
                                                                                                                                                                                                                              • Base Crit Chance +2% per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelBladed FocusVoid KnightForge GuardPaladin2When you drop below 0 mana, you consume all stacks of Armament to restore mana per stack.
                                                                                                                                                                                                                              • Mana Gain Per Stack 7 per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelBladestormVoid KnightForge GuardPaladin1When you create more additional swords than there are nearby enemies, each remaining sword can consume mana to strike the nearest enemy, even if it was hit by the initial attack.
                                                                                                                                                                                                                              • Mana Consumed 3
                                                                                                                                                                                                                              MultistrikeSentinelSentinelBlitzVoid KnightForge GuardPaladin5Multistrike penetrates enemy physical resistance.
                                                                                                                                                                                                                              • Physical Penetration +10% per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelDecimateVoid KnightForge GuardPaladin5Multistrike hits have a chance to inflict bleed on enemies per stack of Armament.
                                                                                                                                                                                                                              • Bleed Chance Per Stack +5% per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelDeterminationVoid KnightForge GuardPaladin4Multistrike deals more damage (multiplicative with other modifiers) while you are at maximum stacks of Armament.
                                                                                                                                                                                                                              • Damage At Max Stacks +15% per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelDoctrine of the AnvilVoid KnightForge GuardPaladin1You can have an additional maximum stack of Armament, but Multistrike has less attack speed per stack (multipicative with other modifiers).
                                                                                                                                                                                                                              • Max Stacks +1
                                                                                                                                                                                                                              • Attack Speed Per Stack -3%
                                                                                                                                                                                                                              MultistrikeSentinelSentinelEchoed WarfareVoid KnightForge GuardPaladin2Multistrike attacks repeated by your Echoes have additional swords.
                                                                                                                                                                                                                              • Additional Swords For Echoes +1 per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelFiery JusticeVoid KnightForge GuardPaladin1While at maximum stacks of Armament and positive mana, attacking with Multistrike will consume all stacks and 40 mana to use Forge Strike.
                                                                                                                                                                                                                              • Forge Strike At Max Stacks
                                                                                                                                                                                                                              • All Stacks Consumed
                                                                                                                                                                                                                              • Mana Consumed +40
                                                                                                                                                                                                                              MultistrikeSentinelSentinelFlanking StrikesVoid KnightForge GuardPaladin1When you have 0 stacks of Armament you have an additional sword when using Multistrike, as if you had 1 stack.
                                                                                                                                                                                                                              • Additional Sword At 0 Stacks
                                                                                                                                                                                                                              MultistrikeSentinelSentinelForgemasteryVoid KnightForge GuardPaladin2Multistrike has a chance to consume a stack of Armament while at maximum stacks to summon a Forged Weapon.
                                                                                                                                                                                                                              • Chance To Summon Weapon +10% per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelGuarding StanceVoid KnightForge GuardPaladin5You have additional armor and block effectiveness per stack of Armament.
                                                                                                                                                                                                                              • Armor Per Stack +30 per point
                                                                                                                                                                                                                              • Block Effectiveness Per Stack +30 per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelGuillotineVoid KnightForge GuardPaladin3Multistrike deals more melee damage (multiplicative with other modifiers) per stack of bleed up to a maximum.
                                                                                                                                                                                                                              • Melee Damage Per Bleed +3% per point
                                                                                                                                                                                                                              • Maximum Damage 30% per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelHack and SlashVoid KnightForge GuardPaladin1You now strike twice with Multistrike, but the full attack takes significantly longer. Each additional sword is now replaced with an axe that strikes its target twice.
                                                                                                                                                                                                                              • Double Initial Strike
                                                                                                                                                                                                                              • Attack Duration +70%
                                                                                                                                                                                                                              MultistrikeSentinelSentinelHallowed ArsenalVoid KnightForge GuardPaladin1Each additional sword is replaced with Smite. Smite cast this way costs its full mana cost per cast.
                                                                                                                                                                                                                              • Sword -> Smite
                                                                                                                                                                                                                              MultistrikeSentinelSentinelHeated ForgeVoid KnightForge GuardPaladin1Directly using Forge Strike consumes all stacks of Armament to summon additional Forged Weapons per stack.
                                                                                                                                                                                                                              • Forged Weapons Per Stack +1
                                                                                                                                                                                                                              MultistrikeSentinelSentinelInitiateVoid KnightForge GuardPaladin5The initial strike deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                              • Initial Strike Damage +15% per point
                                                                                                                                                                                                                              MultistrikeSentinelSentinelJoustingVoid KnightForge GuardPaladin1Each additional sword is replaced with a spear, which stabs in an elongated area rather than a slash. This has no effect if swords are already converted to axes. Additionally, Multistrike's critical strikes deal more damage while wielding a spear.
                                                                                                                                                                                                                              • Sword -> Spear
                                                                                                                                                                                                                              • Critical Multiplier With Spear +30%
                                                                                                                                                                                                                              MultistrikeSentinelSentinelMultistrikeVoid KnightForge GuardPaladin0A melee attack that grants a stack of Armament if you hit at least one enemy. Armament stacks up to 2 times and each stack lasts 3 seconds. Each stack of Armament causes an additional sword to strike a nearby enemy when you use Multistrike.
                                                                                                                                                                                                                                MultistrikeSentinelSentinelNullifying CarveVoid KnightForge GuardPaladin1Void Cleave consumes all stacks of Armament to gain more damage (multiplicative with other modifiers) and increased area per stack consumed.
                                                                                                                                                                                                                                • Void Cleave Area Per Stack +15%
                                                                                                                                                                                                                                • Void Cleave Damage Per Stack +15%
                                                                                                                                                                                                                                • Void Cleave Consumes All Stacks
                                                                                                                                                                                                                                MultistrikeSentinelSentinelPath of the KnightVoid KnightForge GuardPaladin5Multistrike deals more damage (multiplicative with other modifiers) per 30 armor, up to a maximum.
                                                                                                                                                                                                                                • Damage Per 30 Armor +1%
                                                                                                                                                                                                                                • Maximum Damage 20% per point
                                                                                                                                                                                                                                • Armour Required For Maximum Damage 600 per point
                                                                                                                                                                                                                                MultistrikeSentinelSentinelPerfect SteelVoid KnightForge GuardPaladin1You can have an additional maximum stack of Armament.
                                                                                                                                                                                                                                • Max Stacks +1
                                                                                                                                                                                                                                MultistrikeSentinelSentinelRelentless AdvanceVoid KnightForge GuardPaladin3Multistrike has increased attack speed.
                                                                                                                                                                                                                                • Attack Speed +5% per point
                                                                                                                                                                                                                                MultistrikeSentinelSentinelSweeping BlowsVoid KnightForge GuardPaladin4Multistrike deals damage in a larger area and its created swords can strike enemies further away.
                                                                                                                                                                                                                                • Target Area and Damage Area +15% per point
                                                                                                                                                                                                                                MultistrikeSentinelSentinelVengefulVoid KnightForge GuardPaladin3You have a chance to retaliate with Multistrike swords on block. This effect has a 1 second cooldown and doesn't include the initial strike.
                                                                                                                                                                                                                                • Chance to Multistrike on Block 34# per point
                                                                                                                                                                                                                                MultistrikeSentinelSentinelVictory StrikesVoid KnightForge GuardPaladin1If a sword kills an enemy it will create an additional sword to strike another enemy. This effect cannot be triggered from additional swords created this way.
                                                                                                                                                                                                                                • Additional Sword Attack On Kill
                                                                                                                                                                                                                                MultistrikeSentinelSentinelWay of the SwordVoid KnightForge GuardPaladin5Armament stacks last longer and grant you additional melee physical damage per stack.
                                                                                                                                                                                                                                • Stack Duration +10% per point
                                                                                                                                                                                                                                • Melee Physical Damage Per Stack +2 per point
                                                                                                                                                                                                                                RebukeSentinelSentinelAccelerated HealingVoid KnightForge GuardPaladin4While channeling Rebuke the healing from the Redemption node increases each second.
                                                                                                                                                                                                                                • Healing Increase Per Second 20% per point
                                                                                                                                                                                                                                RebukeSentinelSentinelAugmented PlatingVoid KnightForge GuardPaladin5You have more armor (multiplicative with other modifiers) while channelling Rebuke.
                                                                                                                                                                                                                                • Armor +15% per point
                                                                                                                                                                                                                                RebukeSentinelSentinelBattle MeditationVoid KnightForge GuardPaladin4You have increased mana regeneration while channelling Rebuke.
                                                                                                                                                                                                                                • Mana Regen +25% per point
                                                                                                                                                                                                                                RebukeSentinelSentinelBideVoid KnightForge GuardPaladin2Rebuke's maximum duration is increased, allowing you to absorb more damage.
                                                                                                                                                                                                                                • Duration +12% per point
                                                                                                                                                                                                                                RebukeSentinelSentinelBrave the ElementsVoid KnightForge GuardPaladin4You take less elemental damage while channelling Rebuke (multiplicative with other modifiers).
                                                                                                                                                                                                                                • Elemental Damage Taken -15% per point
                                                                                                                                                                                                                                RebukeSentinelSentinelBurst of SpeedVoid KnightForge GuardPaladin1After you finish channelling Rebuke you gain the Haste buff, attack speed, and cast speed for a duration equal to half the duration you channelled Rebuke for.
                                                                                                                                                                                                                                • Haste On End
                                                                                                                                                                                                                                • Cast Speed On End +25%
                                                                                                                                                                                                                                • Attack Speed On End +25%
                                                                                                                                                                                                                                RebukeSentinelSentinelDark ThoughtsVoid KnightForge GuardPaladin3Rebuke hits deal additional base void damage.
                                                                                                                                                                                                                                • Void Damage +5 per point
                                                                                                                                                                                                                                RebukeSentinelSentinelInfinite GuardianVoid KnightForge GuardPaladin5Rebuke has an increased maximum duration, allowing you to absorb more damage, but has a longer cooldown.
                                                                                                                                                                                                                                • Duration +15% per point
                                                                                                                                                                                                                                • Cooldown +15% per point
                                                                                                                                                                                                                                RebukeSentinelSentinelInner FocusVoid KnightForge GuardPaladin3Regenerate mana when you are hit while channelling Rebuke.
                                                                                                                                                                                                                                • Mana Gained When Hit 1 per point
                                                                                                                                                                                                                                RebukeSentinelSentinelLingering AilmentsVoid KnightForge GuardPaladin5Ignite, armor shred, and spreading flames applied to enemies while channelling Rebuke last longer.
                                                                                                                                                                                                                                • Ailment Duration +8% per point
                                                                                                                                                                                                                                RebukeSentinelSentinelMystic AegisVoid KnightForge GuardPaladin3Rebuke has a shorter cooldown, but costs more mana.
                                                                                                                                                                                                                                • Cooldown Recovery Speed +10% per point
                                                                                                                                                                                                                                • Mana Cost +5 per point
                                                                                                                                                                                                                                RebukeSentinelSentinelProtective LegacyVoid KnightForge GuardPaladin1The buffs you are granted via the Augmented Plating and Brave the Elements nodes now persist after you finish channelling Rebuke. Their duration is equal to half the duration you channelled Rebuke for.
                                                                                                                                                                                                                                • Buffs Persist After Channelling
                                                                                                                                                                                                                                RebukeSentinelSentinelRebukeVoid KnightForge GuardPaladin0Hold ability key to channel for up to 2 seconds. You take 80% less damage while channelling. When you stop channelling the barrier breaks dealing physical damage to all nearby enemies. This deals 20 additional physical damage for each hit you received while channelling.
                                                                                                                                                                                                                                  RebukeSentinelSentinelReclaimed RefugeVoid KnightForge GuardPaladin3You reduce a portion of Rebuke's remaining cooldown when you use a different melee attack and hit at least one enemy. This effect can only occur a limited number of times per use of Rebuke, and the effect is doubled while wielding a two handed weapon.
                                                                                                                                                                                                                                  • Cooldown Recovery Attacks 1 per point
                                                                                                                                                                                                                                  • Remaining Cooldown Recovered 12%
                                                                                                                                                                                                                                  • Double Recovery with a 2h Weapon
                                                                                                                                                                                                                                  RebukeSentinelSentinelRedemptionVoid KnightForge GuardPaladin4You heal yourself and nearby allies each second while channelling Rebuke.
                                                                                                                                                                                                                                  • Heal Amount +25 per point
                                                                                                                                                                                                                                  RebukeSentinelSentinelRegenerative ShellVoid KnightForge GuardPaladin4You have increased health regeneration while channelling Rebuke.
                                                                                                                                                                                                                                  • Health Regen +50% per point
                                                                                                                                                                                                                                  RebukeSentinelSentinelRetaliationVoid KnightForge GuardPaladin5Rebuke hits deal more damage, and Rebuke hits in a larger area.
                                                                                                                                                                                                                                  • Hit Damage +12% per point
                                                                                                                                                                                                                                  • Area +25% per point
                                                                                                                                                                                                                                  RebukeSentinelSentinelSinged ShieldVoid KnightForge GuardPaladin5You have a chance to ignite nearby enemies each second while channelling Rebuke.
                                                                                                                                                                                                                                  • Ignite Chance +20% per point
                                                                                                                                                                                                                                  RebukeSentinelSentinelSolemn VowVoid KnightForge GuardPaladin2Buffs via the Burst of Speed and Protective Legacy nodes last longer after you finish channelling Rebuke.
                                                                                                                                                                                                                                  • End Buff Duration +15% per point
                                                                                                                                                                                                                                  RebukeSentinelSentinelStoic ChallengeVoid KnightForge GuardPaladin1Rebuke now has an additonal charge.
                                                                                                                                                                                                                                  • Additional Charges +1
                                                                                                                                                                                                                                  RebukeSentinelSentinelUnforgeVoid KnightForge GuardPaladin5You have a chance to reduce nearby enemy armor each second while channelling Rebuke.
                                                                                                                                                                                                                                  • Armor Shred Chance +20% per point
                                                                                                                                                                                                                                  RebukeSentinelSentinelVoidfused BarrierVoid KnightForge GuardPaladin1Rebuke hits have a chance to grant you a Void Essence.
                                                                                                                                                                                                                                  • Void Essence Chance +20%
                                                                                                                                                                                                                                  RebukeSentinelSentinelWar PriestVoid KnightForge GuardPaladin1Healing via the Redemption node now also scales with your attunement.
                                                                                                                                                                                                                                  • Increased Healing Per Point Of Attunement 4%
                                                                                                                                                                                                                                  RebukeSentinelSentinelWildfire ShellVoid KnightForge GuardPaladin2While channelling Rebuke, you have a chance to apply Spreading Flames to nearby enemies each second.
                                                                                                                                                                                                                                  • Spreading Flames Chance +20% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelAdrenalineVoid KnightForge GuardPaladin4Rive's first strike grants you increased critical strike chance on hit for 4 seconds. Stacks up to 4 times.
                                                                                                                                                                                                                                  • Increased Crit Chance 7% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelAssassin's SustenanceVoid KnightForge GuardPaladin1When you trigger Flame Drinker's Blade's effect you also gain an additional buff that causes you to leech a percentage of the damage you deal as health. Unlike the buff from Flame Drinker's Blade, this buff cannot stack.
                                                                                                                                                                                                                                  • Damage Leeched As Health buff 3%
                                                                                                                                                                                                                                  • Buff Duration (seconds) 3
                                                                                                                                                                                                                                  RiveSentinelSentinelAzure CrescendoVoid KnightForge GuardPaladin3Rive's third strike deals more damage (multiplicative with other modifiers) and restores mana if it hits at least one target.
                                                                                                                                                                                                                                  • Mana Gained 5 per point
                                                                                                                                                                                                                                  • Third Strike Damage +12% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelBound WeaponVoid KnightForge GuardPaladin4When Rive kills an enemy or hits a boss or rare enemy, you have a chance to summon a Forged Weapon.
                                                                                                                                                                                                                                  • Forged Weapon chance on Kill 6% per point
                                                                                                                                                                                                                                  • Forged Weapon chance on Hit vs Boss or Rare 4% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelBrutalityVoid KnightForge GuardPaladin3Rive's third strike deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                  • Third Strike Damage +15% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelCadenceVoid KnightForge GuardPaladin1Changes Rive's sequence of strikes to 1, 2, 1, 2, 3.
                                                                                                                                                                                                                                  • Change Sequence Of Strikes
                                                                                                                                                                                                                                  RiveSentinelSentinelChallengeVoid KnightForge GuardPaladin1If you have positive mana, Rive's second strike pulls enemies. Additionally, Rive's hits slow enemies.
                                                                                                                                                                                                                                  • Strike Two Pulls Enemies
                                                                                                                                                                                                                                  • Slow Chance +100%
                                                                                                                                                                                                                                  RiveSentinelSentinelChampionVoid KnightForge GuardPaladin4Rive deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.
                                                                                                                                                                                                                                  • Damage +8% per point
                                                                                                                                                                                                                                  • Increased Stun Chance 10% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelConcentrationVoid KnightForge GuardPaladin4Improves Rive's base critical strike chance. This bonus is doubled for Rive's third strike.
                                                                                                                                                                                                                                  • First And Second Strike Base Crit Chance +1% per point
                                                                                                                                                                                                                                  • Third Strike Base Crit Chance +2% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelCoup de GraceVoid KnightForge GuardPaladin1Rive's third strike instantly kills enemies below a health threshold (a percentage of their maximum health).
                                                                                                                                                                                                                                  • Strike Three Kill Threshold 15%
                                                                                                                                                                                                                                  RiveSentinelSentinelDouble SlashVoid KnightForge GuardPaladin1Rive skips its third strike.
                                                                                                                                                                                                                                  • Skips Third Strike
                                                                                                                                                                                                                                  RiveSentinelSentinelFlame Drinker's BladeVoid KnightForge GuardPaladin1Rive's third strike consumes all stacks of ignite you applied to enemies it hits, granting you a buff that grants physical penetration per stack consumed, up to a maximum.
                                                                                                                                                                                                                                  • Physical Penetration Per Ignite Consumed 3%
                                                                                                                                                                                                                                  • Max Stacks 20
                                                                                                                                                                                                                                  • Buff Duration (seconds) 3
                                                                                                                                                                                                                                  RiveSentinelSentinelFlurryVoid KnightForge GuardPaladin4Rive's first and second strike have increased attack speed.
                                                                                                                                                                                                                                  • First And Second Strike Attack Speed +10% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelFocused StrikeVoid KnightForge GuardPaladin1Rive's third strike has double crit chance and its critical strikes deal more damage, but strikes one and two can no longer critically strike.
                                                                                                                                                                                                                                  • Third Strike Double Crit Chance
                                                                                                                                                                                                                                  • Third Strike Critical Multiplier +50%
                                                                                                                                                                                                                                  • First And Second Strike Never Crit
                                                                                                                                                                                                                                  RiveSentinelSentinelFoe CleaverVoid KnightForge GuardPaladin1If you are using a two handed weapon, stats on that weapon that directly add damage, increase damage or add a chance to apply an ailment on hit, have double effect for Rive.
                                                                                                                                                                                                                                  • Effect of Damage Stats on a 2h Weapon +100%
                                                                                                                                                                                                                                  • Effect of Ailment Chance Stats on a 2h Weapon +100%
                                                                                                                                                                                                                                  RiveSentinelSentinelIron ReachVoid KnightForge GuardPaladin4Rive's second strike deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                                                                                                                  • Strike Two Damage +25% per point
                                                                                                                                                                                                                                  • Strike Two Area +25% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelLacerationVoid KnightForge GuardPaladin1Rive's third strike lacerates enemies on it. Lacerated enemies take melee damage over time for 3 seconds, with base damage equal to 300% of your added melee damage. Laceration does not stack.
                                                                                                                                                                                                                                  • Lacerates on Hit
                                                                                                                                                                                                                                  RiveSentinelSentinelMassacreVoid KnightForge GuardPaladin4Rive's hits have a chance to cause enemies to bleed. Additionally, bleeds inflicted by Rive's third strike last longer.
                                                                                                                                                                                                                                  • Bleed Chance +25% per point
                                                                                                                                                                                                                                  • Bleed Duration On Third Strike +10% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelOutburstVoid KnightForge GuardPaladin3Rive's third strike deals damage in a larger area.
                                                                                                                                                                                                                                  • Third Strike Area +30% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelProjection of WarVoid KnightForge GuardPaladin1Rive's first strike consumes mana to release a wave of energy that passes through enemies.
                                                                                                                                                                                                                                  • First Strike Wave Of Energy
                                                                                                                                                                                                                                  • Mana Consumption 4
                                                                                                                                                                                                                                  RiveSentinelSentinelReclamationVoid KnightForge GuardPaladin2Rive's third strike leeches damage dealt as health.
                                                                                                                                                                                                                                  • Third Strike Health Leech 5% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelRendingVoid KnightForge GuardPaladin2Rive's first and second strike have a chance to reduce enemy armor.
                                                                                                                                                                                                                                  • First And Second Strike Armor Shred Chance +30% per point
                                                                                                                                                                                                                                  RiveSentinelSentinelRipples of OblivionVoid KnightForge GuardPaladin5Rive deals more damage (multiplicative with other modifiers). This effect is tripled for Echoes.
                                                                                                                                                                                                                                  • Damage +5% per point
                                                                                                                                                                                                                                  • Bonus Tripled For Echoes
                                                                                                                                                                                                                                  RiveSentinelSentinelRiveVoid KnightForge GuardPaladin0A combo of three melee attacks. Every third consecutive attack with Rive slashes in a full circle around the character, dealing double damage.
                                                                                                                                                                                                                                    RiveSentinelSentinelSavageryVoid KnightForge GuardPaladin3Rive hits deal more damage to ignited targets (multiplicative with other modifiers).
                                                                                                                                                                                                                                    • More Hit Damage Vs Ignited Enemies +15% per point
                                                                                                                                                                                                                                    RiveSentinelSentinelScrap MetalVoid KnightForge GuardPaladin1Whenever you would summon a Forged Weapon from any source, you instead gain a stack of Scrap Metal. Each stack grants more armour and more damage with Rive (multiplicative with other modifiers).
                                                                                                                                                                                                                                    • Forged Weapons -> Scrap Metal
                                                                                                                                                                                                                                    • Armour per Scrap Metal +3%
                                                                                                                                                                                                                                    • Rive Damage per Scrap Metal +3%
                                                                                                                                                                                                                                    RiveSentinelSentinelSeverVoid KnightForge GuardPaladin3Rive's first strike has a chance to ignite enemies.
                                                                                                                                                                                                                                    • First Strike Ignite Chance +50% per point
                                                                                                                                                                                                                                    RiveSentinelSentinelTemporal WarriorVoid KnightForge GuardPaladin1Rive's base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types. Bleed chance from all sources is converted to chance to inflict Time Rot. Swaps Rive's Physical tag for a Void tag. Additionally, your chance to Echo with Rive is doubled.
                                                                                                                                                                                                                                    • Void Conversion
                                                                                                                                                                                                                                    • Bleed -> Time Rot Chance
                                                                                                                                                                                                                                    • Doubles Echo Chance
                                                                                                                                                                                                                                    RiveSentinelSentinelTriple ThreatVoid KnightForge GuardPaladin1Rive's third strike deals more damage (multiplicative with other modifiers) and hits in a larger area, and has increased chance to stun enemies.
                                                                                                                                                                                                                                    • Third Strike Damage +50%
                                                                                                                                                                                                                                    • Third Strike Area +50%
                                                                                                                                                                                                                                    • Increased Stun Chance +50%
                                                                                                                                                                                                                                    RiveSentinelSentinelTwisting FangsVoid KnightForge GuardPaladin3Rive's second strike has a chance to ignite enemies.
                                                                                                                                                                                                                                    • Second Strike Ignite Chance +50% per point
                                                                                                                                                                                                                                    RiveSentinelSentinelWeapon SpecialistVoid KnightForge GuardPaladin1Rive deals additional melee physical damage per point of Dexterity if you are using a Sword. Rive deals additional melee void damage per point of Vitality if you are using an Axe. Rive deals additional melee fire damage per point of Attunement if you are using a Mace.
                                                                                                                                                                                                                                    • Physical Damage per Dexterity with a Sword +1
                                                                                                                                                                                                                                    • Void Damage per Vitality with an Axe +1
                                                                                                                                                                                                                                    • Fire Damage per Attunement with a Mace +1
                                                                                                                                                                                                                                    Shield BashSentinelSentinelBlock OutVoid KnightForge GuardPaladin1Shield Bash now also blinds enemies hit.
                                                                                                                                                                                                                                    • Blinds
                                                                                                                                                                                                                                    Shield BashSentinelSentinelBreadthVoid KnightForge GuardPaladin3Shield Bash deals damage in a longer area.
                                                                                                                                                                                                                                    • Length +10% per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelBroadened ShieldVoid KnightForge GuardPaladin3Shield Bash deals damage in a wider area.
                                                                                                                                                                                                                                    • Width +15% per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelConcussive AttacksVoid KnightForge GuardPaladin3Shield Bash has an increased chance to stun and stuns it inflicts last longer.
                                                                                                                                                                                                                                    • Increased Stun Chance 80% per point
                                                                                                                                                                                                                                    • Increased Stun Duration 8% per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelConjurerVoid KnightForge GuardPaladin1Shield Bash will cause one enemy that was hit to drop a potion if Shield Bash has a cooldown.
                                                                                                                                                                                                                                    • Potion Drop Chance 100%
                                                                                                                                                                                                                                    Shield BashSentinelSentinelCutting EdgeVoid KnightForge GuardPaladin3Shield Bash reduces enemy armor and costs less mana.
                                                                                                                                                                                                                                    • Armor Shred Stacks +1 per point
                                                                                                                                                                                                                                    • Mana Cost -3 per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelDazedVoid KnightForge GuardPaladin5Stuns caused by Shield Bash last longer.
                                                                                                                                                                                                                                    • Increased Stun Duration 12% per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelDisarming BlowsVoid KnightForge GuardPaladin3Shield Bash now applies Frailty to enemies hit.
                                                                                                                                                                                                                                    • Frailty Stacks +1 per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelDouble BashVoid KnightForge GuardPaladin1You gain an additional charge of Shield Bash, but it has a longer cooldown.
                                                                                                                                                                                                                                    • Additional Charges +1
                                                                                                                                                                                                                                    • Cooldown +20%
                                                                                                                                                                                                                                    Shield BashSentinelSentinelFlame CoatingVoid KnightForge GuardPaladin4Shield Bash deals additional melee fire damage. If Shield Bash has a cooldown, it also deals more fire damage per block chance (multiplicative with other modifiers) up to 100%.
                                                                                                                                                                                                                                    • Melee Fire Damage +8 per point
                                                                                                                                                                                                                                    • Fire Damage Per Block Chance +0.25% per point
                                                                                                                                                                                                                                    • Max Fire Damage Bonus From Block Chance +25% per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelFlurry of BlowsVoid KnightForge GuardPaladin1Shield Bash no longer has a cooldown, but costs significantly more mana and no longer has a guaranteed stun or ignite.
                                                                                                                                                                                                                                    • No Cooldown
                                                                                                                                                                                                                                    • Mana Cost +9
                                                                                                                                                                                                                                    • No Guaranteed Stun Or Ignite
                                                                                                                                                                                                                                    Shield BashSentinelSentinelFusilladeVoid KnightForge GuardPaladin1Using Shield Bash consumes all charges and deals significantly more damage per extra charge consumed (multiplicative with other modifiers).
                                                                                                                                                                                                                                    • Damage Per Extra Charge +100%
                                                                                                                                                                                                                                    • All Charges Consumed
                                                                                                                                                                                                                                    Shield BashSentinelSentinelHigh ImpactVoid KnightForge GuardPaladin5Shield Bash deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                    • Damage +8% per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelHindranceVoid KnightForge GuardPaladin3Shield Bash now also slows enemies.
                                                                                                                                                                                                                                    • Slow Stacks +1 per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelImpeded MovementVoid KnightForge GuardPaladin2Slows caused by Shield Bash last longer.
                                                                                                                                                                                                                                    • Slow Duration +50% per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelIncinerating BlowsVoid KnightForge GuardPaladin1Shield Bash no longer has a guaranteed stun, but instead applies additional stacks of ignite. All stun duration modifiers from this tree are converted to affect ignite duration instead. Shield Bash's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Swaps Shield Bash's Physical tag for a Fire tag.
                                                                                                                                                                                                                                    • Guaranteed Stun -> Ignite Chance +300%
                                                                                                                                                                                                                                    • Stun Duration Mods -> Ignite Duration
                                                                                                                                                                                                                                    • Base Damage -> Fire
                                                                                                                                                                                                                                    Shield BashSentinelSentinelIndomitable ForceVoid KnightForge GuardPaladin2Shield Bash has added melee damage based on your block effectiveness.
                                                                                                                                                                                                                                    • Damage per 40 Block Effectiveness +1 per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelIron ArmsVoid KnightForge GuardPaladin1Shield Bash deals more physical damage per point of Strength (multiplicative with other modifiers).
                                                                                                                                                                                                                                    • More Physical Damage Per Strength 1%
                                                                                                                                                                                                                                    Shield BashSentinelSentinelJuggernautVoid KnightForge GuardPaladin1Shield Bash no longer requires a shield to use, but costs more mana.
                                                                                                                                                                                                                                    • No Longer Requires Shield
                                                                                                                                                                                                                                    • Mana Cost +25%
                                                                                                                                                                                                                                    Shield BashSentinelSentinelKindlingVoid KnightForge GuardPaladin4Shield Bash causes your next melee or throwing attack to have additional ignite chance and critical strike chance. Excludes channelled skills. This effect is significantly reduced if Shield Bash does not have a cooldown.
                                                                                                                                                                                                                                    • Next Attack Ignite Chance +100% per point
                                                                                                                                                                                                                                    • Next Attack Crit Chance +5% per point
                                                                                                                                                                                                                                    • Reduced Effect Without Cooldown 80%
                                                                                                                                                                                                                                    Shield BashSentinelSentinelPerfect BulwarkVoid KnightForge GuardPaladin3For 4 seconds after using Shield Bash, you are guaranteed to block a limited number of hits. Only works if Shield Bash has a cooldown.
                                                                                                                                                                                                                                    • Hits Blocked +1 per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelPower RushVoid KnightForge GuardPaladin1After you use Shield Rush or Lunge, you Shield Bash in the direction you traveled. Shield Bash must have a cooldown, be charged and on your action bar for this effect to work.
                                                                                                                                                                                                                                    • Shield Bash After Shield Rush Or Lunge
                                                                                                                                                                                                                                    Shield BashSentinelSentinelProtective ImpactVoid KnightForge GuardPaladin5Shield Bash grant you additional block chance and block effectiveness for a short duration after use.
                                                                                                                                                                                                                                    • Block Chance +3% per point
                                                                                                                                                                                                                                    • Block Effectiveness +100 per point
                                                                                                                                                                                                                                    • Duration (seconds) 4
                                                                                                                                                                                                                                    Shield BashSentinelSentinelReboundingVoid KnightForge GuardPaladin1Your next Shield Throw can ricochet 5 additional times, after using Shield Bash.
                                                                                                                                                                                                                                    • Additional Shield Throw Ricochets +5
                                                                                                                                                                                                                                    Shield BashSentinelSentinelRefreshing SmashVoid KnightForge GuardPaladin3You are granted health when you stun an enemy with Shield Bash.
                                                                                                                                                                                                                                    • Health Gain On Stun +5 per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelSerrating StrikesVoid KnightForge GuardPaladin5Shield Bash causes enemies to bleed, but costs more mana.
                                                                                                                                                                                                                                    • Bleed Stacks +1 per point
                                                                                                                                                                                                                                    • Mana Cost +15% per point
                                                                                                                                                                                                                                    Shield BashSentinelSentinelShield BashVoid KnightForge GuardPaladin0Requires a shield. A melee directional attack that stuns enemies for 1 second. 100% increased stun duration against non-boss enemies. 1.5% more damage per 1% block chance (up to 150%, multiplicative with other modifiers). 20% of remaining cooldown recovered whenever you stun an enemy, including with Shield Bash itself. This effect can occur a maximum of two times each second.
                                                                                                                                                                                                                                      Shield BashSentinelSentinelShieldstormVoid KnightForge GuardPaladin1Shield Bash has increased attack speed scaling with your block chance up to a maximum.
                                                                                                                                                                                                                                      • Attack Speed Per 1% Block Chance +0.5%
                                                                                                                                                                                                                                      • Maximum Attack Speed 50%
                                                                                                                                                                                                                                      Shield BashSentinelSentinelSplintering BlowVoid KnightForge GuardPaladin1If Shield Bash is used while you have a shield equipped, it fires shield fragments in a cone in front of you. While Shield Bash is on cooldown you cannot block. Only works if Shield Bash has a cooldown.
                                                                                                                                                                                                                                      • Shield Fragments With Shield
                                                                                                                                                                                                                                      • Cannot Block While On Cooldown
                                                                                                                                                                                                                                      Shield BashSentinelSentinelStaggering PunchVoid KnightForge GuardPaladin3Shield Bash now also knocks enemies back, if Shield Bash has a cooldown.
                                                                                                                                                                                                                                      • Knockback Distance (meters) 1 per point
                                                                                                                                                                                                                                      Shield BashSentinelSentinelSteel CoatingVoid KnightForge GuardPaladin5Shield Bash deals additional melee physical damage.
                                                                                                                                                                                                                                      • Melee Physical Damage +9 per point
                                                                                                                                                                                                                                      Shield BashSentinelSentinelSurvival of the FittestVoid KnightForge GuardPaladin1You are granted health per point of Strength, when you stun an enemy with Shield Bash.
                                                                                                                                                                                                                                      • Health Gain On Stun Per Strength +1
                                                                                                                                                                                                                                      Shield BashSentinelSentinelWall of ShieldsVoid KnightForge GuardPaladin1If Shield Bash is used while Ring of Shields is active, the shields form a wall which increases the width of Shield Bash, based on the number of active shields.
                                                                                                                                                                                                                                      • Ring of Shields Wall
                                                                                                                                                                                                                                      Shield RushSentinelSentinelConsuming PathVoid KnightForge GuardPaladin5Shield Rush deals more damage.
                                                                                                                                                                                                                                      • Damage +20% per point
                                                                                                                                                                                                                                      Shield RushSentinelSentinelCritical EchoVoid KnightForge GuardPaladin2Improves the base critical strike chance of Shield Rush's final impact echo.
                                                                                                                                                                                                                                      • Final Impact Echo Base Crit Chance +4% per point
                                                                                                                                                                                                                                      Shield RushSentinelSentinelCritical RushVoid KnightForge GuardPaladin2Improves the base critical strike chance of Shield Rush's final impact.
                                                                                                                                                                                                                                      • Final Impact Base Crit Chance +4% per point
                                                                                                                                                                                                                                      Shield RushSentinelSentinelDark RegressionVoid KnightForge GuardPaladin1When Shield Rush ends it creates a Void Beam that travels back in the direction you came from, but Shield Rush costs more mana.
                                                                                                                                                                                                                                      • Reverse Void Beam
                                                                                                                                                                                                                                      • Mana Cost +10%
                                                                                                                                                                                                                                      Shield RushSentinelSentinelDark RushVoid KnightForge GuardPaladin1Shield Rush no longer requires a shield and hits deal additional base void damage, but Shield Rush costs more mana.
                                                                                                                                                                                                                                      • No Longer Requires Shield
                                                                                                                                                                                                                                      • Base Void Damage +5
                                                                                                                                                                                                                                      • Mana Cost +30%
                                                                                                                                                                                                                                      Shield RushSentinelSentinelDescent of the VoidVoid KnightForge GuardPaladin1When you cast Shield Rush you create a Void Beam that travels with you, which is a spell that deals void damage over time in a small area. Shield Rush costs more mana.
                                                                                                                                                                                                                                      • Forward Void Beam
                                                                                                                                                                                                                                      • Mana Cost +20%
                                                                                                                                                                                                                                      Shield RushSentinelSentinelDesynchronous ChargeVoid KnightForge GuardPaladin1When Shield Rush ends, you return to the position you used it from. This removes Shield Rush's Traversal tag.
                                                                                                                                                                                                                                      • Return To Starting Position
                                                                                                                                                                                                                                      Shield RushSentinelSentinelEchoes of the ChargeVoid KnightForge GuardPaladin1Shield Rush's final impact strikes a second time after a 0.5s delay, but Shield Rush hits deal less damage.
                                                                                                                                                                                                                                      • Final Impact Strikes Twice
                                                                                                                                                                                                                                      • Hit Damage -20%
                                                                                                                                                                                                                                      Shield RushSentinelSentinelEndless CycleVoid KnightForge GuardPaladin4Shield Rush gains additional charges, but you take more damage while using Shield Rush (multiplicative with other modifiers).
                                                                                                                                                                                                                                      • Additional Charges +1 per point
                                                                                                                                                                                                                                      • Damage Taken +15% per point
                                                                                                                                                                                                                                      Shield RushSentinelSentinelMana MemoryVoid KnightForge GuardPaladin1When Shield Rush ends, your mana is restored to the amount you had when it started, but Shield Rush now has a 10 second cooldown.
                                                                                                                                                                                                                                      • Mana Restored When Shield Rush Ends
                                                                                                                                                                                                                                      • Cooldown 10
                                                                                                                                                                                                                                      Shield RushSentinelSentinelObliterating EchoVoid KnightForge GuardPaladin2Critical strikes from Shield Rush's final impact echo deal more damage.
                                                                                                                                                                                                                                      • Final Impact Echo Critical Multiplier +40% per point
                                                                                                                                                                                                                                      Shield RushSentinelSentinelObliterating RushVoid KnightForge GuardPaladin2Critical strikes from Shield Rush's final impact deal more damage.
                                                                                                                                                                                                                                      • Final Impact Critical Multiplier +40% per point
                                                                                                                                                                                                                                      Shield RushSentinelSentinelProtective SpeedVoid KnightForge GuardPaladin2You take less damage while using Shield Rush (multiplicative with other modifiers).
                                                                                                                                                                                                                                      • Damage Taken While Rushing -10% per point
                                                                                                                                                                                                                                      Shield RushSentinelSentinelRush MasteryVoid KnightForge GuardPaladin6Shield Rush costs less mana.
                                                                                                                                                                                                                                      • Mana Efficiency +20% per point
                                                                                                                                                                                                                                      Shield RushSentinelSentinelShield RushVoid KnightForge GuardPaladin0Requires a shield. Charge through enemies in the target direction until you release the ability key. You hit enemies in your path and in a wider area at the end of the movement. You do not regenerate mana while rushing.
                                                                                                                                                                                                                                        Shield RushSentinelSentinelSplintering ImpactVoid KnightForge GuardPaladin5Shield Rush's final impact deals more damage.
                                                                                                                                                                                                                                        • Final Impact Damage +25% per point
                                                                                                                                                                                                                                        Shield RushSentinelSentinelStretched TimeVoid KnightForge GuardPaladin5Shield Rush's final impact echo deals significantly more hit damage, but the delay between the final impacts is longer.
                                                                                                                                                                                                                                        • Final Impact Echo Hit Damage +45% per point
                                                                                                                                                                                                                                        • Delay Between Impacts +20% per point
                                                                                                                                                                                                                                        Shield RushSentinelSentinelTemporal StrikeVoid KnightForge GuardPaladin4Shield Rush hits deal additional void damage, but this damage is reduced by your increased attack speed.
                                                                                                                                                                                                                                        • Void Damage +8 per point
                                                                                                                                                                                                                                        • Damage Reduced By Increased Attack Speed %
                                                                                                                                                                                                                                        Shield RushSentinelSentinelThe Rush of SacrificeVoid KnightForge GuardPaladin1Shield Rush no longer has a cooldown, but costs health in addition to mana to use.
                                                                                                                                                                                                                                        • No Cooldown
                                                                                                                                                                                                                                        • Health Cost 15%
                                                                                                                                                                                                                                        Shield RushSentinelSentinelUnstoppable ChargeVoid KnightForge GuardPaladin5Shield Rush hits have an increased chance to stun enemies.
                                                                                                                                                                                                                                        • Increased Stun Chance +35% per point
                                                                                                                                                                                                                                        Shield RushSentinelSentinelVoid BreakerVoid KnightForge GuardPaladin2Shield Rush's final impact deals additional melee void damage.
                                                                                                                                                                                                                                        • Final Impact Void Damage +5 per point
                                                                                                                                                                                                                                        Shield RushSentinelSentinelWarrior's EntranceVoid KnightForge GuardPaladin4Shield Rush's final impact deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                                                                                                                        • Final Impact Damage +10% per point
                                                                                                                                                                                                                                        • Final Impact Area +24% per point
                                                                                                                                                                                                                                        Shield RushSentinelSentinelWill BreakerVoid KnightForge GuardPaladin4Shield Rush hits deal more hit damage to enemies at full health (multiplicative with other modifiers).
                                                                                                                                                                                                                                        • Hit Damage Vs Full Health Enemies +30% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelAftershockVoid KnightForge GuardPaladin2Fissures can be triggered more frequently.
                                                                                                                                                                                                                                        • Max Fissure Triggers per Second +1 per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelAtonementVoid KnightForge GuardPaladin5The Sacrifice node costs less health.
                                                                                                                                                                                                                                        • Sacrifice Health Cost -20% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelBlinding FlashVoid KnightForge GuardPaladin5Smite hits have a chance to blind enemies and deal more damage to blinded enemies (multiplicative with other modifiers).
                                                                                                                                                                                                                                        • Blind Chance +10% per point
                                                                                                                                                                                                                                        • Hit Damage vs Blinded +10% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelCharged HandVoid KnightForge GuardPaladin5Electrify applied by Smite has increased duration and additional Lightning Penetration
                                                                                                                                                                                                                                        • Lightning Penetration with Electrify +15% per point
                                                                                                                                                                                                                                        • Electrify Duration +15% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelConflagrationVoid KnightForge GuardPaladin5Smite hits deal more damage to ignited enemies (multiplicative with other modifiers).
                                                                                                                                                                                                                                        • Hit Damage Vs Ignited Enemies +20% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelConvictionVoid KnightForge GuardPaladin4Improves Smite's base critical strike chance.
                                                                                                                                                                                                                                        • Base Crit Chance +2% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelDeep ImpactVoid KnightForge GuardPaladin4Smite critical strikes deal more damage.
                                                                                                                                                                                                                                        • Critical Multiplier +25% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelDescendVoid KnightForge GuardPaladin1When you directly cast Smite, you appear at Smite's targeted location, dealing physical damage to surrounding enemies. Smite costs more mana, has a cooldown, and counts as a Traversal skill.
                                                                                                                                                                                                                                        • Teleport To Target Location
                                                                                                                                                                                                                                        • Physical Damage (AOE) 40
                                                                                                                                                                                                                                        • Mana Cost +20
                                                                                                                                                                                                                                        • Cooldown (seconds) +6
                                                                                                                                                                                                                                        • Counts as Traversal Skill
                                                                                                                                                                                                                                        SmiteSentinelSentinelDesperate MeasuresVoid KnightForge GuardPaladin1When you are out of mana Smite is free, but cannot heal, cleanse, or create Fissures.
                                                                                                                                                                                                                                        • Out-Of-Mana Cost 0
                                                                                                                                                                                                                                        • Cannot Heal Or Cleanse
                                                                                                                                                                                                                                        • Cannot Summon Fissures
                                                                                                                                                                                                                                        SmiteSentinelSentinelEpicenterVoid KnightForge GuardPaladin2Fissure deals damage in a larger area.
                                                                                                                                                                                                                                        • Fissure Area +30% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelFallen from GraceVoid KnightForge GuardPaladin1Smite's base fire damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to fire damage. Ignite chance from all sources is converted to Time Rot chance for Smite and effects related to ignite now depend on Time Rot instead. Smite no longer heals.
                                                                                                                                                                                                                                        • Void Conversion
                                                                                                                                                                                                                                        • Ignite -> Time Rot Chance
                                                                                                                                                                                                                                        • Smite No Longer Heals
                                                                                                                                                                                                                                        SmiteSentinelSentinelFissureVoid KnightForge GuardPaladin1Directly casting Smite consumes 10 mana to cause a Fissure underneath the target, dealing fire damage to enemies who stand on it. Fissure lasts 3 seconds, and can be triggered once per second.
                                                                                                                                                                                                                                        • Fissure Under Smite Target
                                                                                                                                                                                                                                        • Fissure Mana Consumption 10
                                                                                                                                                                                                                                        SmiteSentinelSentinelForceful ImpactVoid KnightForge GuardPaladin5Smite hits knock enemies back.
                                                                                                                                                                                                                                        • Knockback Distance (Meters) 1 per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelGraceVoid KnightForge GuardPaladin5Smite heals allies for more health.
                                                                                                                                                                                                                                        • Smite Healing +40% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelHeavy ImpactVoid KnightForge GuardPaladin4Fissure deal more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                        • Fissure Damage +25% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelHoly FireVoid KnightForge GuardPaladin5Smite hits have a chance to ignite enemies.
                                                                                                                                                                                                                                        • Ignite Chance +25% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelHoly WaveVoid KnightForge GuardPaladin4Smite heals in a larger area.
                                                                                                                                                                                                                                        • Heal Area +35% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelImmolateVoid KnightForge GuardPaladin2Smite hits have a chance to apply Spreading Flames. Additionally, Smite deals more fire damage over time (multiplicative with other modifiers).
                                                                                                                                                                                                                                        • Spreading Flames Chance +20% per point
                                                                                                                                                                                                                                        • Fire Damage Over Time +10% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelOrder of LagonVoid KnightForge GuardPaladin1Smite's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Ignite chance from all sources is converted to electrify chance for Smite and effects related to ignite now depend on electrify instead.
                                                                                                                                                                                                                                        • Fire -> Lightning Damage
                                                                                                                                                                                                                                        • Ignite -> Electrify Chance
                                                                                                                                                                                                                                        SmiteSentinelSentinelPanaceaVoid KnightForge GuardPaladin5Being healed by a direct cast of Smite has a chance to cleanse all negative ailments, such as ignite and chill, from you and allies.
                                                                                                                                                                                                                                        • Cleanse Chance 6% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelPietyVoid KnightForge GuardPaladin4Smite has a chance to Electrify on hit.
                                                                                                                                                                                                                                        • Electrify Chance 25% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelPillars of LightVoid KnightForge GuardPaladin3When you directly cast smite, you have a chance to double cast. The additional cast does not incur a mana cost and cannot teleport you if you have the Descend node.
                                                                                                                                                                                                                                        • Double Cast Chance 12% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelRighteous FlurryVoid KnightForge GuardPaladin4You have increased attack and cast speed if you have hit an enemy with Smite recently (last 4 seconds).
                                                                                                                                                                                                                                        • Attack and Cast Speed +5% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelRighteous FuryVoid KnightForge GuardPaladin5You deal additional melee fire damage if you have hit an enemy with Smite recently (last 4 seconds).
                                                                                                                                                                                                                                        • Global Melee Fire Damage +4 per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelRighteous OverloadVoid KnightForge GuardPaladin5Enemies killed by Smite have a chance to explode, dealing fire damage to nearby enemies.
                                                                                                                                                                                                                                        • Chance To Detonate Slain Enemy 20% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelSacrificeVoid KnightForge GuardPaladin5Smite deals significantly more damage (multiplicative with other modifiers), but Smite consumes a percent of your current health on cast.
                                                                                                                                                                                                                                        • Damage +50% per point
                                                                                                                                                                                                                                        • Health Consumed (of current health) 3% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelSix Feet UnderVoid KnightForge GuardPaladin3Fissure instantly kills enemies that are below a health threshold (percentage of their maximum health).
                                                                                                                                                                                                                                        • Fissure Kill Threshold 3% per point
                                                                                                                                                                                                                                        SmiteSentinelSentinelSmiteVoid KnightForge GuardPaladin0Smites a target enemy with a bolt of holy fire that descends from the sky, healing allies around the target for 60 health. If you are in the area you are also healed. Cannot be used without a target.
                                                                                                                                                                                                                                          SmiteSentinelSentinelSoothing BalmVoid KnightForge GuardPaladin3Being healed by Smite grants you or your allies increased health and mana regeneration for 4 seconds (does not stack).
                                                                                                                                                                                                                                          • Health Regen On Heal +25% per point
                                                                                                                                                                                                                                          • Mana Regen On Heal +10% per point
                                                                                                                                                                                                                                          SmiteSentinelSentinelUnbalanced ScaleVoid KnightForge GuardPaladin1Smite hits also cast a Lightning Bolt at 3 nearby enemies, dealing lightning damage. Smite costs more mana.
                                                                                                                                                                                                                                          • Lightning Bolt Targets 3
                                                                                                                                                                                                                                          • Mana Cost +5
                                                                                                                                                                                                                                          SmiteSentinelSentinelWandering BoltsVoid KnightForge GuardPaladin3Lightning Bolts created by Smite hit additional enemies.
                                                                                                                                                                                                                                          • Lightning Bolt Targets +1 per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelAbyssal RetributionVoid KnightForge GuardPaladin3Your next Void Cleave or Erasing Strike deal more damage (multiplicative with other modifiers) after you use and hit with Vengeance.
                                                                                                                                                                                                                                          • Void Cleave Damage After Vengeance Use +15% per point
                                                                                                                                                                                                                                          • Erasing Strike Damage After Vengeance Use +15% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelBlade AssaultVoid KnightForge GuardPaladin1Vengeance and Riposte hits have a chance to attack with Iron Blade.
                                                                                                                                                                                                                                          • Iron Blade Chance +20%
                                                                                                                                                                                                                                          VengeanceSentinelSentinelBlade of DarknessVoid KnightForge GuardPaladin1Vengeance' base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types. Chance to shred physical resistance from all sources is converted to chance to shred void resistance. Bleed chance from all sources is converted to chance to inflict Time Rot for Vengeance. Swaps Vengeance' Physical tag for a Void tag.
                                                                                                                                                                                                                                          • Void Conversion
                                                                                                                                                                                                                                          • Physical -> Void Res Shred Chance
                                                                                                                                                                                                                                          • Bleed -> Time Rot Chance
                                                                                                                                                                                                                                          VengeanceSentinelSentinelBlade PaladinVoid KnightForge GuardPaladin1Vengeance gains additional physical penetration with bleed per 1% overcapped physical resistance.
                                                                                                                                                                                                                                          • Physical Penetration With Bleed +1%
                                                                                                                                                                                                                                          VengeanceSentinelSentinelBladewallVoid KnightForge GuardPaladin1You gain an additional chance to parry per Forged Weapon for 4 seconds after using Vengeance.
                                                                                                                                                                                                                                          • Parry Chance Per Forged Weapon +1%
                                                                                                                                                                                                                                          VengeanceSentinelSentinelBolsterVoid KnightForge GuardPaladin2You take less damage (multiplicative with other modifiers) and have increased armor if you've hit an enemy with Vengeance in the past 2 seconds.
                                                                                                                                                                                                                                          • Less Damage Taken 13% per point
                                                                                                                                                                                                                                          • Increased Armor 25% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelDark DuellistVoid KnightForge GuardPaladin5You deal more global damage (multiplicative with other modifiers) while preparing to riposte.
                                                                                                                                                                                                                                          • Global More Damage +4% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelDisarming StrikeVoid KnightForge GuardPaladin3Vengeance deals more damage (multiplicative with other modifiers), and its hits have a chance to apply Frailty on enemies.
                                                                                                                                                                                                                                          • Damage +10% per point
                                                                                                                                                                                                                                          • Frailty Chance +20% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelDouble RiposteVoid KnightForge GuardPaladin1You can Riposte an additional time after Vengeance hits an enemy, but Riposte mitigates less damage.
                                                                                                                                                                                                                                          • Additional Riposte +1
                                                                                                                                                                                                                                          • Riposte Damage Reduction 25% -> 18%
                                                                                                                                                                                                                                          VengeanceSentinelSentinelEndless DarkVoid KnightForge GuardPaladin3Vengeance hits have a chance to inflict Time Rot. Additionally, Vengeance has additional chance to Echo if it can Echo.
                                                                                                                                                                                                                                          • Time Rot Chance +30% per point
                                                                                                                                                                                                                                          • Echo Chance +5% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelEssence of RevengeVoid KnightForge GuardPaladin2Vengeance and Riposte hits have a chance to grant a Void Essence.
                                                                                                                                                                                                                                          • Void Essence Chance On Vengeance Or Riposte +15% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelEviscerating BladesVoid KnightForge GuardPaladin4Increases the effectiveness of all armor shred applied by Vengeance and Riposte.
                                                                                                                                                                                                                                          • Increased Armor Shred Effect 25% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelExecutionerVoid KnightForge GuardPaladin5Vengeance hits deal more damage (multiplicative with other modifiers). This effect is doubled against enemies on low health (below 35% health).
                                                                                                                                                                                                                                          • Hit Damage +10% per point
                                                                                                                                                                                                                                          • Doubled Against Low Health
                                                                                                                                                                                                                                          VengeanceSentinelSentinelFiery FrenzyVoid KnightForge GuardPaladin4Vengeance has a chance to grant you Frenzy for 2 seconds when hitting ignited enemies. Additionally, Vengeance deals more fire hit damage (multiplicative with other modifiers) per ignite on the enemy, up to a maximum.
                                                                                                                                                                                                                                          • Frenzy Chance +5% per point
                                                                                                                                                                                                                                          • Fire Hit Damage Per Ignite +1% per point
                                                                                                                                                                                                                                          • Max Damage Bonus 15% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelFlaming SwordVoid KnightForge GuardPaladin1Vengeance' base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage or other damage types. Chance to shred physical resistance from all sources is converted to chance to shred fire resistance. Bleed chance from all sources is converted to ignite. Swaps Vengeance' Physical tag for a Fire tag.
                                                                                                                                                                                                                                          • Fire Conversion
                                                                                                                                                                                                                                          • Physical -> Fire Res Shred Chance
                                                                                                                                                                                                                                          • Bleed -> Ignite Chance
                                                                                                                                                                                                                                          VengeanceSentinelSentinelGladiator's ArsenalVoid KnightForge GuardPaladin3Iron Blades and Riposte gains different benefits depending on your equipped weapons. Mace: Riposte deals more damage (multiplicative with other modifiers). Axe: Riposte instantly kill enemies that are below a health threshold (a percentage of their maximum health). Sword: Improves Iron Blades' base critical strike chance. Spear: Iron Blades have increased bleed duration.
                                                                                                                                                                                                                                          • Riposte Damage With Mace +15% per point
                                                                                                                                                                                                                                          • Riposte Kill Threshold With Axe 5% per point
                                                                                                                                                                                                                                          • Iron Blades Critical Chance With Sword +3% per point
                                                                                                                                                                                                                                          • Iron Blades Bleed Duration With Spear +15% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelMolten RiposteVoid KnightForge GuardPaladin4Riposte deals more fire damage (multiplicative with other modifiers) and its hits have a chance to ignite enemies.
                                                                                                                                                                                                                                          • Riposte Fire Damage +10% per point
                                                                                                                                                                                                                                          • Riposte Ignite Chance +50% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelPerfect RiposteVoid KnightForge GuardPaladin1Hits that you Riposte cannot critically strike you. Additionally, improves Vengeance's base critical strike chance.
                                                                                                                                                                                                                                          • Riposted Hits Cannot Crit
                                                                                                                                                                                                                                          • Critical Chance +2%
                                                                                                                                                                                                                                          VengeanceSentinelSentinelPrecision StrikeVoid KnightForge GuardPaladin3Vengeance critical strikes deal more damage.
                                                                                                                                                                                                                                          • Critical Multiplier +20% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelRapid StrikesVoid KnightForge GuardPaladin5Vengeance has increased attack speed.
                                                                                                                                                                                                                                          • Attack Speed +5% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelShattering BladeVoid KnightForge GuardPaladin2Iron Blade has a chance to reduce enemy armor.
                                                                                                                                                                                                                                          • Iron Blade Armor Shred Chance +50% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelSmelter's VengeanceVoid KnightForge GuardPaladin4Vengeance hits have a chance to shred enemy armor and physical resistance.
                                                                                                                                                                                                                                          • Armor Shred Chance +25% per point
                                                                                                                                                                                                                                          • Physical Res Shred Chance +25% per point
                                                                                                                                                                                                                                          VengeanceSentinelSentinelVengeanceVoid KnightForge GuardPaladin0A melee attack that also prepares you to riposte incoming hits. If vengeance successfully hits an enemy and you take a hit in the next 2 seconds you will riposte, taking 25% less damage and striking at a nearby enemy.
                                                                                                                                                                                                                                            VengeanceSentinelSentinelVengeful EchoesVoid KnightForge GuardPaladin4Vengeance deals more void damage (multiplicative with other modifiers) and additional melee void damage. Additionally, Echoed Vengeance cannot be dodged.
                                                                                                                                                                                                                                            • Melee Void Damage +6 per point
                                                                                                                                                                                                                                            • Void Damage +3% per point
                                                                                                                                                                                                                                            • Echoed Vengeance Cannot Be Dodged
                                                                                                                                                                                                                                            VengeanceSentinelSentinelVengeful FighterVoid KnightForge GuardPaladin5Vengeance deals more damage (multiplicative with other modifiers). This effect is doubled if you have blocked or parried a hit recently.
                                                                                                                                                                                                                                            • Damage +6% per point
                                                                                                                                                                                                                                            • Doubled With Recent Block Or Parry
                                                                                                                                                                                                                                            VengeanceSentinelSentinelVital PunctureVoid KnightForge GuardPaladin3Iron Blade deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                            • Iron Blade Damage +15% per point
                                                                                                                                                                                                                                            VengeanceSentinelSentinelWeaponsmith's ReprisalVoid KnightForge GuardPaladin4Iron Blades now have a chance to be summoned as Forged Weapons instead.
                                                                                                                                                                                                                                            • Chance To Summon Forged Weapons +10% per point
                                                                                                                                                                                                                                            VengeanceSentinelSentinelWinged SteelVoid KnightForge GuardPaladin2Iron Blade travels faster, causing it to also travel further. Additionally, Vengeance and Riposte hits have a chance to attack with Iron Blade per point of Attunement up to a maximum.
                                                                                                                                                                                                                                            • Iron Blade Speed and Range +25% per point
                                                                                                                                                                                                                                            • Iron Blade Chance Per Attunement +1% per point
                                                                                                                                                                                                                                            • Max Iron Blade Chance 80%
                                                                                                                                                                                                                                            VengeanceSentinelSentinelWoundcarverVoid KnightForge GuardPaladin4Vengeance hits have a chance to cause enemies to bleed.
                                                                                                                                                                                                                                            • Bleed Chance +25% per point
                                                                                                                                                                                                                                            VengeanceSentinelSentinelZealot's TechniqueVoid KnightForge GuardPaladin1You can Riposte an additional time after Vengeance hits an enemy.
                                                                                                                                                                                                                                            • Additional Riposte +1
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelAbolisherVoid KnightForge GuardPaladin3Void Cleave deals significantly more melee void damage (multiplicative with other modifiers) to enemies on low health.
                                                                                                                                                                                                                                            • Melee Void Damage To Low Health +50% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelAbyssal WalkerVoid KnightForge GuardPaladin4You can travel farther with Void Cleave and it deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                            • Max Distance +10% per point
                                                                                                                                                                                                                                            • Damage +10% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelAnnuling PresenceVoid KnightForge GuardPaladin5Ravaging Aura deals additional spell void damage and has an increased area of effect.
                                                                                                                                                                                                                                            • Ravaging Aura Spell Void Damage +10 per point
                                                                                                                                                                                                                                            • Ravaging Aura Area +20% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelArmor SundererVoid KnightForge GuardPaladin5Void Cleave hits shred enemy armor and Armor Shred applied by Void Cleave has increased effect and duration.
                                                                                                                                                                                                                                            • Armor Shred Stacks +1 per point
                                                                                                                                                                                                                                            • Armor Shred Effect +15% per point
                                                                                                                                                                                                                                            • Armor Shred Duration +15% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelBlazing SteelVoid KnightForge GuardPaladin1Your increases to physical damage also apply to fire damage for Void Cleave.
                                                                                                                                                                                                                                            • Physical Damage Increases Fire Damage
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelChampion of the VoidVoid KnightForge GuardPaladin4Void Cleave critical strikes deal more damage and you gain mana with Void Cleave critical strikes.
                                                                                                                                                                                                                                            • Critical Multiplier +50% per point
                                                                                                                                                                                                                                            • Mana Gain On Crit +1 per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelCrushing EchoVoid KnightForge GuardPaladin5Void Cleave deals additional melee void damage. This effect is tripled for echoed Void Cleaves.
                                                                                                                                                                                                                                            • Void Damage +15 per point
                                                                                                                                                                                                                                            • Tripled For Echoes
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelDark PathwayVoid KnightForge GuardPaladin3Void Cleave has a shorter cooldown.
                                                                                                                                                                                                                                            • Increased Cooldown Recovery Speed 10% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelDeadly OmenVoid KnightForge GuardPaladin5Void Cleave deals more melee damage (multiplicative with other modifiers) to enemies on high health.
                                                                                                                                                                                                                                            • Melee Damage To High Health +25% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelDismantling ThrowsVoid KnightForge GuardPaladin5If Void Cleave hits at least one enemy your next throwing attack inflicts enemies with Time Rot.
                                                                                                                                                                                                                                            • Time Rot Stacks For Next Throwing +1 per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelEndless HungerVoid KnightForge GuardPaladin3Ravaging Aura leeches a portion of the damage it deals as health.
                                                                                                                                                                                                                                            • Ravaging Aura Health Leech +5% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelEntropic BlowsVoid KnightForge GuardPaladin5Void Cleave deals more melee damage (multiplicative with other modifiers) per stack of Time Rot on the target.
                                                                                                                                                                                                                                            • Damage Per Time Rot +5% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelFraying StrikesVoid KnightForge GuardPaladin5Void Cleave hits shred enemy void resistance.
                                                                                                                                                                                                                                            • Void Res Shred Stacks +1 per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelGravity's EdgeVoid KnightForge GuardPaladin1You can travel much further with Void Cleave (multiplicative with other modifiers), but it has a longer cooldown and now counts as a Traversal skill.
                                                                                                                                                                                                                                            • Max Distance +275%
                                                                                                                                                                                                                                            • Counts as Traversal Skill
                                                                                                                                                                                                                                            • Cooldown Duration (seconds) +1
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelHellish ChasmVoid KnightForge GuardPaladin1All of Void Cleave's base void damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to void damage. Additionally your next non-channeled fire attack or spell after Void Cleave deals significantly more damage (multiplicative with other modifiers). Void resistance shred chance from all sources is converted to fire resistance shred and effects related to void resistance shred now depend on fire resistance shred instead. Void Cleave loses the void tag.
                                                                                                                                                                                                                                            • 100% Base Damage -> Fire Damage
                                                                                                                                                                                                                                            • Void Res -> Fire Res Shred Chance
                                                                                                                                                                                                                                            • Damage On Next Fire Attack Or Spell +30%
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelInto the DepthsVoid KnightForge GuardPaladin5Void Cleave deals more damage (multiplicative with other modifiers) in an increased area.
                                                                                                                                                                                                                                            • Damage +10% per point
                                                                                                                                                                                                                                            • Area +10% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelMolten BladesVoid KnightForge GuardPaladin5When you use Void Cleave and hit at least one enemy, your minions gain a stack of Molten Infusion for 4 seconds, granting them additional melee fire damage and a chance to ignite enemies.
                                                                                                                                                                                                                                            • Molten Infusion Stacks On Hit +1 per point
                                                                                                                                                                                                                                            • Fire Damage With Buff +15
                                                                                                                                                                                                                                            • Ignite Chance +30%
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelMomentumVoid KnightForge GuardPaladin4After channelling Warpath for at least 2 seconds your next Void Cleave within 1 second deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                            • Damage After Warpath +20% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelNether ChargeVoid KnightForge GuardPaladin1You can store an additional charge of Void Cleave, but Void Cleave costs more mana.
                                                                                                                                                                                                                                            • Additional Charges +1
                                                                                                                                                                                                                                            • Mana Cost +10
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelObliteratorVoid KnightForge GuardPaladin1If Void Cleave hits at least one enemy your next Erasing Strike is always a critical strike.
                                                                                                                                                                                                                                            • Erasing Strike Always Crits
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelPrecognitionVoid KnightForge GuardPaladin1Improves Void Cleave's base critical strike chance and it cannot be dodged.
                                                                                                                                                                                                                                            • Cannot Be Dodged
                                                                                                                                                                                                                                            • Base Crit Chance +2%
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelRavagerVoid KnightForge GuardPaladin3When you use Void Cleave you gain Ravaging Aura for a short duration scaling with the amount of enemies hit up to 10.
                                                                                                                                                                                                                                            • Ravaging Aura Duration (seconds) 1 per point
                                                                                                                                                                                                                                            • Maximum Duration (seconds) 10
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelResonating CleaveVoid KnightForge GuardPaladin1You cast Abyssal Echoes after using Void Cleave. Abyssal Echoes cast this way uses its mana cost.
                                                                                                                                                                                                                                            • Abyssal Echoes After Void Cleave
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelRift MakerVoid KnightForge GuardPaladin3Void Cleave hits apply Critical Vulnerability and Void Cleave has increased critical strike chance.
                                                                                                                                                                                                                                            • Critical Vulnerability Stacks +1 per point
                                                                                                                                                                                                                                            • Increased Crit Chance 50% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelRiftflameVoid KnightForge GuardPaladin3Void Cleave hits ignite enemies and half of its base damage is converted to fire, meaning that this half of the damage scales with increases to fire damage but not with increases to void damage. Ignite inflicted by Void Cleave gains additional fire penetration based on your increased void damage. Void Cleave gains the fire tag.
                                                                                                                                                                                                                                            • Ignite Chance +100% per point
                                                                                                                                                                                                                                            • Fire Penetration with Ignite per 10% increased Void Damage 1% per point
                                                                                                                                                                                                                                            • 50% Base Damage -> Fire
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelRuining SweepVoid KnightForge GuardPaladin3Void Cleave hits slow enemies, have increased stun chance and increased stun duration.
                                                                                                                                                                                                                                            • Slow Stacks +1 per point
                                                                                                                                                                                                                                            • Increased Stun Chance 25% per point
                                                                                                                                                                                                                                            • Increased Stun Duration 25% per point
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelScorching PathVoid KnightForge GuardPaladin1Minions only gain a stack of Molten Infusion when you directly hit them with Void Cleave, but Molten Infusion has significantly increased effect.
                                                                                                                                                                                                                                            • Molten Infusion Effect +150%
                                                                                                                                                                                                                                            • Molten Infusion Only On Minion Hit
                                                                                                                                                                                                                                            Void CleaveSentinelSentinelVoid CleaveVoid KnightForge GuardPaladin0Requires a 2-handed sword or axe. A melee attack that hits all enemies in an area in front of you. Can be echoed by Void Knights. Unaffected by weapon range.
                                                                                                                                                                                                                                              Void CleaveSentinelSentinelVoidfused ProjectilesVoid KnightForge GuardPaladin5If Void Cleave hits at least one enemy your next throwing attack deals additional void damage.
                                                                                                                                                                                                                                              • Void Damage For Next Throwing +20 per point
                                                                                                                                                                                                                                              Void CleaveSentinelSentinelVorpal ForceVoid KnightForge GuardPaladin4Void Cleave deals more melee damage (multiplicative with other modifiers) per stack of bleed up to a maximum.
                                                                                                                                                                                                                                              • Melee Damage Per Bleed +2% per point
                                                                                                                                                                                                                                              • Maximum Damage 30% per point
                                                                                                                                                                                                                                              Void CleaveSentinelSentinelWarped DecayVoid KnightForge GuardPaladin5Void Cleave hits inflict enemies with Time Rot.
                                                                                                                                                                                                                                              • Time Rot Stacks +1 per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelAbyssal TempestVoid KnightForge GuardPaladin1While spinning, you cast Abyssal Echoes every 5 seconds. This consumes Abyssal Echoes' mana cost.
                                                                                                                                                                                                                                              • Abyssal Echoes Every 5 Seconds
                                                                                                                                                                                                                                              WarpathSentinelSentinelApocalypse WhirlVoid KnightForge GuardPaladin1Warpath's base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage. Warpath has a chance to inflict Time Rot. Bleed and ignite chance from all sources are converted to Time Rot chance for Warpath. Swaps Warpath's Physical tag for a Void tag.
                                                                                                                                                                                                                                              • Base Physical Damage -> Void
                                                                                                                                                                                                                                              • Time Rot Chance +30%
                                                                                                                                                                                                                                              • Bleed And Ignite -> Time Rot Chance
                                                                                                                                                                                                                                              WarpathSentinelSentinelArsenal of FlameVoid KnightForge GuardPaladin3Warpath hits deal more melee fire damage to ignited enemies (multiplicative with other modifiers) and ignite it inflicts has additional Fire Penetration
                                                                                                                                                                                                                                              • Melee Fire Damage To Ignited +15% per point
                                                                                                                                                                                                                                              • Fire Penetration with Ignite +15% per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelBattlemaster's BladeVoid KnightForge GuardPaladin2Warpath deals damage in a larger area while wielding a two handed weapon.
                                                                                                                                                                                                                                              • Area With 2h +20% per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelCyclone of WarVoid KnightForge GuardPaladin5While spinning, you have additional melee leech while wielding an axe, additional base crit chance while wielding a sword, additional physical penetration while wielding a mace and additional fire penetration while wielding a sceptre.
                                                                                                                                                                                                                                              • Global Melee Health Leech With Axe +2% per point
                                                                                                                                                                                                                                              • Global Base Critical Chance With Sword +2% per point
                                                                                                                                                                                                                                              • Physical Penetration With Mace +10% per point
                                                                                                                                                                                                                                              • Fire Penetration With Sceptre +15% per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelDark NexusVoid KnightForge GuardPaladin5While spinning, you gain mana every three seconds while wielding a two handed weapon.
                                                                                                                                                                                                                                              • Mana Per Three Seconds (2h weapon) 7 per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelEarthscorcherVoid KnightForge GuardPaladin1Warpath's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Bleed chance from all sources is converted to ignite for Warpath. Swaps Warpath's Physical tag for a Fire tag.
                                                                                                                                                                                                                                              • Base Physical Damage -> Fire
                                                                                                                                                                                                                                              • Bleed -> Ignite Chance
                                                                                                                                                                                                                                              WarpathSentinelSentinelEcho KnightVoid KnightForge GuardPaladin1While spinning, you deal increased void damage and you have a chance each second to create an Echo at a recent location that uses Warpath on the spot for 2 seconds. This chance is equal to twice your chance for skills to echo. You can only create a Warpath echo if you have been spinning for at least 2 seconds and have travelled at least 4 metres in the past 2 seconds.
                                                                                                                                                                                                                                              • Warpath Echoes
                                                                                                                                                                                                                                              • Global Increased Void Damage 50%
                                                                                                                                                                                                                                              WarpathSentinelSentinelForgemaster StanceVoid KnightForge GuardPaladin1While spinning, you summon Forged Weapons every 5 seconds as if you had hit an enemy with Forge Strike.
                                                                                                                                                                                                                                              • Summon Forged Weapons
                                                                                                                                                                                                                                              WarpathSentinelSentinelGiant SplitterVoid KnightForge GuardPaladin5After spinning for at least 2 seconds you do a Warslash when you stop spinning. This deals more damage (multiplicative with other modifiers) in a larger area for each second you spent spinning, up to a maximum duration.
                                                                                                                                                                                                                                              • Warslash After Warpath
                                                                                                                                                                                                                                              • Slash Damage Per Second Spinning +15% per point
                                                                                                                                                                                                                                              • Area Per Second Spinning +15% per point
                                                                                                                                                                                                                                              • Maximum Duration Benefit (seconds) 5
                                                                                                                                                                                                                                              WarpathSentinelSentinelGorebringerVoid KnightForge GuardPaladin3Warpath hits have a chance to cause enemies to bleed and bleed stacks inflicted by Warpath have increased duration. Both effects will instead apply to ignite or time rot if you have Earthscorcher or Apocalypse Whirl.
                                                                                                                                                                                                                                              • Bleed Chance +10% per point
                                                                                                                                                                                                                                              • Bleed Duration +10% per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelIron ReachVoid KnightForge GuardPaladin3Warpath deals damage in a larger area.
                                                                                                                                                                                                                                              • Area +15% per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelJuggernaut StanceVoid KnightForge GuardPaladin5While spinning, you have additional block chance and block effectiveness.
                                                                                                                                                                                                                                              • Block Chance +4% per point
                                                                                                                                                                                                                                              • Block Effectiveness +100 per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelMaw of the DeepVoid KnightForge GuardPaladin3Warpath hits deal more damage against enemies per stack of Time Rot on them (multiplicative with other modifiers).
                                                                                                                                                                                                                                              • Hit Damage Per Time Rot +5% per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelMolten PathVoid KnightForge GuardPaladin5Warpath hits shred enemy armor.
                                                                                                                                                                                                                                              • Armor Shred Chance +10% per point
                                                                                                                                                                                                                                              • Melee Fire Damage +2 per point
                                                                                                                                                                                                                                              • Melee Physical Damage +2 per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelMoving ForgeVoid KnightForge GuardPaladin5While spinning, you summon Forged Weapons more frequently.
                                                                                                                                                                                                                                              • Summon Frequency +30% per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelPath of FireVoid KnightForge GuardPaladin1While spinning, you leave behind a burning trail that ignites enemies each second. If ignite has been converted to Time Rot with Apocalypse Whirl this trail inflicts Time Rot instead.
                                                                                                                                                                                                                                              • Ignite Stacks In Trail Each Second 1
                                                                                                                                                                                                                                              • Ignite Duration +20%
                                                                                                                                                                                                                                              WarpathSentinelSentinelPath of HeavensVoid KnightForge GuardPaladin5While spinning, you have additional spell damage.
                                                                                                                                                                                                                                              • Global Spell Damage +10 per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelQuicksilver WindVoid KnightForge GuardPaladin3While spinning, you have increased movement speed.
                                                                                                                                                                                                                                              • Movespeed +10% per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelReckless SpinVoid KnightForge GuardPaladin1Warpath costs significantly less mana per second, but you have reduced elemental resistance while spinning.
                                                                                                                                                                                                                                              • Channel Cost -6
                                                                                                                                                                                                                                              • Elemental Resistance -30%
                                                                                                                                                                                                                                              WarpathSentinelSentinelUnchainedVoid KnightForge GuardPaladin5Warpath costs less mana per second.
                                                                                                                                                                                                                                              • Channel Cost -2 per point
                                                                                                                                                                                                                                              WarpathSentinelSentinelVoid SpiralVoid KnightForge GuardPaladin5Warpath deals additional melee void damage. This effect is doubled while wielding a 2 handed weapon.
                                                                                                                                                                                                                                              • Melee Void Damage +5 per point
                                                                                                                                                                                                                                              • Doubled With 2h
                                                                                                                                                                                                                                              WarpathSentinelSentinelWarpathVoid KnightForge GuardPaladin0Spin towards the mouse while you hold down the ability key, striking nearby enemies as you move.
                                                                                                                                                                                                                                                WarpathSentinelSentinelWarrior's FuryVoid KnightForge GuardPaladin5For each second you continuously spin, Warpath deals more damage (multiplicative with other modifiers) and has increased area, but costs additional mana per second. These effects will stop scaling after a duration.
                                                                                                                                                                                                                                                • Damage Per Second +20% per point
                                                                                                                                                                                                                                                • Area Per Second +20% per point
                                                                                                                                                                                                                                                • Mana Cost Per Second +4 per point
                                                                                                                                                                                                                                                • Maximum Scaling Duration (seconds) 10
                                                                                                                                                                                                                                                WarpathSentinelSentinelWay of the ClericVoid KnightForge GuardPaladin5While spinning, you and your allies are healed each second within Warpath's area of effect. The amount of health gained is increased by healing effectiveness.
                                                                                                                                                                                                                                                • Healing Inside Area 6 per point
                                                                                                                                                                                                                                                WarpathSentinelSentinelWay of the ExecutionerVoid KnightForge GuardPaladin5Warpath deals more melee damage to enemies on low health (multiplicative with other modifiers).
                                                                                                                                                                                                                                                • Melee Damage To Low Health +20% per point
                                                                                                                                                                                                                                                WarpathSentinelSentinelWhirling SteelVoid KnightForge GuardPaladin5Warpath deals more damage (multiplicative with other modifiers). This effect is doubled while using a two handed weapon or dual wielding.
                                                                                                                                                                                                                                                • Damage +8% per point
                                                                                                                                                                                                                                                • Doubled With 2h Weapon
                                                                                                                                                                                                                                                • Doubled while Dual Wielding
                                                                                                                                                                                                                                                WarpathSentinelSentinelWinds of JusticeVoid KnightForge GuardPaladin4While spinning, you have a chance to cast Smite each second on a nearby enemy. This consumes Smite's mana cost.
                                                                                                                                                                                                                                                • Smite Chance Each Second 25% per point
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardAnvil BlowForge Guard1Converts Forge Strike into an anvil that falls from the sky instead. Forge Strike has an increased chance to stun enemies, and stuns it inflicts lasts longer, but it has less attack speed (multiplicative with other modifiers). Additionally, when you directly use Forge Strike it deals more physical damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                • Summons Anvil
                                                                                                                                                                                                                                                • Increased Stun Chance +100%
                                                                                                                                                                                                                                                • Increased Stun Duration +100%
                                                                                                                                                                                                                                                • Physical Damage On Direct Use +50%
                                                                                                                                                                                                                                                • Attack Speed -20%
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardArcane WeldingForge Guard3You are granted ward when Forge Strike summons a Forged Weapon.
                                                                                                                                                                                                                                                • Ward Granted On Forged Weapon 25 per point
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardBellowsForge Guard1Ailments inflicted by Forge Strike deal increased damage over time equal to your increased stun chance.
                                                                                                                                                                                                                                                • Stun Chance -> Damage Over Time
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardBeneath SolarumForge Guard1Forge Strike has no cooldown, but costs additional mana.
                                                                                                                                                                                                                                                • No Cooldown
                                                                                                                                                                                                                                                • Mana Cost +10
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardDetonating GroundForge Guard1Forge Strike causes Detonating Ground, sending out cracks which erupt after 1.5 seconds, dealing melee fire damage and igniting enemies.
                                                                                                                                                                                                                                                • Forge Strike Casts Detonating Ground
                                                                                                                                                                                                                                                • Detonating Ground Ignite Chance 300%
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardEagle StrikeForge Guard1Forge Strike can now be cast at your target instead of in front of you.
                                                                                                                                                                                                                                                • Cast At Target
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardEngines of WarForge Guard5Forge Strike and Forged Weapons' hits deal damage in a larger area
                                                                                                                                                                                                                                                • Area +20% per point
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardFan The FlamesForge Guard2You have additional global Fire Penetration if you have used Forge Strike recently (last 4 seconds).
                                                                                                                                                                                                                                                • Global Fire Penetration +15% per point
                                                                                                                                                                                                                                                Forge StrikeSentinelForge GuardForge StrikeForge Guard0A melee attack that hits all enemies in an area in front of you. 25% chance on hit to summon a Forged Weapon which lasts for 20 seconds and is affected by the stats and attack rate of your weapon. You can control up to 6 Forged Weapons at once.
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardForged by FireForge Guard4Forged Weapons deal additional melee fire damage. Forged Weapons gain the fire tag.
                                                                                                                                                                                                                                                  • Forged Weapon Fire Damage +10 per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardForgemasterForge Guard1Forged Weapons now have a chance to become a Great Axe on summon, which deal more damage in a larger area, but attack slower.
                                                                                                                                                                                                                                                  • Chance To Convert To Great Axe 30%
                                                                                                                                                                                                                                                  • Great Axe Area +100%
                                                                                                                                                                                                                                                  • Great Axe Damage +20%
                                                                                                                                                                                                                                                  • Great Axe Attack Speed -10%
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardGoliath StrikeForge Guard1Forge Strike hits deal more damage against rare and boss enemies (multiplicative with other modifiers).
                                                                                                                                                                                                                                                  • More Hit Damage Against Rares And Bosses 25%
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardHeavy StrikeForge Guard5Forge Strike and Forged Weapons deal more damage (multiplicative with other modifiers) and have an increased chance to stun enemies.
                                                                                                                                                                                                                                                  • Damage +15% per point
                                                                                                                                                                                                                                                  • Increased Stun Chance +15% per point
                                                                                                                                                                                                                                                  • Also Applies to Forged Weapons
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardIgnited GroundsForge Guard3Detonating Ground has a chance to ignite enemies on hit.
                                                                                                                                                                                                                                                  • Detonating Ground Ignite Chance +100% per point
                                                                                                                                                                                                                                                  • Ignite Duration +10% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardIronboundForge Guard3Improves Forge Strike's base critical chance, and critical strikes deal more damage.
                                                                                                                                                                                                                                                  • Base Crit Chance +1% per point
                                                                                                                                                                                                                                                  • Critical Multiplier +15% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardLava BurnForge Guard4Detonating Ground hits deal more damage.
                                                                                                                                                                                                                                                  • Detonating Ground Hit Damage +40% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardLightforgeForge Guard4Forge Strike has increased cooldown recovery speed and attack speed. The attack speed bonus also applies to your Forged Weapons.
                                                                                                                                                                                                                                                  • Cooldown Recovery Speed +25% per point
                                                                                                                                                                                                                                                  • Attack Speed +5% per point
                                                                                                                                                                                                                                                  • Forged Weapon Attack Speed +5% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardMass ProductionForge Guard3Forge Strike has a higher chance to summon Forged Weapons. This added chance is much higher against bosses and rare enemies.
                                                                                                                                                                                                                                                  • Chance To Summon Forged Weapon +5% per point
                                                                                                                                                                                                                                                  • Chance Against Bosses And Rares +20% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardPut to the SwordForge Guard1Converts Forge Strike into a sword that falls from the sky instead. Forge Strike has more attack speed (multiplicative with other modifiers), cannot crit, and critical strike multiplier from the tree is converted to additional Physical Penetration for Bleed. Converts to a polearm if you also have the Spear Forge node.
                                                                                                                                                                                                                                                  • Converts To Sword
                                                                                                                                                                                                                                                  • More Attack Speed 35%
                                                                                                                                                                                                                                                  • Crit Multiplier -> Physical Penetration for Bleed
                                                                                                                                                                                                                                                  • Cannot Crit
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardReinforce ArmorForge Guard4You have increased armor if you have used Forge Strike recently (last 4 seconds).
                                                                                                                                                                                                                                                  • Armor +25% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardReinforce WeaponForge Guard3You deal more damage (multiplicative with other modifiers) if you have used Forge Strike recently (last 4 seconds).
                                                                                                                                                                                                                                                  • Global More Damage +4% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardRending DescentForge Guard5Forge Strike hits reduce enemy armor, and armor shred applied by it last longer with increased effect.
                                                                                                                                                                                                                                                  • Armor Shred Stacks Applied 1 per point
                                                                                                                                                                                                                                                  • Armor Shred Duration +5% per point
                                                                                                                                                                                                                                                  • Armor Shred Effect +5% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardRewarding CraftForge Guard1Forged Weapons no longer move or attack, but generate ward when you are near them.
                                                                                                                                                                                                                                                  • Forged Weapon Ward Per Second 15
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardSerrated BladeForge Guard4Bleed inflicted by Forge Strike has additional Physical Penetration and lasts longer.
                                                                                                                                                                                                                                                  • Physical Penetration with Bleed +25% per point
                                                                                                                                                                                                                                                  • Bleed Duration +10% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardShrapnelForge Guard1Forged Weapons have a much shorter duration, but deal more damage (multiplicative with other modifiers), and explode when they expire, dealing fire and physical damage to nearby enemies.
                                                                                                                                                                                                                                                  • Forged Weapons Detonate
                                                                                                                                                                                                                                                  • Forged Weapon Damage +50%
                                                                                                                                                                                                                                                  • Forged Weapon Duration -75%
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardSingular CraftForge Guard1Improves Forge Strike's base critical chance and its hits inflict bleeding on hit, but your maximum number of Forged Weapons is halved.
                                                                                                                                                                                                                                                  • Base Crit Chance +5%
                                                                                                                                                                                                                                                  • Bleed Chance +100%
                                                                                                                                                                                                                                                  • Maximum Forged Weapons -50%
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardSpear ForgeForge Guard1Converts Forge Strike into a spear that falls from the sky instead. Forge Strike critical strikes deal significantly more damage, but it hits in a smaller area. Converts to a polearm if you also have the Put To The Sword node.
                                                                                                                                                                                                                                                  • Converts To Spear
                                                                                                                                                                                                                                                  • Critical Multiplier 100%
                                                                                                                                                                                                                                                  • Area -35%
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardTemperForge Guard5Forge Strike deals additional melee fire damage and more fire damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                  • Melee Fire Damage +4 per point
                                                                                                                                                                                                                                                  • Fire Damage +10% per point
                                                                                                                                                                                                                                                  Forge StrikeSentinelForge GuardWell Forged WeaponsForge Guard4Forged Weapons last longer and you can control more forged weapons at once.
                                                                                                                                                                                                                                                  • Forged Weapon Duration +15% per point
                                                                                                                                                                                                                                                  • Maximum Forged Weapons +1 per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardBellowVoid KnightForge GuardPaladin5Forgebreath deals more damage (multiplicative with other modifiers) in a larger area.
                                                                                                                                                                                                                                                  • Forgebreath Damage +10% per point
                                                                                                                                                                                                                                                  • Forgebreath Area +10% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardBladed ArmourVoid KnightForge GuardPaladin5Manifested Armor's melee attacks have a chance to reduce enemy armor.
                                                                                                                                                                                                                                                  • Armor Shred Chance +40% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardBlast ForgeVoid KnightForge GuardPaladin1Manifested Armor now also attacks with Forgebreath, a fire spell that deals 60 fire damage to all enemies in a cone in front of it. 3 second cooldown.
                                                                                                                                                                                                                                                  • Forgebreath
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardBulwarkVoid KnightForge GuardPaladin4Manifested Armor has more health (multiplicative with other modifiers).
                                                                                                                                                                                                                                                  • Health +15% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardBurning ArmorVoid KnightForge GuardPaladin5Manifested Armor deals additional melee and spell fire damage as well as more fire damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                  • Melee And Spell Fire Damage +2 per point
                                                                                                                                                                                                                                                  • Fire Damage +10% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardDash BootsVoid KnightForge GuardPaladin1Manifested Armor gains a charge ability, which deals physical damage and knocks back any enemy it passes through. 6 second cooldown.
                                                                                                                                                                                                                                                  • Charge Attack
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardForce of ImpactVoid KnightForge GuardPaladin1Your Manifest Armor gains melee physical damage equal to a proportion of the armour on your body armour.
                                                                                                                                                                                                                                                  • Melee Physical Damage per 10 Armor On Chest 1
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardForged FireVoid KnightForge GuardPaladin2Forgebreath has additional ignite chance and a shorter cooldown.
                                                                                                                                                                                                                                                  • Forgebreath Ignite Chance +50% per point
                                                                                                                                                                                                                                                  • Forgebreath Cooldown -50% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardGreat HelmVoid KnightForge GuardPaladin4Manifested Armor gains increased effect of stats from your helmet.
                                                                                                                                                                                                                                                  • Stats From Helmet +60% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardHeated MetalVoid KnightForge GuardPaladin5Manifested Armor's melee attacks have a chance to ignite enemies.
                                                                                                                                                                                                                                                  • Ignite Chance +40% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardIron GraspVoid KnightForge GuardPaladin4Manifested Armor gains increased effect of stats from your gloves.
                                                                                                                                                                                                                                                  • Gloves Stats +60% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardLambent MetalVoid KnightForge GuardPaladin1Manifested Armor gains increased effect for health regeneration from all items that affect Manifest Armor.
                                                                                                                                                                                                                                                  • Increased Effect From Health Regeneration 50%
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardLethargyVoid KnightForge GuardPaladin2Manifested Armor has a chance to slow attacking enemies when hit.
                                                                                                                                                                                                                                                  • Slow Chance When Hit +50% per point
                                                                                                                                                                                                                                                  Manifest ArmorSentinelForge GuardManifest ArmorVoid KnightForge GuardPaladin0Manifests an animated set of heavy armor, which attacks slowly. Stats granted by your body armor, helmet, gloves and boots also apply to your Manifest Armor.
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardPlatemailVoid KnightForge GuardPaladin4Manifested Armor gains increased effect of stats from your body armor.
                                                                                                                                                                                                                                                    • Stats From Armor +40% per point
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardRedistributed SteelVoid KnightForge GuardPaladin4Manifested Armor deals more damage, but has less armor (multiplicative with other modifiers).
                                                                                                                                                                                                                                                    • Damage +15% per point
                                                                                                                                                                                                                                                    • Armor -6% per point
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardSelf RepairVoid KnightForge GuardPaladin5Manifested Armor gains additional health regeneration.
                                                                                                                                                                                                                                                    • Health Regenerated Per Second +5 per point
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardSharpened MetalVoid KnightForge GuardPaladin5Manifested Armor's melee physical attacks have a chance to cause enemies to bleed.
                                                                                                                                                                                                                                                    • Bleed Chance +25% per point
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardSharper MetalVoid KnightForge GuardPaladin5Manifested Armor deals more physical damage over time (multiplicative with other modifiers).
                                                                                                                                                                                                                                                    • Physical Damage Over Time +30% per point
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardShield-BearerVoid KnightForge GuardPaladin1Manifested Armor gains a shield which scales with the stats of your equipped shield.
                                                                                                                                                                                                                                                    • Equip Shield
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardSteel GreavesVoid KnightForge GuardPaladin4Manifested Armor gains increased effect of stats from your boots.
                                                                                                                                                                                                                                                    • Stats From Boots +60% per point
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardThick PaddingVoid KnightForge GuardPaladin1Manifested Armor cannot be stunned.
                                                                                                                                                                                                                                                    • Stun Immunity
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardThornmailVoid KnightForge GuardPaladin1Manifested Armor reflects damage back to attackers for an amount equal to your attunement.
                                                                                                                                                                                                                                                    • Damage Reflected Per Point Of Attunement +1
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardTitan SwordVoid KnightForge GuardPaladin1Manifested Armor gains a sword which scales with your equipped weapon's stats.
                                                                                                                                                                                                                                                    • Equip Sword
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardVengeful GuardianVoid KnightForge GuardPaladin4Manifested Armor reflects a percentage of damage to attackers.
                                                                                                                                                                                                                                                    • Percent Reflect +10% per point
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardWarstompVoid KnightForge GuardPaladin3Manifested Armor has a chance to taunt nearby enemies each second.
                                                                                                                                                                                                                                                    • Chance To Taunt Enemies 10% per point
                                                                                                                                                                                                                                                    Manifest ArmorSentinelForge GuardWhirlwindVoid KnightForge GuardPaladin1Manifested Armor gains the ability to use Whirlwind Strike, a spinning attack which hits all nearby enemies multiple times and travels a short distance. This effect has a 4 second cooldown.
                                                                                                                                                                                                                                                    • Whirlwind Strike
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardAegis of LifeForge Guard4Shields have increased healing effectiveness.
                                                                                                                                                                                                                                                    • Increased Shield Healing 15% per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardAmassForge Guard3Ring of Shields summons additional Shields, but costs more mana.
                                                                                                                                                                                                                                                    • Additional Shields +1 per point
                                                                                                                                                                                                                                                    • Mana Cost +5 per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardBandingForge Guard5Shields have increased health and additional physical resistance.
                                                                                                                                                                                                                                                    • Health +20% per point
                                                                                                                                                                                                                                                    • Physical Resistance +10% per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardBastionForge Guard5Shields rotate around you at a greater distance.
                                                                                                                                                                                                                                                    • Rotation Distance +20% per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardCoatingForge Guard1Consuming a potion also heals your Shields.
                                                                                                                                                                                                                                                    • Potions Heal Shields
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardCollateral DamageForge Guard1Shields shatter into Shrapnel when they die, dealing physical damage to surrounding enemies.
                                                                                                                                                                                                                                                    • Shrapnel On Shield Death
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardDefensive ShieldsForge Guard5You have additional chance to block and a higher block effectiveness if you have cast Ring of Shields recently (last 4 seconds).
                                                                                                                                                                                                                                                    • Block Chance +3% per point
                                                                                                                                                                                                                                                    • Block Effectiveness +30 per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardDisplacementForge Guard1Ring of Shields is cast at your target location instead, but Shields no longer follow you. Shields have more health (multiplicative with other modifiers) and last much longer.
                                                                                                                                                                                                                                                    • Cast At Target
                                                                                                                                                                                                                                                    • More Health 100%
                                                                                                                                                                                                                                                    • Duration +100%
                                                                                                                                                                                                                                                    • Shields Do Not Follow You
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardEnduring DefenseForge Guard3Ring of Shields lasts longer.
                                                                                                                                                                                                                                                    • Duration (seconds) +2 per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardFire SpinForge Guard4Shields deal more damage (multiplicative with other modifiers) and shields rotate faster.
                                                                                                                                                                                                                                                    • Damage +15% per point
                                                                                                                                                                                                                                                    • Shield Rotation Speed +15% per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardHealing ShieldsForge Guard4Every 6 seconds each Shield heals nearby allies.
                                                                                                                                                                                                                                                    • Heal Amount Per Shield 10 per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardHeavy BurdenForge Guard3Shields have a chance to slow enemies that hit them.
                                                                                                                                                                                                                                                    • Slow Retaliation Chance 34# per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardHeavy ShrapnelForge Guard3Shrapnel created by your dying Shields has a signficantly increased chance to stun enemies.
                                                                                                                                                                                                                                                    • Shrapnel Increased Stun Chance 100% per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardImmolationForge Guard1Shields now emanate Forge Flames, dealing fire damage over time to surrounding enemies.
                                                                                                                                                                                                                                                    • Forge Flames
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardIron FormForge Guard1You are invulnerable for 1 second after casting Ring of Shields, but you cannot move or use abilities.
                                                                                                                                                                                                                                                    • Invulnerability
                                                                                                                                                                                                                                                    • Cannot Move Or Use Abilities
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardMartyr ShieldsForge Guard4You are healed any time one of your Shields dies.
                                                                                                                                                                                                                                                    • Heal Amount On Shield Death 50 per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardMolten ShieldsForge Guard1Shields take less fire damage (multiplicative with other modifiers), and have a chance to ignite enemies that hit them. If you have the Collateral Damage node the base physical damage of the Shrapnel it creates is converted to fire damage.
                                                                                                                                                                                                                                                    • Shrapnel Damage Converted to Fire
                                                                                                                                                                                                                                                    • Fire Damage Taken -50%
                                                                                                                                                                                                                                                    • Chance To Ignite Enemy When Hit 50%
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardOn the PathForge Guard3While using Warpath, your Shields spin faster and take less damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                    • Shield Rotation Speed +50% per point
                                                                                                                                                                                                                                                    • Shield Damage Taken -10% per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardPhalanxForge Guard5When Shields heal allies, they also increase their armor for 4 seconds. This effect does not stack.
                                                                                                                                                                                                                                                    • Armor On Heal +10% per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardPulsing ShieldsForge Guard1Shields push enemies away from you every 4 seconds.
                                                                                                                                                                                                                                                    • Shields Push Enemies
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardReinforcementForge Guard2You summon additional shields.
                                                                                                                                                                                                                                                    • Shields +1 per point
                                                                                                                                                                                                                                                    Ring Of ShieldsSentinelForge GuardRing Of ShieldsForge Guard0Manifests a ring of shields around you. Each shield has 75 base health and lasts up to 10 seconds. Shields draw enemy aggression and block projectiles. Stats on your equipped shield also apply to the shields created by Ring of Shields
                                                                                                                                                                                                                                                      Ring Of ShieldsSentinelForge GuardRush WallForge Guard1While using Shield Rush, your Shields form a wall in front of you, increasing the area you hit.
                                                                                                                                                                                                                                                      • Shield Wall During Shield Rush
                                                                                                                                                                                                                                                      Ring Of ShieldsSentinelForge GuardShield SpikeForge Guard1Shields reflect a percentage of damage taken to attackers.
                                                                                                                                                                                                                                                      • Damage Reflected 10%
                                                                                                                                                                                                                                                      Ring Of ShieldsSentinelForge GuardSturdy ShieldsForge Guard5When Shields heal allies, they also grant them a non stacking increased block effectiveness buff for 4 seconds.
                                                                                                                                                                                                                                                      • Block Effectiveness On Heal +10% per point
                                                                                                                                                                                                                                                      Ring Of ShieldsSentinelForge GuardTempered SteelForge Guard5Ring of Shields costs less mana, but Shields have reduced health.
                                                                                                                                                                                                                                                      • Mana Cost -3 per point
                                                                                                                                                                                                                                                      • Shield Health -10% per point
                                                                                                                                                                                                                                                      Ring Of ShieldsSentinelForge GuardTouched by FireForge Guard5You deal additional fire damage with spells and attacks if you have cast Ring of Shields recently (last 4 seconds).
                                                                                                                                                                                                                                                      • Fire Damage +3 per point
                                                                                                                                                                                                                                                      Ring Of ShieldsSentinelForge GuardWreathed in FlameForge Guard3You deal increased melee fire damage if you have cast Ring of Shields recently (last 4 seconds).
                                                                                                                                                                                                                                                      • Increased Melee Fire Damage 30% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardAeroplatesVoid KnightForge GuardPaladin3Shield Throw costs less mana.
                                                                                                                                                                                                                                                      • Mana Cost -2 per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardAvenger's WrathVoid KnightForge GuardPaladin1Shield Throw has additional critical strike multiplier scaling with your block effectiveness.
                                                                                                                                                                                                                                                      • Critical Multiplier per 40 Block Effectiveness +1%
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardBurning CrusadeVoid KnightForge GuardPaladin4Shield Throw and Lava Burst hits have a chance to ignite enemies and ignites it inflicts last longer.
                                                                                                                                                                                                                                                      • Ignite Chance +25% per point
                                                                                                                                                                                                                                                      • Ignite Duration +5% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardColossusVoid KnightForge GuardPaladin4Shield Throw's hits grant you a stack of Colossus for 4 seconds. This can stack up to 20 times. Each stack grants you increased armor and additional physical penetration.
                                                                                                                                                                                                                                                      • Colossus Stacks Per Hit +1 per point
                                                                                                                                                                                                                                                      • Increased Armor Per Stack +5%
                                                                                                                                                                                                                                                      • Physical Penetration Per Stack +2%
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardCrippling ThrowVoid KnightForge GuardPaladin4Shield Throw has a chance to slow and increased chance to stun enemies.
                                                                                                                                                                                                                                                      • Increased Stun Chance +25% per point
                                                                                                                                                                                                                                                      • Slow Chance +25% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardDefender's RageVoid KnightForge GuardPaladin2Shield Throw's hits grants you the Frenzy buff for a short duration.
                                                                                                                                                                                                                                                      • Frenzy Duration (seconds) 2 per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardDisarming BlowVoid KnightForge GuardPaladin4Shield Throw's hits have a chance to apply Frailty.
                                                                                                                                                                                                                                                      • Frailty Chance +25% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardEruption of CoalsVoid KnightForge GuardPaladin1Whenever Shield Throw ricochets on an enemy or ally, it casts Lava Burst, a spell dealing fire damage to all enemies near the impact.
                                                                                                                                                                                                                                                      • Lava Burst Cast On Ricochet
                                                                                                                                                                                                                                                      • Mana Cost +2
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardFaithguardVoid KnightForge GuardPaladin1Steel Defense also grants allies stun avoidance when Shield Throw hits them.
                                                                                                                                                                                                                                                      • Stun Avoidance Granted To Allies +300
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardFleet of FootVoid KnightForge GuardPaladin4When you use Shield Throw, you are granted Haste for a duration.
                                                                                                                                                                                                                                                      • Haste Duration On Cast (seconds) 0.5 per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardForceful BreakingVoid KnightForge GuardPaladin2Lava Burst deals damage in a larger area and has an increased chance to stun enemies.
                                                                                                                                                                                                                                                      • Lava Burst Area +30% per point
                                                                                                                                                                                                                                                      • Increased Stun Chance 30% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardForgebornVoid KnightForge GuardPaladin4Shield Throw deals additional throwing fire damage and penetrate enemy fire resistance.
                                                                                                                                                                                                                                                      • Throwing Fire Damage +5 per point
                                                                                                                                                                                                                                                      • Fire Penetration +5% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardHeavy ShieldVoid KnightForge GuardPaladin5Shield Throw deals more damage (multiplicative with other modifiers) and its hits deal additional throwing damage.
                                                                                                                                                                                                                                                      • Damage +3% per point
                                                                                                                                                                                                                                                      • Throwing Damage +6 per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardHemrin's TechniqueVoid KnightForge GuardPaladin2Shield Throw ricochets to additional targets and you regain health whenever Shield Throw Ricochets, scaling with your Dexterity.
                                                                                                                                                                                                                                                      • Ricochets +1 per point
                                                                                                                                                                                                                                                      • Health Gain Per 2 Dex 1 per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardIron MongerVoid KnightForge GuardPaladin4Shield Throw's hits shred enemy armor.
                                                                                                                                                                                                                                                      • Armor Shred Chance +25% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardMagma RageVoid KnightForge GuardPaladin5Lava Burst deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                      • Lava Burst Damage +30% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardManifest InspirationVoid KnightForge GuardPaladin1If your Manifest Armor is hit by the shield, it performs a sweeping melee attack. This attack cannot be triggered when the shield has no ricochets remaining.
                                                                                                                                                                                                                                                      • Manifest Armor Casts Sweeping Melee Attack When Hit
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardMolten ShieldVoid KnightForge GuardPaladin1Shield Throw's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage. Bleed chance from all sources is converted to ignite chance for Shield Throw. Physical resistance shred chance from all sources is converted to fire resistance shred chance for Shield Throw.
                                                                                                                                                                                                                                                      • Shield Throw Damage -> Fire Damage
                                                                                                                                                                                                                                                      • Bleed -> Ignite Chance
                                                                                                                                                                                                                                                      • Phys Shred -> Fire Res Shred Chance
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardMolten TossVoid KnightForge GuardPaladin3Shield Throw deals more fire damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                      • Fire Damage +25% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardRicochetVoid KnightForge GuardPaladin2Shield Throw ricochets to additional targets, but it costs additional mana.
                                                                                                                                                                                                                                                      • Additional Ricochets +1 per point
                                                                                                                                                                                                                                                      • Mana Cost +3 per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardRygar's FuryVoid KnightForge GuardPaladin1Shield Throw deals more hit damage (multiplicative with other modifiers) equal to 100% of your block chance, but you have reduced all resistances while Shield Throw is released.
                                                                                                                                                                                                                                                      • Block Chance -> Damage 100%
                                                                                                                                                                                                                                                      • All Resistances -20%
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardSharpened RimVoid KnightForge GuardPaladin3Improves Shield Throw's base critical strike chance.
                                                                                                                                                                                                                                                      • Base Crit Chance +2% per point
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardShield BarrageVoid KnightForge GuardPaladin1Shield Throw can be thrown while you have a shield out, but shields are smaller and deal less damage (multiplicative with other modifiers). This node has no effect if Siege Breaker is allocated.
                                                                                                                                                                                                                                                      • No Cooldown
                                                                                                                                                                                                                                                      • Damage -5%
                                                                                                                                                                                                                                                      • Fewer Ricochets -50%
                                                                                                                                                                                                                                                      • Projectile Size -30%
                                                                                                                                                                                                                                                      Shield ThrowSentinelForge GuardShield ThrowVoid KnightForge GuardPaladin0Throws a shield at a target enemy. The shield ricochets to up to 2 additional targets before returning to you. You cannot throw a new shield until the current shield has returned to you.
                                                                                                                                                                                                                                                        Shield ThrowSentinelForge GuardShredding EdgeVoid KnightForge GuardPaladin4Shield Throw's hits have a chance to inflict bleed and shred enemy physical resistance.
                                                                                                                                                                                                                                                        • Bleed Chance +25% per point
                                                                                                                                                                                                                                                        • Physical Res Shred Chance +25% per point
                                                                                                                                                                                                                                                        Shield ThrowSentinelForge GuardSiege BreakerVoid KnightForge GuardPaladin1Shield Throw deals more damage (multiplicative with other modifiers), but Shield Throw has a longer cooldown.
                                                                                                                                                                                                                                                        • Damage +100%
                                                                                                                                                                                                                                                        • Cooldown (seconds) +6
                                                                                                                                                                                                                                                        Shield ThrowSentinelForge GuardSleek BucklerVoid KnightForge GuardPaladin3Shield Throw has increased attack speed and projectile speed.
                                                                                                                                                                                                                                                        • Attack Speed +5% per point
                                                                                                                                                                                                                                                        • Projectile Speed +20% per point
                                                                                                                                                                                                                                                        Shield ThrowSentinelForge GuardSpiked PlatesVoid KnightForge GuardPaladin1Shield Throw deals more hit damage (multiplicative with other modifiers) equal to a portion of your block chance.
                                                                                                                                                                                                                                                        • Block Chance -> Damage 50%
                                                                                                                                                                                                                                                        Shield ThrowSentinelForge GuardSteel DefenderVoid KnightForge GuardPaladin4Shield Throw can target and ricochet to allies other than yourself, and when it hits allies they are granted Steel Defense for a duration, granting them additional armor.
                                                                                                                                                                                                                                                        • Can Target Allies
                                                                                                                                                                                                                                                        • Armor With Buff +300
                                                                                                                                                                                                                                                        • Buff Duration (seconds) 2 per point
                                                                                                                                                                                                                                                        Shield ThrowSentinelForge GuardTestament of LightVoid KnightForge GuardPaladin1The benefits granted by Steel Defense scale with your Attunement.
                                                                                                                                                                                                                                                        • Increased Aegis Effect Per Attunement 6%
                                                                                                                                                                                                                                                        Shield ThrowSentinelForge GuardThrowing ArmVoid KnightForge GuardPaladin1Shield Throw can ricochet between additional targets, including you if there are no other targets.
                                                                                                                                                                                                                                                        • Ricochets +4
                                                                                                                                                                                                                                                        • Can Ricochet To You
                                                                                                                                                                                                                                                        Shield ThrowSentinelForge GuardVampiric SteelVoid KnightForge GuardPaladin4Shield Throw leeches a portion of its damage to you. Additionally you steal armor from enemies you hit for 4 seconds, meaning you reduce their armor and gain additional armor yourself.
                                                                                                                                                                                                                                                        • Health Leech +0.5% per point
                                                                                                                                                                                                                                                        • Armor Stolen 10 per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardAxe VolleyForge Guard1When releasing a fully charged Smelter's Wrath you also release five throwing axes in a cone in front of you, a throwing attack dealing physical damage to enemies hit.
                                                                                                                                                                                                                                                        • Axe Volley When Fully Charged
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardBackdraftForge Guard1When Smelter's Wrath is released, a duplicate attack is released in the opposite direction.
                                                                                                                                                                                                                                                        • Smelter's Wrath Cast Again
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardBellowsForge Guard5Furnace deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                        • Furnace Damage +40% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardBlacksmith's BreadthForge Guard5Smelter's Wrath charges up faster to reach its maximum area sooner.
                                                                                                                                                                                                                                                        • Charging Speed +10% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardBolsterForge Guard5While charging Smelter's Wrath you have more armor and endurance threshold (multiplicative with other modifiers)
                                                                                                                                                                                                                                                        • Armor While Charging +15% per point
                                                                                                                                                                                                                                                        • Endurance Threshold While Charging +15% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardBrightsmithForge Guard1Smelter's Wrath converts your increased attack speed to increased critical strike chance.
                                                                                                                                                                                                                                                        • Increased Attack Speed -> Increased Critical Chance
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardBury The HatchetForge Guard5Axe Volley hits deal more hit damage per point of Dexterity.
                                                                                                                                                                                                                                                        • Axe Volley Hit Damage per Dexterity +2% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardCrucibleForge Guard1When fully charged, Smelter's Wrath leaves behind a Burning Patch for 6 seconds which ignites all enemies who stand in it twice per second. Smelter's Wrath costs additional mana.
                                                                                                                                                                                                                                                        • Burning Patch When Fully Charged
                                                                                                                                                                                                                                                        • Mana Cost +10
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardDetonationForge Guard1Smelter's Wrath now releases in a nova around you instead of a cone, but costs additional mana.
                                                                                                                                                                                                                                                        • Cone Attack -> Nova Attack
                                                                                                                                                                                                                                                        • Mana Cost +15
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardFerrous SmashForge Guard5Smelter's Wrath hits have an increased chance to stun enemies per second channelled.
                                                                                                                                                                                                                                                        • Increased Stun Chance Per Second +25% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardFinal StrikeForge Guard1Smelter's Wrath hits instantly kill enemies that are below a health threshold (a percentage of their maximum health). This kill threshold is doubled at maximum charge.
                                                                                                                                                                                                                                                        • Kill Threshold 10%
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardForge ScaleForge Guard5Smelter's Wrath hits have a chance to shred enemies' armor for each second channelled.
                                                                                                                                                                                                                                                        • Armor Shred Chance Per Second 10% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardForged By FireForge Guard3Furnace has a chance to ignite enemies each second.
                                                                                                                                                                                                                                                        • Furnace Ignite Chance +30% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardFurnaceForge Guard1Smelter's Wrath spews Furnace while charging, a fire spell that deals damage over time in a cone to enemies.
                                                                                                                                                                                                                                                        • Channel Furnace While Charging
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardHeavy StrikeForge Guard5Smelter's Wrath deals more damage (multiplicative with other modifiers) for each second channelled.
                                                                                                                                                                                                                                                        • Damage Per Second +5% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardLiquefyForge Guard3Furnace has a chance to reduce enemy armor each second.
                                                                                                                                                                                                                                                        • Furnace Armor Shred Chance +100% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardQuenchForge Guard5Furnace has a chance to slow enemies each second.
                                                                                                                                                                                                                                                        • Furnace Slow Chance +30% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardRebuffForge Guard3Smelter's Wrath charges up slower to reach its maximum area later (multiplicative with other channel speed modifiers). Additionally, Smeler's Wrath gains additional physical and fire penetration per second channeled.
                                                                                                                                                                                                                                                        • Charging Speed -10% per point
                                                                                                                                                                                                                                                        • Fire Penetration Per Second +5% per point
                                                                                                                                                                                                                                                        • Physical Penetration Per Second +5% per point
                                                                                                                                                                                                                                                        Smelter's WrathSentinelForge GuardSmelter's WrathForge Guard0Channel to charge a powerful frontal cone attack, dealing fire and physical damage to all enemies hit. Charging for longer increases its range and power. 2 second maximum charge time. Your armor is doubled while channelling Smelter's Wrath.
                                                                                                                                                                                                                                                          Smelter's WrathSentinelForge GuardSoldering StrikeForge Guard5Smelter's Wrath hits have a chance to ignite enemies for each second channelled.
                                                                                                                                                                                                                                                          • Ignite Chance Per Second +200% per point
                                                                                                                                                                                                                                                          • Ignite Duration +20% per point
                                                                                                                                                                                                                                                          Smelter's WrathSentinelForge GuardStinging SteelForge Guard3Smelter's Wrath has additional critical strike chance for each second channeled. Additionally, it has additional critical strike multiplier for each second channeled.
                                                                                                                                                                                                                                                          • Added Critical Strike Chance Per Second +5% per point
                                                                                                                                                                                                                                                          • Added Critical Multiplier Per Second +5% per point
                                                                                                                                                                                                                                                          Smelter's WrathSentinelForge GuardStoked FlamesForge Guard1Smelter's Wrath hits deal more damage to ignited enemies per stack of ignite, up to a maximum of 150%. This effect is multiplicative with other modifiers.
                                                                                                                                                                                                                                                          • More Hit Damage Per Ignite Stack +15%
                                                                                                                                                                                                                                                          Smelter's WrathSentinelForge GuardSulphurous SublimationForge Guard1Increased Area for Area Skills stats no longer increases Smelter's Wrath's charge speed and instead grants its more fire damage over time (multiplicative with other modifiers).
                                                                                                                                                                                                                                                          • More Fire Damage Over Time per 1% Increased Area 3%
                                                                                                                                                                                                                                                          • Increased Area no longer affects Charge Speed
                                                                                                                                                                                                                                                          Smelter's WrathSentinelForge GuardTempered BlowsForge Guard3Smelter's Wrath hits deal more damage (multiplciative with other modifiers) for each second channelled, but Smelter's Wrath charges more slowly.
                                                                                                                                                                                                                                                          • More Damage Per Second 15% per point
                                                                                                                                                                                                                                                          • Charging Speed -12% per point
                                                                                                                                                                                                                                                          Smelter's WrathSentinelForge GuardValianceForge Guard3Smelter's Wrath hits deal more damage to rare enemies and bosses (multiplicative with other modifiers).
                                                                                                                                                                                                                                                          • More Hit Damage Against Rares And Bosses 20% per point
                                                                                                                                                                                                                                                          Smelter's WrathSentinelForge GuardVulcanic MasteryForge Guard1Smelter's Wrath has doubled crit chance and deals more damage when fully charged (both multiplicative with other modifiers).
                                                                                                                                                                                                                                                          • More Crit Chance At Full Charge 100%
                                                                                                                                                                                                                                                          • Damage At Full Charge +50%
                                                                                                                                                                                                                                                          Smelter's WrathSentinelForge GuardWhetstoneForge Guard5Smelter's Wrath deals more melee damage and fire damage (multiplicative with other modifiers). These bonuses are increased by charging for longer.
                                                                                                                                                                                                                                                          • Melee Damage +4% per point
                                                                                                                                                                                                                                                          • Fire Damage +4% per point
                                                                                                                                                                                                                                                          • Melee Damage per Second +2% per point
                                                                                                                                                                                                                                                          • Fire Damage per Second +2% per point
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinBane of EvilVoid KnightForge GuardPaladin2Healing hands deals additional spell damage based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.
                                                                                                                                                                                                                                                          • Spell Damage per 20% increased Healing Effectiveness +1 per point
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinBlessed ParishVoid KnightForge GuardPaladin3Healing Hands has an increased area of effect and a lower mana cost.
                                                                                                                                                                                                                                                          • Area +15% per point
                                                                                                                                                                                                                                                          • Mana Cost -2 per point
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinCleric's HammerVoid KnightForge GuardPaladin4When you directly use a melee attack and hit at least one enemy, you have a chance to cast Healing Hands around the target. This consumes mana based on Healing Hands's mana cost. Healing Hands restores less up front health when cast indirectly.
                                                                                                                                                                                                                                                          • Healing Hands Chance on Melee Hit 25% per point
                                                                                                                                                                                                                                                          • Healing Hands Mana Consumption 110%
                                                                                                                                                                                                                                                          • Less Up Front Healing For Indirect Casts -65%
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinCleric's WrathVoid KnightForge GuardPaladin2Healing hands deals more damage (multiplicative with other modifiers) based on the combined levels of your specialised Buff skills.
                                                                                                                                                                                                                                                          • Damage per Level of Specialised Buff Skills +0.5% per point
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinCloud VoyagerVoid KnightForge GuardPaladin1A portion of Healing Hands' remaining cooldown is recovered if you use it to heal an ally other than yourself. This effect can occur once per direct cast of Healing Hands.
                                                                                                                                                                                                                                                          • Cooldown Recovered on Ally Healed 75%
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinConsecrated StormVoid KnightForge GuardPaladin4Healing hands has a chance to Electrify on hit.
                                                                                                                                                                                                                                                          • Electrify Chance 25% per point
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinDivine BarrierVoid KnightForge GuardPaladin1Healing Hands also grants ward to allies based on your Attunement. If the ally has an effect that causes them to gain ward per second based on their missing health, then it will not heal them, but will provide a percentage of its healing as ward.
                                                                                                                                                                                                                                                          • Ward per 2 Attunement 1
                                                                                                                                                                                                                                                          • Healing Conversion 20%
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinDivine CatalystVoid KnightForge GuardPaladin5You cast Divine Bolt at nearby enemies when you directly cast healing hands and heal yourself or an ally. Divine Bolt is affected by specific passives from the Paladin tree and if you take this node then Divine Bolt from all sources scales with nodes on this tree.
                                                                                                                                                                                                                                                          • Divine Bolts Cast 1 per point
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinFont of SalvationVoid KnightForge GuardPaladin1If you heal an allied player other than yourself that was below half prior to healing, Healing Hands restores them to full health and grants them ward equal to 80% of their max health. This has no effect on you, nor on minions, nor players that have an effect that causes them to gain ward per second based on their missing health.
                                                                                                                                                                                                                                                          • Heal Party Members to Full
                                                                                                                                                                                                                                                          • Heal to Full Threshold 50%
                                                                                                                                                                                                                                                          • Health Gained as Ward when Healing to Full 80%
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinGuardian's ChantVoid KnightForge GuardPaladin3Healing Hands also grants ward per second for three seconds after being cast on an ally. The ward per second is equal to a proportion of the ward granted up front by the other nodes on this tree and by items that cause you to grant ward with Healing Hands. This effect cannot stack multiple times, casting again on the same ally just refreshes the duration.
                                                                                                                                                                                                                                                          • Upfront Ward gained as Ward per Second 10% per point
                                                                                                                                                                                                                                                          • Ward per Second Duration (Seconds) 3
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinHalted ScourgeVoid KnightForge GuardPaladin1Healing Hands Immobilizes void enemies for 1 second on hit and deals more damage to them (multiplicative with other modifiers). Healing Hands grants allies 10% less void damage taken (multiplicative with other modifiers) for 10 seconds when cast on them. This buff does not stack.
                                                                                                                                                                                                                                                          • Immobilize Void Enemies
                                                                                                                                                                                                                                                          • Damage vs Void Enemies +10%
                                                                                                                                                                                                                                                          • Void Damage Taken -10%
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinHand of AurelusVoid KnightForge GuardPaladin4When you directly cast Smite, you have a chance to cast Healing Hands around the target location. This consumes 70% of its mana cost.
                                                                                                                                                                                                                                                          • Healing Hands Chance on Smite Cast 25% per point
                                                                                                                                                                                                                                                          Healing HandsSentinelPaladinHealing HandsVoid KnightForge GuardPaladin0Heals all allies in a target area for 50 health and applies a lingering warmth which heals 80 health over the next 3 seconds. The lingering warmth cannot stack on the same target.
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinHoly WindsVoid KnightForge GuardPaladin4Healing Hands deals more lightning damage over time (multiplicative with other modifiers) and when you hit an electrified enemy with Healing Hands it spreads all stacks of your stacks of electrify from that enemy to a number of other enemies within 5 metres.
                                                                                                                                                                                                                                                            • Lightning Damage Over Time +40% per point
                                                                                                                                                                                                                                                            • Targets to Spread Electrify to 1 per point
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinHomewardVoid KnightForge GuardPaladin1If Healing Hands would not affect any allied players at the chosen target location, it is cast centered on you instead. Healing Hands has increased healing effectiveness.
                                                                                                                                                                                                                                                            • Cast at self if not targeting ally
                                                                                                                                                                                                                                                            • Increased Healing Effectiveness 18%
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinPrayer of the FallenVoid KnightForge GuardPaladin4Healing Hands has increased healing effectiveness. This bonus is doubled if there is a dead player within 30 meters.
                                                                                                                                                                                                                                                            • Increased Healing Effectiveness 25% per point
                                                                                                                                                                                                                                                            • Doubled if Dead Player Nearby
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinPurity of ThoughtVoid KnightForge GuardPaladin1Healing Hands has a lower mana cost.
                                                                                                                                                                                                                                                            • Mana Cost -5
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinRahyeh's ChariotVoid KnightForge GuardPaladin1When you directly use Healing Hands you dash to the target location first. However, Healing Hands now has a cooldown and counts a Traversal skill. This does not affect indirect casts of Healing Hands.
                                                                                                                                                                                                                                                            • Dash to the Target Location
                                                                                                                                                                                                                                                            • Counts as Traversal Skill
                                                                                                                                                                                                                                                            • Cooldown Duration (seconds) 6
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinSacred GiftVoid KnightForge GuardPaladin4When you cast Healing Hands, there is a chance it spawns a Health Globe at a random point inside the area of effect. When an ally walks over the globe, it is consumed, healing them for 70 health.
                                                                                                                                                                                                                                                            • Health Globe Chance 25% per point
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinSearing LightVoid KnightForge GuardPaladin1Healing Hands now hits enemies within its area of effect, dealing spell fire damage. Added spell damage applies to it at 200% effectiveness.
                                                                                                                                                                                                                                                            • Deals Fire Damage on Hit
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinSeraph BladeVoid KnightForge GuardPaladin1Healing Hands is converted into a melee attack that hits in a wide arc in front of you. It now scales with melee damage instead of spell damage and effects on this tree that granted spell damage now grant melee damage instead. Healing Hands still heals you, as well as allies within its area of affect.
                                                                                                                                                                                                                                                            • Deals Fire Damage on Hit
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinSkyfallVoid KnightForge GuardPaladin1While channelling Healing Hands you also call down a beam from the sky that deals fire damage over time to enemies around the target area and heals allies within its area of effect. Healing Hands costs additional mana per second while channelling.
                                                                                                                                                                                                                                                            • Sky Beam while Channelling
                                                                                                                                                                                                                                                            • Mana Cost Per Second +7
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinSun ShroudVoid KnightForge GuardPaladin1You are immune to damage while moving with Healing Hands.
                                                                                                                                                                                                                                                            • Immune while Moving
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinSynthesis of LightVoid KnightForge GuardPaladin3Healing Hands also grants ward to allies based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.
                                                                                                                                                                                                                                                            • Ward per 10% increased Healing Effectiveness 1 per point
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinTurn UndeadVoid KnightForge GuardPaladin1Healing Hands fears Undead Enemies for 2 to 3 seconds on hit and deals more damage to them (multiplicative with other modifiers). Healing Hands grants allies 10% less necrotic damage taken (multiplicative with other modifiers) for 10 seconds when cast on them. This buff does not stack.
                                                                                                                                                                                                                                                            • Fear Undead Enemies
                                                                                                                                                                                                                                                            • Damage vs Undead Enemies +10%
                                                                                                                                                                                                                                                            • Necrotic Damage Taken -10%
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinUnbroken PrayerVoid KnightForge GuardPaladin1Healing Hands becomes a channeled ability, casting 4 times per second regardless of cast speed, and draining your mana.
                                                                                                                                                                                                                                                            • Channeled Healing Hands
                                                                                                                                                                                                                                                            • Casts Per Second 4
                                                                                                                                                                                                                                                            • Mana Cost Per Second 10
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinUrgent HealingVoid KnightForge GuardPaladin4Healing Hands restores additional health up front.
                                                                                                                                                                                                                                                            • Up Front Healing +20 per point
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinVirtue of PatienceVoid KnightForge GuardPaladin2Healing Hands takes longer to cast, but deals more damage (multiplicative with other modifiers) and has increased healing effectiveness and a larger area of effect.
                                                                                                                                                                                                                                                            • Damage +24% per point
                                                                                                                                                                                                                                                            • Increased Healing 24% per point
                                                                                                                                                                                                                                                            • Increased Area 16% per point
                                                                                                                                                                                                                                                            • Cast Speed -16% per point
                                                                                                                                                                                                                                                            Healing HandsSentinelPaladinVow of RestorationVoid KnightForge GuardPaladin4Healing Hands restores additional health over time. This lasts for three seconds just like Healing Hands' inherent healing over time effect.
                                                                                                                                                                                                                                                            • Additional Healing Per Second +20 per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinAgainst The OddsPaladin3Holy Aura grants you and your allies ward when blocking attacks.
                                                                                                                                                                                                                                                            • Ward Gained On Block 7 per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinCall To ArmsPaladin5Holy Aura grants you and your allies increased physical damage.
                                                                                                                                                                                                                                                            • Physical Damage +10% per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinConcentrationPaladin1Holy Aura's active duration lasts longer, but Holy Aura's cooldown lasts longer and its passive is disabled during its cooldown.
                                                                                                                                                                                                                                                            • Duration +50%
                                                                                                                                                                                                                                                            • Cooldown (seconds) +5
                                                                                                                                                                                                                                                            • Holy Aura Disabled During Cooldown
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinDemoralizing AuraPaladin2Activating Holy Aura grants you a chance to slow surrounding enemies each second.
                                                                                                                                                                                                                                                            • Slow Chance When Active 50% per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinExpeditePaladin3Holy Aura grants you and your allies increasing throwing attack speed and a chance to gain Haste for 1 second on hit.
                                                                                                                                                                                                                                                            • Throwing Attack Speed +3% per point
                                                                                                                                                                                                                                                            • Haste Chance +3% per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinExtreme ZealPaladin3Holy Aura causes you and your allies' critical strikes to deal more damage.
                                                                                                                                                                                                                                                            • Critical Multiplier +5% per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinFaithPaladin5Holy Aura regenerates ward for you and nearby allies.
                                                                                                                                                                                                                                                            • Ward Regen Per Second 3 per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinFaith's RewardPaladin1Holy Aura grants you and your allies a burst of ward when activated, but Holy Aura has a longer cooldown.
                                                                                                                                                                                                                                                            • Ward Granted On Activation 400
                                                                                                                                                                                                                                                            • Cooldown +5
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinFanaticismPaladin3Holy Aura grants you and your allies increased attack and cast speed.
                                                                                                                                                                                                                                                            • Attack Speed +3% per point
                                                                                                                                                                                                                                                            • Cast Speed +3% per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinFirestormPaladin5Holy Aura grants you and your allies increased fire and lightning damage.
                                                                                                                                                                                                                                                            • Increased Global Fire Damage 10% per point
                                                                                                                                                                                                                                                            • Increased Global Lightning Damage 10% per point
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinFlame BurstPaladin1Your melee hits apply 10 stacks of Fiery Inquisition and the melee hits of other allies affected by the aura apply 1 stack. If an enemy reaches 60 stacks, the stacks are consumed to release a Flame Burst, dealing fire damage to surrounding enemies. While Holy Aura is active twice as many stacks are applied. The Flame Burst scales with the stats of the player or minion that triggers it.
                                                                                                                                                                                                                                                            • Flame Burst
                                                                                                                                                                                                                                                            Holy AuraSentinelPaladinHoly AuraPaladin0You and nearby allies passively gain 30% increased damage and +15% additional elemental resistance. Activating Holy Aura doubles the stat bonuses for 4 seconds.
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinHopePaladin1When an enemy dies in Holy Aura's area of effect, there is a chance it spawns a Health Globe, healing for 70 health.
                                                                                                                                                                                                                                                              • Health Globe Chance 12%
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinImproved Flame BurstPaladin4If you are the one to get the final hit to unleash Flame Burst on an enemy, it deals significantly more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                              • Flame Burst Damage +50% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinInner FlamePaladin2Your melee hits apply an additional stack of Fiery Inquisition and if you are the one to get the final hit to unleash Flame Burst on an enemy, it deals damage in an increased area.
                                                                                                                                                                                                                                                              • Stacks on Melee Hit +1 per point
                                                                                                                                                                                                                                                              • Flame Burst Area +25% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinMighty ShieldPaladin4Holy Aura grants you and your allies additional block effectiveness and health when blocking attacks.
                                                                                                                                                                                                                                                              • Block Effectiveness +30 per point
                                                                                                                                                                                                                                                              • Health Gained On Block 2 per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinPurificationPaladin1Holy Aura grants you and your allies additional poison resistance. Activating Holy Aura cleanses ailments for you and your allies.
                                                                                                                                                                                                                                                              • Poison Resistance +20%
                                                                                                                                                                                                                                                              • Cleanses Ailments
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinRahyeh's DevotionPaladin3Holy Aura grants you and your allies a chance to ignite and electrify enemies.
                                                                                                                                                                                                                                                              • Ignite Chance +5% per point
                                                                                                                                                                                                                                                              • Electrify Chance +5% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinRahyeh's FuryPaladin2Holy Aura causes you and your allies to penetrate enemy fire and lightning resistance.
                                                                                                                                                                                                                                                              • Fire Penetration +5% per point
                                                                                                                                                                                                                                                              • Lightning Penetration +5% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinRedemptionPaladin4Holy Aura grants you and your allies increased healing effectiveness.
                                                                                                                                                                                                                                                              • Increased Healing +10% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinShelter from the StormPaladin5Holy Aura grants you and your allies additional elemental resistance and endurance threshold.
                                                                                                                                                                                                                                                              • Elemental Resistance +5% per point
                                                                                                                                                                                                                                                              • Endurance +3% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinShielded By FaithPaladin4Holy Aura grants you and your allies increased ward retention.
                                                                                                                                                                                                                                                              • Ward Retention +5% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinStrength From AfarPaladin4Holy Aura grants you and your allies increased throwing attack damage and increased stun chance with throwing attacks.
                                                                                                                                                                                                                                                              • Throwing Attack Damage +12% per point
                                                                                                                                                                                                                                                              • Increased Throwing Attack Stun Chance +12% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinSwiftnessPaladin3Holy Aura grants you and your allies additional dodge chance.
                                                                                                                                                                                                                                                              • Dodge Rating +20 per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinTrue StrikePaladin4Holy Aura grants you and your allies increased critical strike chance.
                                                                                                                                                                                                                                                              • Increased Crit Chance 10% per point
                                                                                                                                                                                                                                                              Holy AuraSentinelPaladinVital BoonPaladin4Holy Aura grants you and your allies increased health regeneration.
                                                                                                                                                                                                                                                              • Health Regen +10% per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinAnointedPaladin1Consecrated Ground becomes a Consecrating Aura which surrounds you and has a longer duration, but Judgement costs more mana. Judgement deals significantly more damage over time.
                                                                                                                                                                                                                                                              • Consecrated Ground -> Aura
                                                                                                                                                                                                                                                              • Damage Over Time +100%
                                                                                                                                                                                                                                                              • Duration +100%
                                                                                                                                                                                                                                                              • Mana Cost +50%
                                                                                                                                                                                                                                                              JudgementSentinelPaladinAscendant LiturgyPaladin1Judgement gains significant physical and fire penetration, but no longer leaves behind Consecrated Ground.
                                                                                                                                                                                                                                                              • Physical and Fire Penetration +40%
                                                                                                                                                                                                                                                              • No Consecrated Ground
                                                                                                                                                                                                                                                              JudgementSentinelPaladinAshes To DustPaladin4Consecrated Ground has a chance to shred enemy armor each second.
                                                                                                                                                                                                                                                              • Consecrated Ground Armour Shred Chance +50% per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinCleansing LightPaladin1Holy Eruption cleanses negative ailments, such as ignite and chill, on you and allies. This effect can occur a limited number of times per 10 seconds.
                                                                                                                                                                                                                                                              • Holy Eruption Cleanses Ailments
                                                                                                                                                                                                                                                              • Limit per 10 Seconds 3
                                                                                                                                                                                                                                                              JudgementSentinelPaladinDeliverancePaladin4If you hit at least one enemy with Judgement you gain the Deliverance buff, which drastically increases mana regen and health regen.
                                                                                                                                                                                                                                                              • Deliverance Duration (seconds) 1 per point
                                                                                                                                                                                                                                                              • Increased Health Regen 50%
                                                                                                                                                                                                                                                              • Increased Mana Regen 50%
                                                                                                                                                                                                                                                              JudgementSentinelPaladinDestructive ImpactPaladin4Consecrated Ground heals allies and deals damage in a larger area.
                                                                                                                                                                                                                                                              • Area +30% per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinDivine DestructionPaladin4Judgement hits and Conscrated Ground deal more damage against enemies at high health (multiplicative with other modifiers).
                                                                                                                                                                                                                                                              • Hit Damage Against High Health +20% per point
                                                                                                                                                                                                                                                              • Conscrated Ground Damage Against High Health +20% per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinEnsuing FervourPaladin4You gain Frenzy for a duration after using Judgement if it hits at least one enemy.
                                                                                                                                                                                                                                                              • Frenzy Duration (seconds) 1 per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinExpeditePaladin4Consecrated Ground restores more health, but has a shorter duration.
                                                                                                                                                                                                                                                              • Consecrated Ground Healing +25% per point
                                                                                                                                                                                                                                                              • Duration -20% per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinFervent ImpactPaladin4Judgement hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).
                                                                                                                                                                                                                                                              • More Critcal Chance Against Ignited 25% per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinFlaming SoulPaladin4Consecrated Ground deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                              • Consecrated Ground Damage +35% per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinHoly BlastPaladin4Holy Eruption deals more damage (multiplicative with other modifiers) and restore more health.
                                                                                                                                                                                                                                                              • Holy Eruption Damage +25% per point
                                                                                                                                                                                                                                                              • Holy Eruption Healing +25% per point
                                                                                                                                                                                                                                                              JudgementSentinelPaladinHoly EruptionPaladin1When Consecrated Ground finishes, it casts Holy Eruption, dealing fire damage to all nearby enemies and heals you and all your nearby allies for 80 health.
                                                                                                                                                                                                                                                              • Holy Eruption
                                                                                                                                                                                                                                                              JudgementSentinelPaladinHoly WarPaladin1While you have the Deliverance buff whenever you directly use Vengeance, Rive, or Multistrike and hit at least one enemy you regain additional mana.
                                                                                                                                                                                                                                                              • Mana Gain With Vengeance 5
                                                                                                                                                                                                                                                              • Mana Gain With Rive 5
                                                                                                                                                                                                                                                              • Mana Gain With Multistrike 5
                                                                                                                                                                                                                                                              JudgementSentinelPaladinJudgementPaladin0A powerful melee attack that leaves an area of Consecrated Ground for 4 seconds. Allies on the Consecrated Ground are healed for 50 health each second. Enemies on Consecrate Ground take fire damage over time that scales with spell damage. Consecrate Ground gains 1 spell damage per 5% increased healing effectiveness.
                                                                                                                                                                                                                                                                JudgementSentinelPaladinLingering ForcePaladin5Consecrated Ground lasts longer.
                                                                                                                                                                                                                                                                • Duration +20% per point
                                                                                                                                                                                                                                                                JudgementSentinelPaladinPious OfferingPaladin5Judgement now also consumes a percentage of your current mana and deals more damage (multiplicative with other modifiers) per mana consumed.
                                                                                                                                                                                                                                                                • Current Mana Consumed 5% per point
                                                                                                                                                                                                                                                                • More Damage per 1 Mana +2%
                                                                                                                                                                                                                                                                JudgementSentinelPaladinProclamationPaladin5Judgement deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.
                                                                                                                                                                                                                                                                • Damage +20% per point
                                                                                                                                                                                                                                                                • Stun Chance +20% per point
                                                                                                                                                                                                                                                                JudgementSentinelPaladinProphesied ImmolationPaladin1Judgement's melee attack cannot be dodged and deals more fire damage (multiplicative with other modifiers) based on your increased healing effectiveness.
                                                                                                                                                                                                                                                                • Cannot Be Dodged
                                                                                                                                                                                                                                                                • Fire Damage per 10% Increased Healing Effectiveness +1%
                                                                                                                                                                                                                                                                JudgementSentinelPaladinPunishPaladin4Judgement critical strikes deal more damage.
                                                                                                                                                                                                                                                                • Critical Multiplier +25% per point
                                                                                                                                                                                                                                                                JudgementSentinelPaladinPurifying FlamePaladin4Judgement hits and Consecrated Ground deal more damage against ignited enemies (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                • Hit Damage Against Ignited Enemies +15% per point
                                                                                                                                                                                                                                                                • Conscrated Ground Damage Against Ignited Enemies +30% per point
                                                                                                                                                                                                                                                                JudgementSentinelPaladinRighteous DecreePaladin4Judgement also casts Smite at nearby enemies. Smite consumes mana equal to its mana cost for each cast.
                                                                                                                                                                                                                                                                • Smite Casts 1 per point
                                                                                                                                                                                                                                                                • Smite Costs Mana
                                                                                                                                                                                                                                                                JudgementSentinelPaladinSacred SwordPaladin4Judgement hits have a chance to ignite enemies and ignites applied by Judgement have additional Fire Penetration.
                                                                                                                                                                                                                                                                • Ignite Chance +50% per point
                                                                                                                                                                                                                                                                • Fire Penetration with Ignite +25% per point
                                                                                                                                                                                                                                                                JudgementSentinelPaladinSanctificationPaladin1Judgement now pulls in enemies and slows them, but its initial hit no longer deals damage.
                                                                                                                                                                                                                                                                • Judgement Hit Pulls Enemies
                                                                                                                                                                                                                                                                • Slows Enemies
                                                                                                                                                                                                                                                                • Judgement Hit Deals No Damage
                                                                                                                                                                                                                                                                JudgementSentinelPaladinSanctified SerenityPaladin4Consecrated Ground has increased healing effectiveness.
                                                                                                                                                                                                                                                                • Consecrated Ground Healing Effectiveness +25% per point
                                                                                                                                                                                                                                                                JudgementSentinelPaladinScourgebanePaladin4Judgement hits deal more hit damage to rare and boss enemies (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                • Hit Damage Against Rares And Bosses +20% per point
                                                                                                                                                                                                                                                                JudgementSentinelPaladinSwift VerdictPaladin3Judgement has a shorter cooldown and a lower mana cost.
                                                                                                                                                                                                                                                                • Increased Cooldown Recovery Speed 11% per point
                                                                                                                                                                                                                                                                • Mana Efficiency +15% per point
                                                                                                                                                                                                                                                                JudgementSentinelPaladinSymbol of SacrificePaladin2Judgement consumes all of your Symbols of Hope to deal additional fire damage for each Symbol consumed.
                                                                                                                                                                                                                                                                • Melee Fire Damage Per Symbol +6 per point
                                                                                                                                                                                                                                                                • Spell Fire Damage Per Symbol +6 per point
                                                                                                                                                                                                                                                                • Consumes Symbols
                                                                                                                                                                                                                                                                JudgementSentinelPaladinUrgent InquisitionPaladin1Judgement no longer has a cooldown, but costs substantially more mana and its healing restores less health (multiplicative with other modifiers). Its mana cost now counts as mana consumed for the effect of the Pious Offering node.
                                                                                                                                                                                                                                                                • No Cooldown
                                                                                                                                                                                                                                                                • Mana Cost +50
                                                                                                                                                                                                                                                                • Consecrated Ground Healing -50%
                                                                                                                                                                                                                                                                JudgementSentinelPaladinWarrior's TithePaladin4Judgement's melee attack heals you and nearby allied players for each enemy it hits. This healing is affected by your increased healing effectiveness.
                                                                                                                                                                                                                                                                • Healing per Melee Hit 10 per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinBurning SignVoid KnightForge GuardPaladin5Symbols grant you and your allies a chance to ignite enemies.
                                                                                                                                                                                                                                                                • Ignite Chance Per Symbol +6% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinCelestial ConcentrationVoid KnightForge GuardPaladin4Symbols of Hope grants you and your allies increased mana regeneration.
                                                                                                                                                                                                                                                                • Increased Mana Regen Per Symbol 2% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinCleansing LightVoid KnightForge GuardPaladin4Divine Flare now has a chance per Symbol consumed to cleanse negative ailments on allies, and a chance per Symbol consumed to blind nearby enemies.
                                                                                                                                                                                                                                                                • Cleanse Ailment Chance +25% per point
                                                                                                                                                                                                                                                                • Blind Chance +25% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinDecree of FlameVoid KnightForge GuardPaladin3Symbols grant you and your allies additional fire damage.
                                                                                                                                                                                                                                                                • Fire Damage Per Symbol +1 per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinDivine FlareVoid KnightForge GuardPaladin1Symbol of Hope's active effect creates a Divine Flare that deals fire damage to enemies in an area around you and heals allies for 50 health per Symbol consumed, but it no longer grants damage reduction. Symbol of Hope's cooldown is significantly reduced, and it is no longer instant cast.
                                                                                                                                                                                                                                                                • Activation Casts Divine Flare
                                                                                                                                                                                                                                                                • Reduced Cooldown 80%
                                                                                                                                                                                                                                                                • Not Instant Cast
                                                                                                                                                                                                                                                                • No Damage Reduction
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinEmpowering SymbolsVoid KnightForge GuardPaladin5Symbols increase the damage of you and your allies.
                                                                                                                                                                                                                                                                • Damage Granted Per Active Symbol +5% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinEnduring HopeVoid KnightForge GuardPaladin2Symbols of Hope has a shorter cooldown.
                                                                                                                                                                                                                                                                • Increased Cooldown Recovery Speed 25% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinEnergized FlareVoid KnightForge GuardPaladin1Divine Flare now has a chance to gain a Symbol on kill or when hitting a boss or rare enemy.
                                                                                                                                                                                                                                                                • Symbol On Kill Chance 10%
                                                                                                                                                                                                                                                                • Symbol On Hit Chance 10%
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinFaithVoid KnightForge GuardPaladin3When you activate Symbols of Hope, gain ward equal to a portion of your maximum health per symbol consumed.
                                                                                                                                                                                                                                                                • Portion Of Health To Ward Per Symbol 2% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinFervorVoid KnightForge GuardPaladin1Symbol of Hope's active effect also grants Haste for its duration.
                                                                                                                                                                                                                                                                • Haste On Activation
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinHealing RitesVoid KnightForge GuardPaladin5Symbol of Hope's active effect also grants increased healing effectiveness for its duration.
                                                                                                                                                                                                                                                                • Healing Effectiveness On Activation 30% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinHeavenly JusticeVoid KnightForge GuardPaladin5You and your allies gain increased critical strike chance per Symbol.
                                                                                                                                                                                                                                                                • Increased Crit Chance Per Symbol 4% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinHoly RevelationVoid KnightForge GuardPaladin3You gain Symbols of Hope faster.
                                                                                                                                                                                                                                                                • Symbols Of Hope Gain Rate +15% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinInspire HopeVoid KnightForge GuardPaladin1You can now cast Symbols of Hope's active effect on your allies. Any effects from this tree will now be granted to the recipient.
                                                                                                                                                                                                                                                                • Symbols Of Hope Cast On Allies
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinInvigorateVoid KnightForge GuardPaladin5Symbols grant you and your allies increased healing effectiveness.
                                                                                                                                                                                                                                                                • Increased Healing Per Symbol +4% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinIron SymbolsVoid KnightForge GuardPaladin5Symbols grant you and your allies additional endurance threshold
                                                                                                                                                                                                                                                                • Endurance Threshold Per Symbol +15 per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinMeditationVoid KnightForge GuardPaladin1Symbols now only affect you, but provide twice as much health regeneration.
                                                                                                                                                                                                                                                                • Double Health Regen From Symbols
                                                                                                                                                                                                                                                                • Symbols Only Affect You
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinPolygramVoid KnightForge GuardPaladin1You can summon an additional Symbol.
                                                                                                                                                                                                                                                                • Maximum Symbols +1
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinQuiet MindVoid KnightForge GuardPaladin3Symbols of Hope costs less mana and the active effect lasts longer.
                                                                                                                                                                                                                                                                • Mana Efficiency +10% per point
                                                                                                                                                                                                                                                                • Active Effect Duration +10% per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinRenewed HopeVoid KnightForge GuardPaladin3You have a chance to regain a Symbol after activation.
                                                                                                                                                                                                                                                                • Chance To Regain Symbol 34# per point
                                                                                                                                                                                                                                                                Symbols of HopeSentinelPaladinSigils Of HopeVoid KnightForge GuardPaladin0Every 2 seconds, summons a symbol that orbits you, causing you and your allies' attacks and spells to deal 3 additional fire damage and increasing health regeneration by 20%. Activate to consume the symbols, granting 100 ward and 5% less damage taken per symbol for 3 seconds. You can have up to 3 symbols at a time.
                                                                                                                                                                                                                                                                  Symbols of HopeSentinelPaladinSign of the GuardianVoid KnightForge GuardPaladin3Symbols grant additional block chance and block effectiveness.
                                                                                                                                                                                                                                                                  • Block Chance Per Active Symbol +1% per point
                                                                                                                                                                                                                                                                  • Block Effectiveness Per Active Symbol +15 per point
                                                                                                                                                                                                                                                                  Symbols of HopeSentinelPaladinSymbol of RighteousnessVoid KnightForge GuardPaladin3Your Symbols of Hope have increased effect on your other allies.
                                                                                                                                                                                                                                                                  • Increased Symbols Effect For Other Allies 5% per point
                                                                                                                                                                                                                                                                  Symbols of HopeSentinelPaladinSymbols of DespairVoid KnightForge GuardPaladin1Fire damage provided by Symbols is converted to void damage. Each Symbol now grants 15% increased void damage, but no longer increases health regeneration.
                                                                                                                                                                                                                                                                  • Fire Damage -> Void Damage
                                                                                                                                                                                                                                                                  • Increased Void Damage Per Active Symbol 15%
                                                                                                                                                                                                                                                                  • Symbols Do Not Increase Health Regen
                                                                                                                                                                                                                                                                  Symbols of HopeSentinelPaladinTetragramVoid KnightForge GuardPaladin1You can summon an additional Symbol.
                                                                                                                                                                                                                                                                  • Maximum Symbols +1
                                                                                                                                                                                                                                                                  Symbols of HopeSentinelPaladinUnwavering FaithVoid KnightForge GuardPaladin2Activating Symbols of Hope now heals you for a portion of your maximum health.
                                                                                                                                                                                                                                                                  • Portion Of Health Healed 10% per point
                                                                                                                                                                                                                                                                  Symbols of HopeSentinelPaladinWaves of LightVoid KnightForge GuardPaladin4Directly cast Divine Flares which hit a rare enemy or boss have a chance per symbol consumed to recast Divine Flare.
                                                                                                                                                                                                                                                                  • Recast Chance per Symbol Consumed +10% per point
                                                                                                                                                                                                                                                                  Symbols of HopeSentinelPaladinWell of LightVoid KnightForge GuardPaladin4Divine Flare deals more damage (multiplicative with other modifiers) in a larger area per Symbol consumed.
                                                                                                                                                                                                                                                                  • Divine Flare Damage Per Symbol +25% per point
                                                                                                                                                                                                                                                                  • Divine Flare Area Per Symbol +15% per point
                                                                                                                                                                                                                                                                  Symbols of HopeSentinelPaladinZeal of StormsVoid KnightForge GuardPaladin5Symbols of Hope grants you and your allies additional chance to electrify on hit.
                                                                                                                                                                                                                                                                  • Electrify Chance Per Symbol +6% per point
                                                                                                                                                                                                                                                                  Abyssal EchoesSentinelVoid KnightAbyssal DispersionVoid KnightForge GuardPaladin3Abyssal Echoes costs less mana.
                                                                                                                                                                                                                                                                  • Mana Efficiency +20% per point
                                                                                                                                                                                                                                                                  Abyssal EchoesSentinelVoid KnightAbyssal EchoesVoid KnightForge GuardPaladin0A nova that echoes from up to 8 enemies it reaches and applies abyssal decay. Enemies with abyssal decay take void damage over time for 5 seconds, if they take a hit all the damage from abyssal decay is dealt to them immediately.
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightAbyssal TendrilsVoid KnightForge GuardPaladin3Nether Coating also grants you a chance to inflict Time Rot on hit.
                                                                                                                                                                                                                                                                    • Time Rot Chance With Buff +15% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightCorrupting HarnessVoid KnightForge GuardPaladin5Abyssal Echoes can chain additional times. This effect is tripled for echoed casts.
                                                                                                                                                                                                                                                                    • Additional Chains +2 per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightCrippling WavesVoid KnightForge GuardPaladin3Abyssal Echoes' initial burst slows enemies.
                                                                                                                                                                                                                                                                    • Slow Stacks +1 per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightCrumblingVoid KnightForge GuardPaladin3Abyssal Decay causes enemies to take increased damage over time.
                                                                                                                                                                                                                                                                    • Damage Over Time Taken +8% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightDark TorrentVoid KnightForge GuardPaladin1Abyssal Echoes can now be cast at the target location.
                                                                                                                                                                                                                                                                    • Targeted Abyssal Echoes
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightDeep ExpanseVoid KnightForge GuardPaladin5Abyssal Echoes affects a larger area.
                                                                                                                                                                                                                                                                    • Area +20% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightEmbrace the DarknessVoid KnightForge GuardPaladin4Directly using Abyssal Echoes grants you Nether Coating for 5 seconds, granting you increased attack speed with your melee and throwing attacks and causing you to deal more damage to blinded enemies.
                                                                                                                                                                                                                                                                    • Damage vs Blinded with Buff +5% per point
                                                                                                                                                                                                                                                                    • Attack Speed with Buff +5% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightFiery ChasmVoid KnightForge GuardPaladin4Abyssal Echoes' initial burst has a chance to ignite enemies.
                                                                                                                                                                                                                                                                    • Ignite Chance +50% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightFragilityVoid KnightForge GuardPaladin1Abyssal Decay causes enemies to have reduced physical resistance, but it is no longer consumed when the enemy is hit.
                                                                                                                                                                                                                                                                    • Physical Resistance -10%
                                                                                                                                                                                                                                                                    • Abyssal Decay Lingers
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightFreedom of MovementVoid KnightForge GuardPaladin1Abyssal Decay causes Enemies that would apply Slow to instead grant their target Haste for 1 second.
                                                                                                                                                                                                                                                                    • Slow -> Haste On You
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightHeavenly GiftVoid KnightForge GuardPaladin1Abyssal Echoes' damage now scales with attunement rather than vitality, and its healing effectiveness is also increased by attunement.
                                                                                                                                                                                                                                                                    • Vitality -> Attunement Scaling
                                                                                                                                                                                                                                                                    • Increased Healing Per Attunement 4%
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightImpair the WeakVoid KnightForge GuardPaladin1Abyssal Decay now deals damage when the enemy is hit, rather than over time. Each hit deals a portion of the full damage Abyssal Decay would have dealt over its full duration. This damage still counts as damage over time.
                                                                                                                                                                                                                                                                    • DoT -> Damage To Enemy On Hit
                                                                                                                                                                                                                                                                    • Damage Portion Of Abyssal Decay 5%
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightMyopiaVoid KnightForge GuardPaladin1Abyssal Decay now blinds enemies.
                                                                                                                                                                                                                                                                    • Blinds
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightNether BreachVoid KnightForge GuardPaladin4Directly using Abyssal Echoes has a chance to cast a Void Rift from each nearby Devouring Orb.
                                                                                                                                                                                                                                                                    • Void Rift Chance 25% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightOverwhelming DoomVoid KnightForge GuardPaladin1Abyssal Decay spreads to enemies further away and can spread to more enemies when it spreads.
                                                                                                                                                                                                                                                                    • Spreading Distance +50%
                                                                                                                                                                                                                                                                    • Number Of Enemies Spread To +2
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightPotent CorruptionVoid KnightForge GuardPaladin1Abyssal Echoes' initial burst now hits and deals spell void damage, but no longer inflicts Abyssal Decay.
                                                                                                                                                                                                                                                                    • Spell Void Damage On Hit 60
                                                                                                                                                                                                                                                                    • No Abyssal Decay
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightResounding AbyssVoid KnightForge GuardPaladin5Echoed casts deal more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                    • Echoed Damage +30% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightRippling CorrosionVoid KnightForge GuardPaladin5Abyssal Echoes' initial burst shreds enemy armor.
                                                                                                                                                                                                                                                                    • Armor Shred Stacks 1 per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightSanguine EruptionVoid KnightForge GuardPaladin1Abyssal Echoes' initial burst consumes all stacks of bleed on the enemy, causing their damage to be dealt instantly.
                                                                                                                                                                                                                                                                    • Bleed Stacks Consumed
                                                                                                                                                                                                                                                                    • Bleed Stacks Deal Damage Instantly
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightScreaming RiftsVoid KnightForge GuardPaladin1Abyssal Echoes now creates an Abyssal Rift at the target location that casts Abyssal Echoes for you 3 times at its location before expiring.
                                                                                                                                                                                                                                                                    • Abyssal Rift At Target Location
                                                                                                                                                                                                                                                                    • Abyssal Echoes Casts From Location 3
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightShrieking EchoesVoid KnightForge GuardPaladin2Abyssal Rifts cast additional Abyssal Echoes.
                                                                                                                                                                                                                                                                    • Additional Abyssal Echoes Casts +1 per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightSpreading ChaosVoid KnightForge GuardPaladin1Abyssal Decay now spreads to several nearby enemies after 1 second.
                                                                                                                                                                                                                                                                    • Abyssal Decay Spreads
                                                                                                                                                                                                                                                                    • Number Of Enemies Spread To 4
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightTides of RustVoid KnightForge GuardPaladin5Armor shred applied by Abyssal Decay has increased effect.
                                                                                                                                                                                                                                                                    • Armor Shred Effect +20% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightTime CompressionVoid KnightForge GuardPaladin1Abyssal Echoes no longer has a cooldown, but costs more mana.
                                                                                                                                                                                                                                                                    • No Cooldown
                                                                                                                                                                                                                                                                    • Mana Cost +15
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightTurbulenceVoid KnightForge GuardPaladin4Abyssal Decay has increased duration.
                                                                                                                                                                                                                                                                    • Abyssal Decay Duration +20% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightVoid PurifierVoid KnightForge GuardPaladin1Spell void damage from Potent CorruptionVorpal Reverberation and attribute scaling is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to void damage. Abyssal Echoes' initial burst now also heals you and your allies and nodes on this tree that grant more damage also grant more healing.
                                                                                                                                                                                                                                                                    • Void -> Fire Damage
                                                                                                                                                                                                                                                                    • Healing 60
                                                                                                                                                                                                                                                                    • More Healing From Damage Nodes
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightVoid SupremacyVoid KnightForge GuardPaladin4After casting Abyssal Echoes your next Erasing Strike and Void Cleave deal more damage (multiplicative with other modifiers) to slowed enemies.
                                                                                                                                                                                                                                                                    • Erasing Strike Damage To Slowed +20% per point
                                                                                                                                                                                                                                                                    • Void Cleave Damage To Slowed +20% per point
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightVorpal ExplosionVoid KnightForge GuardPaladin1Abyssal Echoes deals significantly more damage (multiplicative with other modifiers), but no longer chains.
                                                                                                                                                                                                                                                                    • Damage +80%
                                                                                                                                                                                                                                                                    • No Longer Chains
                                                                                                                                                                                                                                                                    Abyssal EchoesSentinelVoid KnightVorpal ReverberationVoid KnightForge GuardPaladin5Abyssal Echoes deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                    • Damage +8% per point
                                                                                                                                                                                                                                                                    AnomalySentinelVoid KnightAnomalyVoid Knight0Combo skill that first sends enemies forward in time by 5 seconds. Reactivate the skill to bring those enemies back to your timeline early.
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightAnticipationVoid Knight3Anomaly has a shorter cooldown.
                                                                                                                                                                                                                                                                      • Cooldown (seconds) -1 per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightBorrowed TimeVoid Knight1Anomaly is cast instantly, but Anomaly has a longer cooldown.
                                                                                                                                                                                                                                                                      • Instant Cast
                                                                                                                                                                                                                                                                      • Cooldown +50%
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightCycle of DecayVoid Knight1When enemies return to the present, the duration of damaging ailments applied to them is reset.
                                                                                                                                                                                                                                                                      • Ailment Duration Reset On Return
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightDecimationVoid Knight5Time Bubble grants you and your allies increased critical strike chance while in its area.
                                                                                                                                                                                                                                                                      • Increased Critical Chance 30% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightEmissionVoid Knight5Anomaly hits enemies in a larger area.
                                                                                                                                                                                                                                                                      • Area +25% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightExacerbateVoid Knight5Time Rot inflicted by Anomaly lasts longer and has additional Void Penetration
                                                                                                                                                                                                                                                                      • Time Rot Duration +30% per point
                                                                                                                                                                                                                                                                      • Void Penetration with Time Rot +10% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightHour of FlameVoid Knight3Anomaly applies additional stacks of ignite.
                                                                                                                                                                                                                                                                      • Additional Ignite Stacks Applied +1 per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightImmediacyVoid Knight1Anomaly no longer sends enemies foward in time. Effects that would be triggered when enemies return to the present are instead triggered immediately.
                                                                                                                                                                                                                                                                      • Anomaly Effects Triggered Instantly
                                                                                                                                                                                                                                                                      • No Longer Sends Enemies Forward In Time
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightLingering MemoryVoid Knight1When allies or enemies exit Time Bubble's area of effect, effects caused or granted by Time Bubble persist for 2 seconds.
                                                                                                                                                                                                                                                                      • Time Bubble Effects Persist For 2 Seconds On Exit
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightManipulationVoid Knight2Time Bubble grants you and your allies increased attack and cast speed while in its area.
                                                                                                                                                                                                                                                                      • Attack Speed +10% per point
                                                                                                                                                                                                                                                                      • Cast Speed +10% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightMark of RotVoid Knight5When enemies return to the present, they take increased void damage for a duration.
                                                                                                                                                                                                                                                                      • Void Damage Taken +30%
                                                                                                                                                                                                                                                                      • Duration (Seconds) 1 per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightQuicksandVoid Knight5When enemies return to the present, all damaging ailments currently applied to them apply faster.
                                                                                                                                                                                                                                                                      • Ailment Speed On Return +25% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightRed ShiftVoid Knight5Anomaly lasts longer.
                                                                                                                                                                                                                                                                      • Duration +20% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightReflectionVoid Knight1Future Strike is applied to all enemies hit by Anomaly.
                                                                                                                                                                                                                                                                      • Future Strike On Hit
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightResonateVoid Knight5Future Strikes applied by Anomaly have additional Void Penetration
                                                                                                                                                                                                                                                                      • Void Penetration with Future Attack +80% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightStasisVoid Knight1When enemies return to the present, enemies within the area of Anomaly's original cast are also time locked for 2 seconds.
                                                                                                                                                                                                                                                                      • Nearby Enemies Afflicted With Time Lock On Return
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightSwiftrestVoid Knight3Time Bubble grants you and your allies increased cooldown recovery speed while in its area.
                                                                                                                                                                                                                                                                      • Cooldown Recovery Speed +10% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTemporal ExpanseVoid Knight5Time Wave deals more hit damage (multiplicative with other modifiers) in a larger area, and increases to Anomaly's area also affect Time Wave.
                                                                                                                                                                                                                                                                      • Time Wave Hit Damage +50% per point
                                                                                                                                                                                                                                                                      • Time Wave Area +25% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTemporal MasteryVoid Knight5Time Bubble lasts longer.
                                                                                                                                                                                                                                                                      • Time Bubble Duration +20% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTemporal PrisonVoid Knight4Time Lock lasts longer.
                                                                                                                                                                                                                                                                      • Time Lock Duration +10% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTides of TimeVoid Knight1An additional Time Wave is released when you cast Anomaly.
                                                                                                                                                                                                                                                                      • Time Wave On Cast
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTime BubbleVoid Knight1Anomaly leaves behind a Time Bubble for 5 seconds, which slows enemies and shreds their void resistance.
                                                                                                                                                                                                                                                                      • Time Bubble On Cast
                                                                                                                                                                                                                                                                      • Slow Stacks per Second 2
                                                                                                                                                                                                                                                                      • Void Res Shred Stacks per Second 2
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTime EaterVoid Knight4Time Bubble grants you and your allies global health leech. This is doubled for void damage.
                                                                                                                                                                                                                                                                      • Health Leech +0.5% per point
                                                                                                                                                                                                                                                                      • Effect Doubled For Void Damage
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTime LockVoid Knight1When enemies return to the present they are afflicted by Time Lock, rendering them unable to move, attack, or cast spells for 2 seconds. Anomaly costs more mana. 10% of remaining cooldown recovered whenever you Time Lock an enemy with Anomaly. This effect can occur a maximum of two times each second.
                                                                                                                                                                                                                                                                      • Time Lock On Return
                                                                                                                                                                                                                                                                      • Mana Cost +15
                                                                                                                                                                                                                                                                      • Cooldown (seconds) +8
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTime LordVoid Knight1Time Bubble is now cast on yourself and moves with you, but Anomaly costs more mana.
                                                                                                                                                                                                                                                                      • Time Bubble Is Cast On You
                                                                                                                                                                                                                                                                      • Mana Cost +20
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightTime WaveVoid Knight1When enemies return to the present a Time Wave is released, a spell dealing void damage to nearby enemies.
                                                                                                                                                                                                                                                                      • Time Wave Cast On Enemy Return
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightVoid MawVoid Knight4Time Bubble grants you and your allies increased health leech while in its area.
                                                                                                                                                                                                                                                                      • Increased Health Leech 50% per point
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightVoid TouchedVoid Knight1Enemies hit by Anomaly are afflicted with Time Rot when they return.
                                                                                                                                                                                                                                                                      • Time Rot Chance On Return 100%
                                                                                                                                                                                                                                                                      AnomalySentinelVoid KnightVoidfireVoid Knight1Anomaly now applies Ignite instead of Time Rot. Modifiers to Time Rot apply to Ignite instead.
                                                                                                                                                                                                                                                                      • Time Rot -> Ignite
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightAbyssal EmissionVoid KnightForge GuardPaladin1Every 3 seconds Devouring Orb releases an Abyssal Orb, a spell which seeks enemies and detonates, dealing void damage in an area.
                                                                                                                                                                                                                                                                      • Devouring Orb Casts Abyssal Orb
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightAbyssal ExpanseVoid KnightForge GuardPaladin4Devouring Orb deals damage in a larger area.
                                                                                                                                                                                                                                                                      • Area +20% per point
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightAbyssal JuggernautVoid KnightForge GuardPaladin4You have a chance to gain a Void Essence when Devouring Orb expires.
                                                                                                                                                                                                                                                                      • Void Essence Chance +25% per point
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightAbyssal RushVoid KnightForge GuardPaladin1While you are moving, you will automatically cast Devouring Orb if it is not on cooldown and you have enough mana. This effect puts Devouring Orb on cooldown.
                                                                                                                                                                                                                                                                      • Auto Cast While Moving
                                                                                                                                                                                                                                                                      • Puts Devouring Orb On Cooldown
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightAll ConsumingVoid KnightForge GuardPaladin1When you directly cast non-orbiting Devouring Orb within the area of an existing Devouring Orb, the new Orb consumes all existing Orbs to deal more damage in a larger area (both multiplicative with other modifiers), per Orb consumed. However, the new Orb also deals less ailment damage per Orb consumed (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                      • Damage Per Orb Consumed +100%
                                                                                                                                                                                                                                                                      • Area Per Orb Consumed +50%
                                                                                                                                                                                                                                                                      • Ailment Damage Per Orb Consumed -6%
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightCataclysmVoid KnightForge GuardPaladin1Devouring Orb now erupts at the end of its duration, creating a Void Eruption. Devouring Orb has a much shorter duration (multiplicative with other duration modifiers).
                                                                                                                                                                                                                                                                      • Void Orbs On Eruption
                                                                                                                                                                                                                                                                      • Duration -40%
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightChaotic TorrentVoid KnightForge GuardPaladin4The rate at which Devouring Orbs cast Abyssal Orb is increased by a random amount.
                                                                                                                                                                                                                                                                      • Minimum Abyssal Orb Frequency +15% per point
                                                                                                                                                                                                                                                                      • Maximum Abyssal Orb Frequency +35% per point
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightCosmic ImpactVoid KnightForge GuardPaladin1Devouring Orb now deals void damage to enemies it collides with.
                                                                                                                                                                                                                                                                      • Void Damage on Impact 80
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightDark MoonVoid KnightForge GuardPaladin1Devouring Orb now orbits you, but has a much shorter duration (multiplicative with other duration modifiers).
                                                                                                                                                                                                                                                                      • Devouring Orb Orbits You
                                                                                                                                                                                                                                                                      • Duration -50%
                                                                                                                                                                                                                                                                      Devouring OrbSentinelVoid KnightDevouring OrbVoid KnightForge GuardPaladin0Creates a devouring orb at the target location for 10 seconds that deals void damage over time to nearby enemies, and casts a void rift whenever something dies nearby, hitting nearby enemies to deal void damage. Each successive rift has 12% more damage and area of effect, capped at an increase of 120%.
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightDistant SatelliteVoid KnightForge GuardPaladin4Devouring Orb deals more damage and orbits you at a greater distance.
                                                                                                                                                                                                                                                                        • Damage +5% per point
                                                                                                                                                                                                                                                                        • Orbit Range +50% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightDust ChannellerVoid KnightForge GuardPaladin4Devouring Orb has increased cast speed and a shorter cooldown.
                                                                                                                                                                                                                                                                        • Increased Cooldown Recovery Speed 15% per point
                                                                                                                                                                                                                                                                        • Cast Speed +5% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightEldritch BloomVoid KnightForge GuardPaladin3Devouring Orb gains more radius each second, up to a maximum.
                                                                                                                                                                                                                                                                        • Radius Each Second +3% per point
                                                                                                                                                                                                                                                                        • Max Bonus Radius 30%
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightEternal DecayVoid KnightForge GuardPaladin4Devouring Orb deals more damage over time, but less hit damage (both multiplicative with other modifiers).
                                                                                                                                                                                                                                                                        • Damage Over Time +15% per point
                                                                                                                                                                                                                                                                        • Hit Damage -10% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightExtinctionVoid KnightForge GuardPaladin5Devouring Orb deals more hit damage to enemies it collides with (multiplicative with other modifiers). This ONLY affects the damage that devouring orb deals when the orb itself collides with an enemy, not the damage dealt by its void rifts or other sub skills.
                                                                                                                                                                                                                                                                        • Collision Damage +40% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightFleeting OrbVoid KnightForge GuardPaladin4Devouring Orb costs less mana, but has a shorter duration (multiplicative with other duration modifiers).
                                                                                                                                                                                                                                                                        • Mana Efficiency +35% per point
                                                                                                                                                                                                                                                                        • Duration -20% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightHollow OrbVoid KnightForge GuardPaladin1Devouring Orb lasts longer, but a Devouring Orb's Void Rifts no longer increase in size or damage for each successive rift.
                                                                                                                                                                                                                                                                        • Duration +40%
                                                                                                                                                                                                                                                                        • Successive Void Rifts Do Not Gain Damage
                                                                                                                                                                                                                                                                        • Successive Void Rifts Do Not Gain Area
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightOrb MasterVoid KnightForge GuardPaladin5Devouring Orb has a shorter cooldown and Void Eruption deals more damage
                                                                                                                                                                                                                                                                        • Increased Cooldown Recovery Speed 18% per point
                                                                                                                                                                                                                                                                        • Void Eruption Damage +18% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightPatient HungerVoid KnightForge GuardPaladin2Devouring orb gains additional charges, but costs more mana.
                                                                                                                                                                                                                                                                        • Additional Charges +1 per point
                                                                                                                                                                                                                                                                        • Mana Cost +3 per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightRift CallerVoid KnightForge GuardPaladin5All damage from Devouring Orb penetrates enemy void resistance. This includes Void Rifts and other sub skills and sources of damage added by this tree, and any ailments they inflict
                                                                                                                                                                                                                                                                        • Void Penetration +10% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightRotting PreyVoid KnightForge GuardPaladin4Devouring Orb has a chance to apply frailty to enemies within its area of effect each second.
                                                                                                                                                                                                                                                                        • Frailty Chance Per Second +25% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightSightless StarVoid KnightForge GuardPaladin4Whenever Abyssal Rush triggers, it has a chance to consume only 50% of Devouring Orb's cooldown and mana cost.
                                                                                                                                                                                                                                                                        • Consume Only Half Chance 8% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightSoul EaterVoid KnightForge GuardPaladin2The rate at which Void Rift hit damage and area increments when a nearby enemy dies is increased.
                                                                                                                                                                                                                                                                        • Damage Increment When Nearby Enemy Dies +15% per point
                                                                                                                                                                                                                                                                        • Area Inrement When Nearby Enemy Dies +10% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightSoul GorgerVoid KnightForge GuardPaladin2Void Rift hits deal more damage (multiplicative with other modifiers) to Time Rotting enemies.
                                                                                                                                                                                                                                                                        • Hit Damage To Time Rotting Enemies +20% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightThe Rending MawVoid KnightForge GuardPaladin4Devouring Orb hits have a chance to slow and shred enemy void resistance.
                                                                                                                                                                                                                                                                        • Void Res Shred Chance +25% per point
                                                                                                                                                                                                                                                                        • Slow Chance +25% per point
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightVoid AdeptVoid KnightForge GuardPaladin5You deal more global void damage (multiplicative with other modifiers) and have increased mana regen while a Devouring Orb is active. These bonuses are doubled if you have at least 90 vitality.
                                                                                                                                                                                                                                                                        • Global More Void Damage 2% per point
                                                                                                                                                                                                                                                                        • Increased Mana Regen 2% per point
                                                                                                                                                                                                                                                                        • Doubled with 90+ Vitality
                                                                                                                                                                                                                                                                        Devouring OrbSentinelVoid KnightWorld RotVoid KnightForge GuardPaladin4Devouring Orb lasts longer and it has a chance to inflict Time Rot on enemies each second inside its area of effect. This chance also applies to hits from its subskills.
                                                                                                                                                                                                                                                                        • Duration +5% per point
                                                                                                                                                                                                                                                                        • Time Rot Chance Per Second +25% per point
                                                                                                                                                                                                                                                                        Erasing StrikeSentinelVoid KnightAbsorb the RemainsVoid Knight3When Erasing Strike kills an enemy or hits a boss or rare enemy you regain health equal to a percentage of the target's maximum health.
                                                                                                                                                                                                                                                                        • Health Gained On Kill 1% per point
                                                                                                                                                                                                                                                                        • Health Gained On Rare or Boss Hit 1% per point
                                                                                                                                                                                                                                                                        Erasing StrikeSentinelVoid KnightCertain ErasureVoid Knight2Erasing Strike critical strikes deal more damage.
                                                                                                                                                                                                                                                                        • Critical Multiplier +25% per point
                                                                                                                                                                                                                                                                        Erasing StrikeSentinelVoid KnightChamber of FateVoid Knight2Erasing Strike hits have a chance to slow and deals more melee damage to slowed enemies (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                        • Slow Chance +50% per point
                                                                                                                                                                                                                                                                        • Melee Damage to Slowed +25% per point
                                                                                                                                                                                                                                                                        Erasing StrikeSentinelVoid KnightDematerializeVoid Knight5Erasing Strike deals more damage over time.
                                                                                                                                                                                                                                                                        • Damage Over Time +15% per point
                                                                                                                                                                                                                                                                        Erasing StrikeSentinelVoid KnightDust To WindVoid Knight3Erasing Strike and Void Rifts it creates deals damage in a larger area.
                                                                                                                                                                                                                                                                        • Melee Area +15% per point
                                                                                                                                                                                                                                                                        • Void Rift Area +25% per point
                                                                                                                                                                                                                                                                        Erasing StrikeSentinelVoid KnightErasing StrikeVoid Knight0A melee attack that hits all enemies in a large area in front of you. Enemies killed by the hit are erased from existence, replaced by void rifts.
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightErasure of the LivingVoid Knight5Erasing Strike deals more damage (multiplicative with other modifiers) and instantly kill enemies that are below a health threshold (a percentage of their maximum health).
                                                                                                                                                                                                                                                                          • Damage +10% per point
                                                                                                                                                                                                                                                                          • Kill Threshold 2% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightEssence of the EndVoid Knight3Erasing Strike critical strikes have a chance to grant you a Void Essence, which grants 3% more void damage, 3% more melee damage, and 15% reduced duration of stuns received. You can have a maximum of 3 void essences at once.
                                                                                                                                                                                                                                                                          • Void Essence Chance On Crit 34# per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightFinal HourVoid Knight1Bleed chance from all sources is converted to Time Rot chance for Erasing Strike and effects related to bleed now depend on Time Rot instead. Erasing Strike deals more melee damage against targets with 12 stacks of Time Rot (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                          • Bleed -> Time Rot Chance
                                                                                                                                                                                                                                                                          • Melee Damage vs 12 stacks of Time Rot +100%
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightHastened CataclysmVoid Knight3Erasing Strike has increased cooldown recovery speed, but also has a higher mana cost.
                                                                                                                                                                                                                                                                          • Cooldown Recovery Speed +35% per point
                                                                                                                                                                                                                                                                          • Mana Cost +15 per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightImplements of DestructionVoid Knight4Erasing Strike deals more void damage if you are using a two handed mace (multiplicative with other modifiers). Erasing Strike has increased cooldown recovery speed if you are using a two handed sword. Erasing Strike's melee hit and void rifts have a larger area of effect if you are using a two handed axe.
                                                                                                                                                                                                                                                                          • Void Damage with 2h Mace +15% per point
                                                                                                                                                                                                                                                                          • Cooldown Recovery Speed with 2h Sword +25% per point
                                                                                                                                                                                                                                                                          • Increased Area with 2h Axe +25% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightIriesha's FallVoid Knight1Erasing Strike always creates a Void Rift at its impact location.
                                                                                                                                                                                                                                                                          • Void Rift on Impact
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightMark of the EndVoid Knight4Erasing Strike hits shred enemy void resistance.
                                                                                                                                                                                                                                                                          • Void Shred Chance +100% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightMercifulVoid Knight4Erasing Strike has increased cooldown recovery speed and deals more melee damage to enemies that are already damaged (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                          • Cooldown Recovery Speed +15% per point
                                                                                                                                                                                                                                                                          • Melee Damage vs Damaged Enemies +5% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightMoments StolenVoid Knight3You gain the Haste buff for 1 second, granting 30% increased movement speed when Erasing Strike kills an enemy or hits a boss or rare enemy.
                                                                                                                                                                                                                                                                          • Haste Duration (seconds) 1 per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightObliterationVoid Knight5Erasing Strike deals more damage (multiplicative with other modifiers). This bonus is doubled while wielding two handed weapon.
                                                                                                                                                                                                                                                                          • Damage +10% per point
                                                                                                                                                                                                                                                                          • Doubled with a 2h Weapon
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightProphet's OnslaughtVoid Knight3Improves Erasing Strike's base critical strike chance. Additionally, Erasing Strike's hits cannot be dodged.
                                                                                                                                                                                                                                                                          • Base Crit Chance +3% per point
                                                                                                                                                                                                                                                                          • Cannot Be Dodged
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightRavenous VoidVoid Knight1If you kill 5 or more enemies simultaneously with Erasing Strike, you create 4 Void Beams which travel at random, damaging surrounding enemies for 3 seconds.
                                                                                                                                                                                                                                                                          • Kills to Summon Void Beams 5
                                                                                                                                                                                                                                                                          • Void Beams Summoned 4
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightRegicideVoid Knight4When Erasing Strike hits a boss or rare enemy you have a chance to cast Void Beam at their location, a spell that continuously damages surrounding enemies for 3 seconds.
                                                                                                                                                                                                                                                                          • Void Beam Chance +25% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightRifts of DecayVoid Knight4Erasing Strike hits have a chance to inflict enemies with Time Rot, an ailment that deals void damage over time, increases stun duration by 5%, lasts 3 seconds, and stacks up to 12 times.
                                                                                                                                                                                                                                                                          • Time Rot Chance +100% per point
                                                                                                                                                                                                                                                                          • Time Rot Duration +10% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightRuthlessVoid Knight4Erasing Strike deals more melee damage to enemies at full health (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                          • Melee Damage Vs Full Health Enemies +25% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightShattered ContinuityVoid Knight1Erasing Strike no longer has a cooldown, but it deals less damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                          • No Cooldown
                                                                                                                                                                                                                                                                          • Damage -20%
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightTime LoopVoid Knight3Erasing Strike consumes mana to cause additional echoes when used. Each echo will appear one second after the last. These additional echos cannot be created while you have negative mana.
                                                                                                                                                                                                                                                                          • Maximum Additional Echoes +1 per point
                                                                                                                                                                                                                                                                          • Mana Consumed Per Echo 60
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightTwin CataclysmsVoid Knight1You can store an additional charge of Erasing Strike.
                                                                                                                                                                                                                                                                          • Additional Charges +1
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightVoid BringerVoid Knight2The kills required to summon Void Beams via the Ravenous Void node require less kills to trigger, but Erasing Strike costs more mana.
                                                                                                                                                                                                                                                                          • Kills to Summon Void Beams -1 per point
                                                                                                                                                                                                                                                                          • Mana Cost +35% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightVoid LensVoid Knight2All Void Beams created by Erasing Strike deal more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                          • Void Beam Damage +40% per point
                                                                                                                                                                                                                                                                          Erasing StrikeSentinelVoid KnightVoid PyreVoid Knight2When Erasing Strike kills an enemy you have a chance to cast Void Beam at their location, a spell that continuously damages surrounding enemies for 3 seconds.
                                                                                                                                                                                                                                                                          • Void Beam Chance +15% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightAccelerationistVoid KnightForge GuardPaladin3When you jump forwards in time, your existing Devouring Orbs become older. This causes them to expire sooner.
                                                                                                                                                                                                                                                                          • Seconds Older 2 per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightAnchored TimelineVoid KnightForge GuardPaladin1Volatile Reversal's forwards jump has a significantly shorter maximum distance, but its cooldown is reduced.
                                                                                                                                                                                                                                                                          • Reduced Cooldown 50%
                                                                                                                                                                                                                                                                          • No Longer Traversal
                                                                                                                                                                                                                                                                          • Reduced Max Distance 70%
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightCatching UpVoid KnightForge GuardPaladin3You gain the Haste buff for a short duration, when you jump backwards in time.
                                                                                                                                                                                                                                                                          • Haste Duration (seconds) 1 per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightChrono-DevourerVoid KnightForge GuardPaladin2When you jump backwards in time, Devouring Orb recovers some of its cooldown scaling with the amount of Devouring Orbs that expired after jumping forwards in time.
                                                                                                                                                                                                                                                                          • Cooldown Recovered Per Expired Orb (seconds) 2 per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightDark ExpanseVoid KnightForge GuardPaladin4Volatile Reversal deals damage in a larger area.
                                                                                                                                                                                                                                                                          • Area +20% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightDissipationVoid KnightForge GuardPaladin4Volatile Reversal's hits have a chance to slow enemies and it deals more hit damage (multiplicative with other modifiers) per stack of slow on the enemy.
                                                                                                                                                                                                                                                                          • Slow Chance +50% per point
                                                                                                                                                                                                                                                                          • More Hit Damage Per Slow +3% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightEldritch InfusionVoid KnightForge GuardPaladin3Volatile Reversal's melee hits have a chance to grant you a Void Essence.
                                                                                                                                                                                                                                                                          • Void Essence Chance 34# per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightEternal BanquetVoid KnightForge GuardPaladin2When you jump backwards in time, your existing Devouring Orbs become younger. This causes them to expire later, and each orb can only benefit from this once.
                                                                                                                                                                                                                                                                          • Seconds Younger +2 per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightFood for WyrmsVoid KnightForge GuardPaladin4Volatile Reversal's Void Bolts have a chance to inflict time rot.
                                                                                                                                                                                                                                                                          • Void Bolt Time Rot Chance +50% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightFuture FocusVoid KnightForge GuardPaladin1Volatile Reversal's second combo ability now jumps you forward in time to your target location, instead of backwards.
                                                                                                                                                                                                                                                                          • Second Combo Jump Forward
                                                                                                                                                                                                                                                                          • Cooldown (seconds) +6
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightHellfire RiftsVoid KnightForge GuardPaladin1Volatile Reversal's base void damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to void damage. Time Rot chance from this tree is converted to ignite chance. Swaps Volatile Reversal's Void tag for a Fire tag.
                                                                                                                                                                                                                                                                          • Fire Conversion
                                                                                                                                                                                                                                                                          • Time Rot -> Ignite Chance
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightHollow CascadeVoid KnightForge GuardPaladin1The Void Bolts from the Terminal Void Bolt node are now replaced with a single cast of Abyssal Echoes. This consumes mana equal to a portion of Abyssal Echoes' mana cost.
                                                                                                                                                                                                                                                                          • Abyssal Echoes Instead Of Void Bolts
                                                                                                                                                                                                                                                                          • Mana Consumption 80%
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightImmutable PastVoid KnightForge GuardPaladin1Volatile Reversal's second combo ability is removed, but the melee attack deals more damage (multiplicative with other modifiers) and Volatile Reversal deals damage in a larger area.
                                                                                                                                                                                                                                                                          • Melee Damage +10%
                                                                                                                                                                                                                                                                          • Area +20%
                                                                                                                                                                                                                                                                          • Second Combo Removed
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightIncipient Void BoltVoid KnightForge GuardPaladin1When you directly use Volatile Reversal you now also cast a Void Bolt at up to 3 enemies near your starting location, but Volatile Reversal costs additional mana.
                                                                                                                                                                                                                                                                          • Void Bolts At Starting Position 3
                                                                                                                                                                                                                                                                          • Mana Cost +3
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightNether ConvergenceVoid KnightForge GuardPaladin1When you jump forwards in time, all your Devouring Orbs are pulled towards you and trigger a Void Rift, but Volatile Reversal costs additional mana.
                                                                                                                                                                                                                                                                          • Devouring Orbs Pulled Towards You
                                                                                                                                                                                                                                                                          • Mana Cost +10
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightPhased RealityVoid KnightForge GuardPaladin4While you are able to jump backwards in time, a percentage of your armor mitigation also applies to damage over time.
                                                                                                                                                                                                                                                                          • Armor Mitigation Applied to Damage Over Time 5% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightReclaimed ActionVoid KnightForge GuardPaladin1When you travel at least 4 meters by jumping through time, your next direct melee attack or spell is guaranteed to Echo, if it is able to.
                                                                                                                                                                                                                                                                          • Guaranteed Echoed Skill With Far Jump
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightRending MawVoid KnightForge GuardPaladin3Volatile Reversal has additional critical strike chance.
                                                                                                                                                                                                                                                                          • Critical Chance +3% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightReturning CorruptionVoid KnightForge GuardPaladin1Your Void Bolts return to you. All returning Void Bolts can hit the same targets again. (This means a single cast of the Void Bolt spell can hit a single enemy up to 4 times)
                                                                                                                                                                                                                                                                          • Returning Void Bolts
                                                                                                                                                                                                                                                                          • Returning Void Bolts Can Hit Again
                                                                                                                                                                                                                                                                          • Mana Cost +40%
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightSwift EchoesVoid KnightForge GuardPaladin4Volatile Reversal has a shorter cooldown.
                                                                                                                                                                                                                                                                          • Increased Cooldown Recovery Speed 5% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightTemporal DilationVoid KnightForge GuardPaladin2You can use Volatile Reversal's second combo ability for a longer period of time and it deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                          • Usable Duration (seconds) +1 per point
                                                                                                                                                                                                                                                                          • Second Combo Damage +12% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightTerminal Void BoltVoid KnightForge GuardPaladin1When you directly use Volatile Reversal you now also cast a Void Bolt at up to 3 enemies near your arrival location, but Volatile Reversal costs additional mana.
                                                                                                                                                                                                                                                                          • Void Bolts At Arrival 3
                                                                                                                                                                                                                                                                          • Mana Cost +3
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightTerminationVoid KnightForge GuardPaladin5Volatile Reversal deals more damage (multiplicative with other modifiers).
                                                                                                                                                                                                                                                                          • Damage +8% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightTime RiftsVoid KnightForge GuardPaladin4Enemies hit by Volatile Reversal's Void Bolts take increased damage over time for several seconds. This effect does not stack.
                                                                                                                                                                                                                                                                          • Duration (seconds) 3 per point
                                                                                                                                                                                                                                                                          • Damage Over Time Taken +15%
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightVoidbound MomentumVoid KnightForge GuardPaladin3When you jump backwards in time, Volatile Reversal deals more damage (multiplicative with other modifiers) per meter travelled, up to a maximum.
                                                                                                                                                                                                                                                                          • Damage Per Meter Travelled +2% per point
                                                                                                                                                                                                                                                                          • Max Damage Bonus 40% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightVoidstep SiphonVoid KnightForge GuardPaladin3When you critically strike at least one enemy with Volatile Reversal you regain mana.
                                                                                                                                                                                                                                                                          • Mana Gain 2 per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightVolatile PowerVoid KnightForge GuardPaladin3When you jump forwards in time, your arrival location is slightly randomized, but the melee attack deals more damage (multiplicative with other modifiers) and Volatile Reversal deals damage in a larger area.
                                                                                                                                                                                                                                                                          • Meter Randomization 1 per point
                                                                                                                                                                                                                                                                          • Melee Damage +10% per point
                                                                                                                                                                                                                                                                          • Area +15% per point
                                                                                                                                                                                                                                                                          Volatile ReversalSentinelVoid KnightVolatile ReversalVoid KnightForge GuardPaladin0A combo ability that jumps forwards in time to a target location and performs a melee attack on arrival. Recast within 3 seconds to jump backwards in time to your original location and perform a melee attack on arrival.
                                                                                                                                                                                                                                                                            Volatile ReversalSentinelVoid KnightWarped TimeVoid KnightForge GuardPaladin1You gain the Frenzy buff, while you are able to jump backwards in time.
                                                                                                                                                                                                                                                                            • Frenzy While Able To Jump Back