| Bone Curse | Acolyte | Acolyte | Acute Infliction | NecromancerLichWarlock | 1 | Bone Curse deals more damage (multiplicative with other modifiers), but falls off after a few hits.- Damage +40%
- Hits Before Fall-off 4
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| Bone Curse | Acolyte | Acolyte | Barbed Construct | NecromancerLichWarlock | 1 | All minion buffs from Bone Curse have 200% increased effect on Bone Golems.- Increased Effect On Bone Golem 200%
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| Bone Curse | Acolyte | Acolyte | Bitter Winter | NecromancerLichWarlock | 5 | Adds a freeze rate to Bone Curse, granting it a chance to freeze enemies.- Freeze Rate +20 per point
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| Bone Curse | Acolyte | Acolyte | Bone Curse | NecromancerLichWarlock | 0 | Apply 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 Curse | Acolyte | Acolyte | Bone Eruption | NecromancerLichWarlock | 1 | Shortly 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
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| Bone Curse | Acolyte | Acolyte | Bone Feast | NecromancerLichWarlock | 2 | When Marrow Thief triggers you are also healed. The healing scales with healing effectiveness.- Healing Amount 15 per point
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| Bone Curse | Acolyte | Acolyte | Bone Prison | NecromancerLichWarlock | 1 | When 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
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| Bone Curse | Acolyte | Acolyte | Brittle Bones | NecromancerLichWarlock | 3 | Bone 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
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| Bone Curse | Acolyte | Acolyte | Chilblains | NecromancerLichWarlock | 3 | Bone Curse has a chance to apply chill when the enemy is hit.- Chill Chance +12% per point
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| Bone Curse | Acolyte | Acolyte | Cloven Flesh | NecromancerLichWarlock | 5 | Bone Curse has a chance to cause enemies to bleed.- Bleed Chance +15% per point
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| Bone Curse | Acolyte | Acolyte | Conflation | NecromancerLichWarlock | 5 | Bone Curse affects a larger area. |
| Bone Curse | Acolyte | Acolyte | Crimson Enlightenment | NecromancerLichWarlock | 1 | When 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
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| Bone Curse | Acolyte | Acolyte | Crippling Anguish | NecromancerLichWarlock | 4 | Bone Curse slows enemies within its area of effect- Slow Duration (seconds) 2 per point
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| Bone Curse | Acolyte | Acolyte | Cultist's Fervor | NecromancerLichWarlock | 4 | Bone Curse costs less mana and has increased cast speed.- Mana Efficiency +10% per point
- Cast Speed +5% per point
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| Bone Curse | Acolyte | Acolyte | Cursed Ground | NecromancerLichWarlock | 5 | When 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
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| Bone Curse | Acolyte | Acolyte | Cursed Limbs | NecromancerLichWarlock | 5 | After 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
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| Bone Curse | Acolyte | Acolyte | Defile Defenses | NecromancerLichWarlock | 5 | Bone Curse has a chance to reduce enemy armor.- Armor Shred Chance 20% per point
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| Bone Curse | Acolyte | Acolyte | Entreat the Damned | NecromancerLichWarlock | 1 | Killing 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
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| Bone Curse | Acolyte | Acolyte | Illusion of Pain | NecromancerLichWarlock | 1 | Bone 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%
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| Bone Curse | Acolyte | Acolyte | Iron Maiden | NecromancerLichWarlock | 5 | Bone Curse deals more damage (multiplicative with other modifiers). |
| Bone Curse | Acolyte | Acolyte | Marrow Thief | NecromancerLichWarlock | 3 | If 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
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| Bone Curse | Acolyte | Acolyte | Merciless | NecromancerLichWarlock | 5 | You 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
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| Bone Curse | Acolyte | Acolyte | Misery | NecromancerLichWarlock | 1 | Bone 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
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| Bone Curse | Acolyte | Acolyte | Oppressive Gaze | NecromancerLichWarlock | 1 | Bone 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
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| Bone Curse | Acolyte | Acolyte | Ossify | NecromancerLichWarlock | 4 | Your Bone Prison takes less damage (multiplicative with other modifiers).- Damage Taken -15% per point
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| Bone Curse | Acolyte | Acolyte | Reaper's Mark | NecromancerLichWarlock | 4 | Mark for Death lasts longer.- Mark Duration +50% per point
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| Bone Curse | Acolyte | Acolyte | Ruptured Corpse | NecromancerLichWarlock | 1 | Enemies 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
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| Bone Curse | Acolyte | Acolyte | Shattered Prison | NecromancerLichWarlock | 1 | Bone Curse has a significantly shorter cooldown, but Bone Prison now has gaps.- Reduced Cooldown Duration 70%
- Bone Prison Has Gaps
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| Bone Curse | Acolyte | Acolyte | Sigil of Mortality | NecromancerLichWarlock | 1 | Bone 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
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| Bone Curse | Acolyte | Acolyte | Signet of Agony | NecromancerLichWarlock | 1 | Bone 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
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| Bone Curse | Acolyte | Acolyte | Spiked Bones | NecromancerLichWarlock | 4 | Casting 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
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| Bone Curse | Acolyte | Acolyte | Swift Release | NecromancerLichWarlock | 3 | Bone 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
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| Harvest | Acolyte | Acolyte | Agonizing Siphon | NecromancerLichWarlock | 4 | When 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
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| Harvest | Acolyte | Acolyte | Blood Bringer | NecromancerLichWarlock | 4 | Harvest has a chance to cause enemies to bleed.- Bleed Chance +25% per point
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| Harvest | Acolyte | Acolyte | Blood Sculptor | NecromancerLichWarlock | 4 | Harvest 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
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| Harvest | Acolyte | Acolyte | Crimson Death | NecromancerLichWarlock | 1 | Harvest'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%
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| Harvest | Acolyte | Acolyte | Death Inside | NecromancerLichWarlock | 3 | Harvest 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
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| Harvest | Acolyte | Acolyte | Double Edged Scythe | NecromancerLichWarlock | 1 | When 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%
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| Harvest | Acolyte | Acolyte | Finality | NecromancerLichWarlock | 3 | Harvest 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
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| Harvest | Acolyte | Acolyte | Ghost Conduit | NecromancerLichWarlock | 2 | When 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
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| Harvest | Acolyte | Acolyte | Great Scythe | NecromancerLichWarlock | 4 | Harvest 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
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| Harvest | Acolyte | Acolyte | Harrowing Blade | NecromancerLichWarlock | 4 | Harvest 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
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| Harvest | Acolyte | Acolyte | Harvest | NecromancerLichWarlock | 0 | A melee attack that hits all enemies in an area in front of you, dealing double damage to those that are Cursed. |
| Harvest | Acolyte | Acolyte | Iron Mouths | NecromancerLichWarlock | 5 | Harvest 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
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| Harvest | Acolyte | Acolyte | Learned Weakness | NecromancerLichWarlock | 4 | You 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
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| Harvest | Acolyte | Acolyte | Legion of the Lich | NecromancerLichWarlock | 5 | Minions 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
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| Harvest | Acolyte | Acolyte | Life Eater | NecromancerLichWarlock | 1 | Harvest grants you health each time it hits a cursed enemy. Health gained scales with your intelligence stat.- Health Gained Per Point Of Intelligence 1
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| Harvest | Acolyte | Acolyte | Mark of the Locust | NecromancerLichWarlock | 1 | When 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%
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| Harvest | Acolyte | Acolyte | Mind Harvest | NecromancerLichWarlock | 3 | Harvest 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
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| Harvest | Acolyte | Acolyte | Morbid Fury | NecromancerLichWarlock | 4 | Harvest has increased attack speed, and is increased further if dual wielding.- Attack Speed +4% per point
- Attack Speed While Dual Wielding +2% per point
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| Harvest | Acolyte | Acolyte | Necrotic Blood | NecromancerLichWarlock | 5 | Blood Specters summoned by Harvest deal additional melee necrotic damage.- Blood Specter Necrotic Damage +7 per point
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| Harvest | Acolyte | Acolyte | Putrid Reaper | NecromancerLichWarlock | 4 | Harvest hits have a chance to poison enemies.- Poison Chance +25% per point
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| Harvest | Acolyte | Acolyte | Red Reapers | NecromancerLichWarlock | 3 | Blood Specters summoned by Harvest have a significantly increased critical strike chance.- Blood Specter Increased Crit Chance 100% per point
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| Harvest | Acolyte | Acolyte | Seeds of Undeath | NecromancerLichWarlock | 5 | When 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%
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| Harvest | Acolyte | Acolyte | Shatter | NecromancerLichWarlock | 1 | Harvest'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
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| Harvest | Acolyte | Acolyte | Spectral Feast | NecromancerLichWarlock | 2 | Blood Specters summoned by Harvest leech a signficant portion of the damage they deal as health.- Blood Specter Health Leech +50% per point
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| Harvest | Acolyte | Acolyte | Spectral Whetstone | NecromancerLichWarlock | 3 | Improves Harvest's base critical strike chance, and increases Harvest's attack speed.- Base Crit Chance +3% per point
- Attack Speed +2% per point
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| Harvest | Acolyte | Acolyte | Steal Youth | NecromancerLichWarlock | 2 | Critical hits with Harvest have a chance to grant Haste for 2 seconds.- Haste Chance on Crit +25% per point
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| Harvest | Acolyte | Acolyte | Symbol of Loss | NecromancerLichWarlock | 4 | Harvest hits deal more damage against Cursed enemies (multiplicative with other modifiers).- Damage Against Cursed Enemies +13% per point
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| Harvest | Acolyte | Acolyte | Undead Harvest | NecromancerLichWarlock | 1 | Harvest 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%
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| Harvest | Acolyte | Acolyte | Wraith Skin | NecromancerLichWarlock | 1 | When 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%
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| Hungering Souls | Acolyte | Acolyte | Caustic Wretches | NecromancerLichWarlock | 5 | Souls have a chance to poison enemies.- Poison Chance +15% per point
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| Hungering Souls | Acolyte | Acolyte | Decayed Mind | NecromancerLichWarlock | 5 | Souls have an increased chance to poison enemies, and they cost less mana.- Poison Chance +5% per point
- Mana Cost -1 per point
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| Hungering Souls | Acolyte | Acolyte | Descent Into Madness | NecromancerLichWarlock | 5 | Souls deal more damage over time (multiplicative with other modifiers).- Damage Over Time +20% per point
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| Hungering Souls | Acolyte | Acolyte | Dominion Of Undeath | NecromancerLichWarlock | 4 | Hungering Souls costs less mana, and fires projectiles in a wider cone.- Cone Width +15% per point
- Mana Cost -2 per point
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| Hungering Souls | Acolyte | Acolyte | Eternal Pyre | NecromancerLichWarlock | 5 | Ignites inflicted by Hungering Souls last longer and have additional Fire Penetration- Ignite Duration +20% per point
- Fire Penetration with Ignite +20% per point
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| Hungering Souls | Acolyte | Acolyte | Fire Skull | NecromancerLichWarlock | 1 | Hungering 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%
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| Hungering Souls | Acolyte | Acolyte | Focused Wrath | NecromancerLichWarlock | 2 | Hungering Souls fires projectiles in a narrower cone.- Cone Width -35% per point
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| Hungering Souls | Acolyte | Acolyte | Forbidden Pact | NecromancerLichWarlock | 1 | Souls 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
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| Hungering Souls | Acolyte | Acolyte | Grave Bond | NecromancerLichWarlock | 4 | Souls deal more damage (multiplicative with other modifiers) if you have at least one minion. |
| Hungering Souls | Acolyte | Acolyte | Great Soul | NecromancerLichWarlock | 4 | Souls 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
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| Hungering Souls | Acolyte | Acolyte | Hungering Eyes | NecromancerLichWarlock | 2 | Souls' critical strikes deal more damage.- Critical Multiplier +30% per point
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| Hungering Souls | Acolyte | Acolyte | Hungering Souls | NecromancerLichWarlock | 0 | Calls 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 Souls | Acolyte | Acolyte | Inspired Hunger | NecromancerLichWarlock | 5 | Directly 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
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| Hungering Souls | Acolyte | Acolyte | Isolation | NecromancerLichWarlock | 1 | Souls are significantly larger and deal more hit damage, but only one is created with each cast.- Hit Damage +100%
- Size +100%
- Soul Limit 1
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| Hungering Souls | Acolyte | Acolyte | Lament | NecromancerLichWarlock | 3 | You 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
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| Hungering Souls | Acolyte | Acolyte | Life Hunt | NecromancerLichWarlock | 4 | Hungering 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
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| Hungering Souls | Acolyte | Acolyte | Mind Harvest | NecromancerLichWarlock | 5 | Souls grant you more mana when they kill an enemy. |
| Hungering Souls | Acolyte | Acolyte | Necromantic Emanation | NecromancerLichWarlock | 3 | Souls deal more damage (multiplicative with other modifiers) for each minion you have.- Damage Per Minion +2% per point
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| Hungering Souls | Acolyte | Acolyte | Piercing Gaze | NecromancerLichWarlock | 5 | Improves Hungering Souls' base critical strike chance.- Base Crit Chance +3% per point
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| Hungering Souls | Acolyte | Acolyte | Ravenous | NecromancerLichWarlock | 5 | Souls deal additional necrotic damage on Hit.- Necrotic Damage on Hit +6 per point
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| Hungering Souls | Acolyte | Acolyte | Reaper's Gaze | NecromancerLichWarlock | 3 | Souls 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
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| Hungering Souls | Acolyte | Acolyte | Risen Cemetery | NecromancerLichWarlock | 2 | Hungering Souls has a chance to fire additional projectiles.- Extra Projectiles 6
- Chance Of Extra Projectiles +20% per point
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| Hungering Souls | Acolyte | Acolyte | Risen Hatred | NecromancerLichWarlock | 3 | You 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
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| Hungering Souls | Acolyte | Acolyte | Soul Catcher | NecromancerLichWarlock | 3 | Hungering 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
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| Hungering Souls | Acolyte | Acolyte | Soul Drain | NecromancerLichWarlock | 1 | Souls have a chance to grant you mana when they kill an enemy.- Chance To Grant Mana On Kill 10%
- Mana Gained 3
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| Hungering Souls | Acolyte | Acolyte | Soul Swarm | NecromancerLichWarlock | 2 | Hungering Souls fires additional projectiles, but costs more mana.- Extra Projectiles +2 per point
- Mana Cost +2 per point
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| Hungering Souls | Acolyte | Acolyte | Unholy Trinity | NecromancerLichWarlock | 3 | Souls deal more damage (multiplicative with other modifiers) if you have exactly three minions.- Damage with Three Minions +50% per point
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| Hungering Souls | Acolyte | Acolyte | Vengeful Souls | NecromancerLichWarlock | 1 | You 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%
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| Infernal Shade | Acolyte | Acolyte | Baneful | NecromancerLichWarlock | 2 | Ignited inflicted by Infernal Shade has additional Fire Penetration- Fire Penetration with Ignite +20% per point
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| Infernal Shade | Acolyte | Acolyte | Blaze Shade | NecromancerLichWarlock | 1 | You 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%
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| Infernal Shade | Acolyte | Acolyte | Blood Shade | NecromancerLichWarlock | 1 | Infernal 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
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| Infernal Shade | Acolyte | Acolyte | Brimstone | NecromancerLichWarlock | 4 | Infernal Shade has a chance to slow nearby enemies each second.- Slow Chance +25% per point
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| Infernal Shade | Acolyte | Acolyte | Burn Trail | NecromancerLichWarlock | 1 | Your minions gain Haste while they have an Infernal Shade attached to them. |
| Infernal Shade | Acolyte | Acolyte | Cackling Flames | NecromancerLichWarlock | 5 | Infernal Shade has increased duration.- Increased Duration 15% per point
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| Infernal Shade | Acolyte | Acolyte | Combustion | NecromancerLichWarlock | 1 | When Infernal Shade expires there is a large explosion which deals fire damage to nearby enemies. |
| Infernal Shade | Acolyte | Acolyte | Corrosion | NecromancerLichWarlock | 4 | Infernal Shade has a chance to shred the armor of nearby enemies each second.- Armour Shred Chance Per Second +50% per point
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| Infernal Shade | Acolyte | Acolyte | Devour in Flames | NecromancerLichWarlock | 1 | Infernal Shade can now only attach to your minions, but your minions are also damaged by Infernal Shade. |
| Infernal Shade | Acolyte | Acolyte | Fanning the Flames | NecromancerLichWarlock | 5 | Infernal Shade deals more damage (multiplicative with other modifiers) in a larger area.- More Damage 8% per point
- Increased Area 12% per point
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| Infernal Shade | Acolyte | Acolyte | Fiend Hunter | NecromancerLichWarlock | 2 | Infernal Shade has a shorter cooldown.- Cooldown Recovery Speed +35% per point
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| Infernal Shade | Acolyte | Acolyte | Fiery Conclusion | NecromancerLichWarlock | 5 | The 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
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| Infernal Shade | Acolyte | Acolyte | Flame Burst | NecromancerLichWarlock | 1 | Infernal 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%
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| Infernal Shade | Acolyte | Acolyte | Fleeting Shade | NecromancerLichWarlock | 1 | Blaze Shade deals more damage, but has a shorter duration (multiplicative with other modifiers).- More Blaze Shade Damage 150%
- Blaze Shade Duration -60%
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| Infernal Shade | Acolyte | Acolyte | Flight of Fire | NecromancerLichWarlock | 1 | You can cast an additional Infernal Shade or Dread Shade. |
| Infernal Shade | Acolyte | Acolyte | Heart of Fire | NecromancerLichWarlock | 4 | Infernal Shade deals more damage (multiplicative with other modifiers), but in a smaller area.- More Damage 20% per point
- Reduced Radius 12% per point
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| Infernal Shade | Acolyte | Acolyte | Hellfire | NecromancerLichWarlock | 1 | Infernal 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
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| Infernal Shade | Acolyte | Acolyte | Ignition | NecromancerLichWarlock | 5 | Infernal Shade costs less mana and has increased cast speed.- Mana Efficiency +7% per point
- Cast Speed +7% per point
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| Infernal Shade | Acolyte | Acolyte | Infernal Shade | NecromancerLichWarlock | 0 | Target 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 Shade | Acolyte | Acolyte | Influence | NecromancerLichWarlock | 3 | Infernal Shade deals damage in a larger area.- Increased Area 25% per point
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| Infernal Shade | Acolyte | Acolyte | Legion | NecromancerLichWarlock | 2 | When 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
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| Infernal Shade | Acolyte | Acolyte | Lingering Flames | NecromancerLichWarlock | 1 | If 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. |
| Infernal Shade | Acolyte | Acolyte | Manic Pyre | NecromancerLichWarlock | 3 | Minions 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%
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| Infernal Shade | Acolyte | Acolyte | Purgatory | NecromancerLichWarlock | 1 | Infernal Shade gains 15% fire penetration each second that it is unattached to a target.- Fire Penetrationper second spent Unattached 15%
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| Infernal Shade | Acolyte | Acolyte | Shifting Doom | NecromancerLichWarlock | 4 | When Infernal Shade's target dies it has a chance to move to a new target.- Chance to Reattach +25% per point
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| Infernal Shade | Acolyte | Acolyte | Soulfire | NecromancerLichWarlock | 1 | Infernal Shades which attach to minions have unlimited increased duration.- Unlimited Duration On Minions
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| Infernal Shade | Acolyte | Acolyte | Subjugation | NecromancerLichWarlock | 1 | Infernal 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%
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| Infernal Shade | Acolyte | Acolyte | Torment Beacon | NecromancerLichWarlock | 5 | Infernal Shade has a chance to ignite nearby enemies each second.- Ignite Chance Per Second +40% per point
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| Infernal Shade | Acolyte | Acolyte | Wildfires | NecromancerLichWarlock | 5 | Infernal Shade deals more damage (multiplicative with other modifiers), but has reduced duration.- More Damage 18% per point
- Reduced Duration 10% per point
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| Marrow Shards | Acolyte | Acolyte | Apathy | NecromancerLichWarlock | 1 | Marrow 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
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| Marrow Shards | Acolyte | Acolyte | Blood Assassin | NecromancerLichWarlock | 3 | Marrow Shards has additional critical strike chance and critical strike multiplier.- Crit Chance +1% per point
- Critical Multiplier +15% per point
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| Marrow Shards | Acolyte | Acolyte | Blood Reverie | NecromancerLichWarlock | 2 | You 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
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| Marrow Shards | Acolyte | Acolyte | Bone Knives | NecromancerLichWarlock | 1 | Marrow Shards deals significantly more damage (multiplicative with other modifiers), but no longer pierces. |
| Marrow Shards | Acolyte | Acolyte | Bone Splinters | NecromancerLichWarlock | 1 | Marrow 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%
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| Marrow Shards | Acolyte | Acolyte | Bones Of The Follower | NecromancerLichWarlock | 1 | Marrow Shards deals significantly more damage, but consumes one of your minions when you cast it.- Damage +100%
- Consumes Minion
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| Marrow Shards | Acolyte | Acolyte | Carving | NecromancerLichWarlock | 5 | Bone Splinters deal more damage.- Bone Splinters Damage +30% per point
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| Marrow Shards | Acolyte | Acolyte | Crimson Ivory | NecromancerLichWarlock | 4 | Bone Splinters hits deal more hit damage against bleeding enemies (multiplicative with other modifiers).- Hit Damage Against Bleeding +25% per point
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| Marrow Shards | Acolyte | Acolyte | Dark Precision | NecromancerLichWarlock | 3 | Bone Splinters have additional critical strike chance.- Crit Chance +2% per point
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| Marrow Shards | Acolyte | Acolyte | Dark Reverie | NecromancerLichWarlock | 2 | Grants you increased critical strike chance if you have killed with Marrow Shards recently (past 4 seconds).- Global Increased Crit Chance +30% per point
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| Marrow Shards | Acolyte | Acolyte | Dead Weight | NecromancerLichWarlock | 5 | Marrow Shards deals more damage, but its range is reduced.- Damage +15% per point
- Projectile Range -13% per point
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| Marrow Shards | Acolyte | Acolyte | Demise | NecromancerLichWarlock | 5 | Marrow Shards deals more hit damage against bleeding enemies (multiplicative with other modifiers).- Hit Damage Against Bleeding +20% per point
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| Marrow Shards | Acolyte | Acolyte | Femoral Offering | NecromancerLichWarlock | 1 | Marrow 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%
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| Marrow Shards | Acolyte | Acolyte | Frigid Shards | NecromancerLichWarlock | 1 | Marrow 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
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| Marrow Shards | Acolyte | Acolyte | Ghost Splinters | NecromancerLichWarlock | 4 | Bone Splinters travel faster and further.- Bone Splinters Speed and Range +30% per point
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| Marrow Shards | Acolyte | Acolyte | Gouging Splinters | NecromancerLichWarlock | 4 | Bone Splinters have a chance to cause enemies to bleed.- Bone Splinters Bleed Chance +50% per point
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| Marrow Shards | Acolyte | Acolyte | Ivory Obliteration | NecromancerLichWarlock | 1 | Bone Splinters have additional critical strike multiplier. |
| Marrow Shards | Acolyte | Acolyte | Life Blood | NecromancerLichWarlock | 2 | Marrow Shards hits have a higher chance to create a Marrow Orb.- Marrow Orb Chance +10% per point
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| Marrow Shards | Acolyte | Acolyte | Marrow Caster | NecromancerLichWarlock | 1 | Marrow 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
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| Marrow Shards | Acolyte | Acolyte | Marrow Death | NecromancerLichWarlock | 2 | Marrow Shards has additional critical strike multiplier.- Critical Multiplier +20% per point
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| Marrow Shards | Acolyte | Acolyte | Marrow Eater | NecromancerLichWarlock | 3 | Marrow Orbs return more health.- Marrow Orb Health Gained +7 per point
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| Marrow Shards | Acolyte | Acolyte | Marrow Hunger | NecromancerLichWarlock | 3 | You leech a portion of physical damage as health if you have cast Marrow Shards recently (past 4 seconds).- Physical Leech +3% per point
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| Marrow Shards | Acolyte | Acolyte | Marrow Shards | NecromancerLichWarlock | 0 | Fires 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 Shards | Acolyte | Acolyte | Ossumancy | NecromancerLichWarlock | 5 | When 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
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| Marrow Shards | Acolyte | Acolyte | Rip Marrow | NecromancerLichWarlock | 1 | Marrow 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
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| Marrow Shards | Acolyte | Acolyte | Second Sight | NecromancerLichWarlock | 1 | The second cast of Marrow Shards from Ossumancy will target a random enemy within 15 meters.- Second Cast Targets Nearby Enemy
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| Marrow Shards | Acolyte | Acolyte | Shredding Bones | NecromancerLichWarlock | 4 | Marrow Shards hits have a chance to shred enemy armor.- Armor Shred Chance +25% per point
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| Marrow Shards | Acolyte | Acolyte | Soul Blood | NecromancerLichWarlock | 4 | Marrow Shards has a chance to cause enemies to bleed, but costs more health.- Bleed Chance +25% per point
- Health Cost +10% per point
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| Marrow Shards | Acolyte | Acolyte | Spirit Feast | NecromancerLichWarlock | 1 | Marrow Orbs also replenish mana. |
| Marrow Shards | Acolyte | Acolyte | Splintering Impact | NecromancerLichWarlock | 1 | Marrow 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%
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| Marrow Shards | Acolyte | Acolyte | Treachery | NecromancerLichWarlock | 7 | You gain health when you kill one of your own minions.- Health Gained +10 per point
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| Rip Blood | Acolyte | Acolyte | Arcane Absorption | NecromancerLichWarlock | 4 | When 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
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| Rip Blood | Acolyte | Acolyte | Arcane Fortress | NecromancerLichWarlock | 1 | Blood 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
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| Rip Blood | Acolyte | Acolyte | Blood Bond | NecromancerLichWarlock | 1 | When 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
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| Rip Blood | Acolyte | Acolyte | Blood Catalyst | NecromancerLichWarlock | 1 | When 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
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| Rip Blood | Acolyte | Acolyte | Blood Infusion | NecromancerLichWarlock | 1 | Blood 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
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| Rip Blood | Acolyte | Acolyte | Carnage | NecromancerLichWarlock | 1 | When 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
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| Rip Blood | Acolyte | Acolyte | Carrion Hunger | NecromancerLichWarlock | 1 | When you are out of mana Rip Blood is free. |
| Rip Blood | Acolyte | Acolyte | Coagulation | NecromancerLichWarlock | 1 | When 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
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| Rip Blood | Acolyte | Acolyte | Crimson Flood | NecromancerLichWarlock | 4 | Blood Splatter deals damage in a larger area.- Blood Splatter Area +25% per point
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| Rip Blood | Acolyte | Acolyte | Gushing Wound | NecromancerLichWarlock | 4 | Rip Blood hits have a chance to cause enemies to bleed. .- Bleed Chance +25% per point
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| Rip Blood | Acolyte | Acolyte | Hematology | NecromancerLichWarlock | 1 | Blood Orbs restore more health based on your Intelligence stat.- Health Restored Per Intelligence +5%
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| Rip Blood | Acolyte | Acolyte | Hemomancer | NecromancerLichWarlock | 5 | Rip Blood has increased cast speed. |
| Rip Blood | Acolyte | Acolyte | Hemophagy | NecromancerLichWarlock | 3 | Blood Infusion causes your minions to leech a portion of the physical damage they deal as health.- Blood Infusion Physical Leech +5% per point
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| Rip Blood | Acolyte | Acolyte | Infused Frenzy | NecromancerLichWarlock | 3 | Blood Infusion grants increased attack and cast speed.- Blood Infusion Attack Speed +8% per point
- Blood Infusion Cast Speed +8% per point
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| Rip Blood | Acolyte | Acolyte | Mana Feast | NecromancerLichWarlock | 3 | Blood 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
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| Rip Blood | Acolyte | Acolyte | Marrow Drinker | NecromancerLichWarlock | 1 | Rip 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
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| Rip Blood | Acolyte | Acolyte | Necrotic Inspiration | NecromancerLichWarlock | 2 | Rip 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
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| Rip Blood | Acolyte | Acolyte | Necrotic Unity | NecromancerLichWarlock | 1 | Blood Splatter has increased area for each minion you currently control, up to a maximum benefit.- Increased Area Per Minion +2%
- Maximum Area Increase 40%
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| Rip Blood | Acolyte | Acolyte | Quenching | NecromancerLichWarlock | 5 | Blood Orbs grant additional health and the Blood Orb returns faster.- Health Granted +2 per point
- Blood Orb Travel Speed +20% per point
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| Rip Blood | Acolyte | Acolyte | Revile | NecromancerLichWarlock | 4 | Rip Blood deals more damage over time (multiplicative with other modifiers).- Damage Over Time +10% per point
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| Rip Blood | Acolyte | Acolyte | Rip Blood | NecromancerLichWarlock | 0 | Rips 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 Blood | Acolyte | Acolyte | Rip Spirit | NecromancerLichWarlock | 1 | Rip 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
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| Rip Blood | Acolyte | Acolyte | Run Dry | NecromancerLichWarlock | 5 | Rip Blood deals more damage (multiplicative with other modifiers) . |
| Rip Blood | Acolyte | Acolyte | Splatter | NecromancerLichWarlock | 4 | Rip 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
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| Rip Blood | Acolyte | Acolyte | Stench of Blood | NecromancerLichWarlock | 1 | Rip 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
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| Rip Blood | Acolyte | Acolyte | Thirst | NecromancerLichWarlock | 3 | Rip Blood costs less mana and has increased cast speed.- Mana Cost -1 per point
- Cast Speed +3% per point
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| Rip Blood | Acolyte | Acolyte | Varicose Veins | NecromancerLichWarlock | 3 | The 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
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| Rip Blood | Acolyte | Acolyte | Volatility | NecromancerLichWarlock | 3 | Rip Blood has additional critical strike chance. .- Critical Chance +3% per point
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| Spirit Plague | Acolyte | Acolyte | Agonizing Expanse | NecromancerLichWarlock | 1 | Spirit Plague spreads when you critically strike an afflicted target.- Plague Spreads On Crit Against Afflicted Target
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| Spirit Plague | Acolyte | Acolyte | Calamitous | NecromancerLichWarlock | 3 | Spirit Plague spreads to additional targets, but costs more mana.- Additional Targets On Spread +1 per point
- Mana Cost +6 per point
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| Spirit Plague | Acolyte | Acolyte | Concentrated Rot | NecromancerLichWarlock | 2 | Spirit Plague deals more damage (multiplicative with other modifiers), but spreads in a smaller area.- More Damage 25% per point
- Spread Range -15% per point
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| Spirit Plague | Acolyte | Acolyte | Conductor of Plagues | NecromancerLichWarlock | 1 | Spirit 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. |
| Spirit Plague | Acolyte | Acolyte | Contagion | NecromancerLichWarlock | 1 | Spirit Plague is now cast in an area around the target, but costs more mana.- Cast In Area
- Mana Cost +20
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| Spirit Plague | Acolyte | Acolyte | Defilement | NecromancerLichWarlock | 2 | You gain mana when Spirit Plague kills an enemy.- Mana Gain On Kill +3 per point
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| Spirit Plague | Acolyte | Acolyte | Discharge | NecromancerLichWarlock | 1 | Spirit Plague spreads after a duration. (This does not affect the maximum number of spreads.)- Spreads After Duration (Seconds) 3
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| Spirit Plague | Acolyte | Acolyte | Efficacious Application | NecromancerLichWarlock | 5 | Spirit Plague costs less mana and lasts longer.- Mana Efficiency +8% per point
- Increased Duration 12% per point
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| Spirit Plague | Acolyte | Acolyte | Endless Decay | NecromancerLichWarlock | 3 | You 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
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| Spirit Plague | Acolyte | Acolyte | Enfeeblement | NecromancerLichWarlock | 3 | Enemies you inflict with Spirit Plague are also inflicted with Frailty.- Frailty Stacks Inflicted 1 per point
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| Spirit Plague | Acolyte | Acolyte | Exsanguination | NecromancerLichWarlock | 5 | Bleed 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
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| Spirit Plague | Acolyte | Acolyte | Gift of Death | NecromancerLichWarlock | 1 | Spirit 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. |
| Spirit Plague | Acolyte | Acolyte | Hemorrhage | NecromancerLichWarlock | 3 | Enemies you inflict with Spirit Plague are also inflicted with bleeding for the same duration.- Bleed Stacks Inflicted 1 per point
|
| Spirit Plague | Acolyte | Acolyte | Hindering Affliction | NecromancerLichWarlock | 3 | Enemies afflicted by Spirit Plague are now also slowed.- Spirit Plague Slows
- Slow Duration (Seconds) 2 per point
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| Spirit Plague | Acolyte | Acolyte | Laceration | NecromancerLichWarlock | 5 | You 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
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| Spirit Plague | Acolyte | Acolyte | Perpetuity | NecromancerLichWarlock | 3 | Spirit Plague has increased cast speed and lasts longer.- Increased Cast Speed 20% per point
- Increased Duration 20% per point
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| Spirit Plague | Acolyte | Acolyte | Pestilence | NecromancerLichWarlock | 3 | You 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
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| Spirit Plague | Acolyte | Acolyte | Plague Bearer | NecromancerLichWarlock | 1 | Enemies 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. |
| Spirit Plague | Acolyte | Acolyte | Plague Burst | NecromancerLichWarlock | 3 | You have a chance to spread Spirit Plague when you hit an afflicted enemy.- Chance To Spread On Hitting Afflicted Enemy +10% per point
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| Spirit Plague | Acolyte | Acolyte | Plague of Eyes | NecromancerLichWarlock | 1 | Spirit Plague has additional spell necrotic damage for each point of Intelligence- Spell Necrotic Damage per Intelligence +1
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| Spirit Plague | Acolyte | Acolyte | Plague's Purview | NecromancerLichWarlock | 5 | Spirit Plague is cast in a larger area.- Increased Area 35% per point
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| Spirit Plague | Acolyte | Acolyte | Putrid Recovery | NecromancerLichWarlock | 3 | You 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
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| Spirit Plague | Acolyte | Acolyte | Queen of Plagues | NecromancerLichWarlock | 3 | Plague inflicted by Spirit Plague has additional Poison Penetration.- Poison Penetration with Plague 50% per point
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| Spirit Plague | Acolyte | Acolyte | Rotten to the Core | NecromancerLichWarlock | 5 | Spirit Plague deals more damage (multiplicative with other modifiers).- More Damage 10% per point
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| Spirit Plague | Acolyte | Acolyte | Scourge | NecromancerLichWarlock | 1 | Spirit Plague deals significantly more damage (multiplicative with other modifiers), but no longer spreads.- More Damage 75%
- No Longer Spreads
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| Spirit Plague | Acolyte | Acolyte | Spirit Plague | NecromancerLichWarlock | 0 | Curses a target with a powerful necrotic damage over time effect which lasts 3 seconds. Spreads to a single nearby target on target death. |
| Spirit Plague | Acolyte | Acolyte | Spooked | NecromancerLichWarlock | 2 | Enemies afflicted by Spirit Plague are also feared.- Fear For Duration (seconds) +1 per point
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| Spirit Plague | Acolyte | Acolyte | Toxic Transmission | NecromancerLichWarlock | 3 | Enemies you inflict with Spirit Plague are also inflicted with poison for the same duration.- Poison Stacks Per Cast 1 per point
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| Summon Bone Golem | Acolyte | Acolyte | Amalgam of Mages | NecromancerLichWarlock | 4 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Amalgam of Primalists | NecromancerLichWarlock | 5 | Your Golem grants additional armor to nearby minions, including itself.- Armor Granted To Nearby Minions +80 per point
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| Summon Bone Golem | Acolyte | Acolyte | Amalgam of Rogues | NecromancerLichWarlock | 4 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Amalgam of Sentinels | NecromancerLichWarlock | 4 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Betrayal | NecromancerLichWarlock | 1 | If 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
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| Summon Bone Golem | Acolyte | Acolyte | Bladed Fists | NecromancerLichWarlock | 5 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Blood Golem | NecromancerLichWarlock | 1 | You 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
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| Summon Bone Golem | Acolyte | Acolyte | Bone Growth | NecromancerLichWarlock | 5 | Your Golem has additional health regeneration based on your total amount of health regeneration.- Portion of your Health Regen 30% per point
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| Summon Bone Golem | Acolyte | Acolyte | Bone Hail | NecromancerLichWarlock | 5 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Bone Kindling | NecromancerLichWarlock | 1 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Breath of Formosus | NecromancerLichWarlock | 1 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Burning Bones | NecromancerLichWarlock | 5 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Charred Bones | NecromancerLichWarlock | 5 | Your Golem deals additional fire damage with spells and melee attacks.- Melee Fire Damage +5 per point
- Spell Fire Damage +5 per point
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| Summon Bone Golem | Acolyte | Acolyte | Cold Vengeance | NecromancerLichWarlock | 5 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Deathchill Golem | NecromancerLichWarlock | 1 | You 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
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| Summon Bone Golem | Acolyte | Acolyte | Flight of the Femurs | NecromancerLichWarlock | 1 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Fragments of the Fallen | NecromancerLichWarlock | 1 | Your 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%
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| Summon Bone Golem | Acolyte | Acolyte | Hunger | NecromancerLichWarlock | 5 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Infected Remains | NecromancerLichWarlock | 5 | Your 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%
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| Summon Bone Golem | Acolyte | Acolyte | Ivory Twin | NecromancerLichWarlock | 1 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Marrow Eater | NecromancerLichWarlock | 2 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Pyre Golem | NecromancerLichWarlock | 1 | You 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
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| Summon Bone Golem | Acolyte | Acolyte | Summon Bone Golem | NecromancerLichWarlock | 0 | Summons a bone golem, which attacks slowly, but has a 15% chance to retaliate with Bone Shatter when hit. |
| Summon Bone Golem | Acolyte | Acolyte | Tower of Bones | NecromancerLichWarlock | 4 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | Twinned Golems | NecromancerLichWarlock | 1 | You 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%
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| Summon Bone Golem | Acolyte | Acolyte | Unnatural Speed | NecromancerLichWarlock | 4 | Your 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
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| Summon Bone Golem | Acolyte | Acolyte | World Pyre | NecromancerLichWarlock | 5 | Your Golem deals more damage over time (multiplicative with other modifiers), and Pyre Golems’ Infernal Aura deals damage in a larger area.- Damage Over Time +20% per point
- Infernal Aura Area +40% per point
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| Summon Skeleton | Acolyte | Acolyte | Aegis of Death | NecromancerLichWarlock | 1 | When one of your Skeletons dies, another Skeleton is healed to full health. |
| Summon Skeleton | Acolyte | Acolyte | Ash and Frost | NecromancerLichWarlock | 1 | Skeleton 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%
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| Summon Skeleton | Acolyte | Acolyte | Bone Armor | NecromancerLichWarlock | 1 | Skeleton 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
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| Summon Skeleton | Acolyte | Acolyte | Bone Share | NecromancerLichWarlock | 1 | Skeleton Warriors can target allies with Bone Armor.- Bone Armor Can Target Allies
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| Summon Skeleton | Acolyte | Acolyte | Dread Phalanx | NecromancerLichWarlock | 1 | Skeletons 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%
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| Summon Skeleton | Acolyte | Acolyte | Empty the Graves | NecromancerLichWarlock | 2 | You 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
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| Summon Skeleton | Acolyte | Acolyte | Fire Arrow | NecromancerLichWarlock | 1 | Skeleton 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%
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| Summon Skeleton | Acolyte | Acolyte | Grave Walkers | NecromancerLichWarlock | 1 | You can summon more Skeletons.- Maximum Number Of Skeletons +1
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| Summon Skeleton | Acolyte | Acolyte | Hollow Walkers | NecromancerLichWarlock | 1 | You can summon more Skeletons.- Maximum Number Of Skeletons +1
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| Summon Skeleton | Acolyte | Acolyte | Ice Arrow | NecromancerLichWarlock | 1 | Converts 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
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| Summon Skeleton | Acolyte | Acolyte | Immortal | NecromancerLichWarlock | 4 | When 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
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| Summon Skeleton | Acolyte | Acolyte | Individual Operator | NecromancerLichWarlock | 4 | Skeleton 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
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| Summon Skeleton | Acolyte | Acolyte | Lone Guardian | NecromancerLichWarlock | 1 | Your 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
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| Summon Skeleton | Acolyte | Acolyte | Marrow Tap | NecromancerLichWarlock | 4 | Skeletons 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
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| Summon Skeleton | Acolyte | Acolyte | Marrow Walkers | NecromancerLichWarlock | 1 | You can summon more Skeletons.- Maximum Number Of Skeletons +1
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| Summon Skeleton | Acolyte | Acolyte | Memory Catcher | NecromancerLichWarlock | 4 | You have increased spell damage if one of your Skeletons has died recently (past 4 seconds).- Global Increased Spell Damage +25% per point
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| Summon Skeleton | Acolyte | Acolyte | Mightier than the Sword | NecromancerLichWarlock | 1 | Skeleton Warriors are removed from the pool of Skeletons that can be summoned. |
| Summon Skeleton | Acolyte | Acolyte | Mind Catcher | NecromancerLichWarlock | 3 | You gain mana whenever one of your Skeletons dies. |
| Summon Skeleton | Acolyte | Acolyte | Multishot | NecromancerLichWarlock | 3 | Fire Arrow has a chance to shoot additional projectiles.- Multishot Chance +10% per point
- Number Of Arrows +4
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| Summon Skeleton | Acolyte | Acolyte | Necrotic Conviction | NecromancerLichWarlock | 5 | Skeleton 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
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| Summon Skeleton | Acolyte | Acolyte | Shambling Steel | NecromancerLichWarlock | 1 | Skeleton Archers are removed from the pool of Skeletons that can be summoned. |
| Summon Skeleton | Acolyte | Acolyte | Skeleton Rogue | NecromancerLichWarlock | 1 | Adds 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. |
| Summon Skeleton | Acolyte | Acolyte | Soul Catcher | NecromancerLichWarlock | 4 | You gain ward whenever one of your Skeletons dies. |
| Summon Skeleton | Acolyte | Acolyte | Summon Skeleton | NecromancerLichWarlock | 0 | Summons a skeleton warrior or skeleton archer to guard you. You are limited to 3 skeletons at a time. |
| Summon Skeleton | Acolyte | Acolyte | Sweeping Strikes | NecromancerLichWarlock | 5 | Skeletons 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
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| Summon Skeleton | Acolyte | Acolyte | Unbound Necromancy | NecromancerLichWarlock | 4 | Summon Skeletons costs less mana, and your Skeletons have improved base critical strike chance.- Mana Efficiency +20% per point
- Base Crit Chance +2% per point
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| Summon Skeleton | Acolyte | Acolyte | Unholy Rage | NecromancerLichWarlock | 4 | Skeletons have increased attack speed, cast speed, and movement speed.- Attack Speed +7% per point
- Cast Speed +7% per point
- Movespeed +7% per point
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| Summon Skeleton | Acolyte | Acolyte | Vile Flask | NecromancerLichWarlock | 1 | Skeleton Rogues can now throw a Vile Flask, which inflicts poison and armor shred on hit. Vile Flask has a 5 second cooldown. |
| Summon Volatile Zombie | Acolyte | Acolyte | Army of Nightmares | NecromancerLichWarlock | 3 | The explosion now fears enemies for a short duration.- Fear Duration (seconds) 1 per point
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| Summon Volatile Zombie | Acolyte | Acolyte | Army of Rot | NecromancerLichWarlock | 5 | The explosion has a chance to poison enemies.- Poison Chance +30% per point
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| Summon Volatile Zombie | Acolyte | Acolyte | Awakening Presence | NecromancerLichWarlock | 3 | When 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Bone Pact | NecromancerLichWarlock | 3 | When 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Corpse Bane | NecromancerLichWarlock | 1 | The explosion applies Mark for Death to enemies hit, but Volatile Zombie costs more mana.- Mark For Death On Explosion Hit
- Mana Cost +10
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| Summon Volatile Zombie | Acolyte | Acolyte | Corrosive Guts | NecromancerLichWarlock | 4 | Vomit has a chance to shred enemy armor each second.- Armor Shred Chance Per Second +50% per point
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| Summon Volatile Zombie | Acolyte | Acolyte | Dreadful Horde | NecromancerLichWarlock | 2 | You 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%
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| Summon Volatile Zombie | Acolyte | Acolyte | Effigy of Combustion | NecromancerLichWarlock | 4 | When 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%
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| Summon Volatile Zombie | Acolyte | Acolyte | Emerging Terrors | NecromancerLichWarlock | 3 | You 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%
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| Summon Volatile Zombie | Acolyte | Acolyte | Ferocious Horde | NecromancerLichWarlock | 1 | Zombies have increased movement speed per point of missing health, but their health decays faster.- Increased Movespeed Per 1% Missing Health +3%
- Health Decay +30%
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| Summon Volatile Zombie | Acolyte | Acolyte | Fervor | NecromancerLichWarlock | 4 | Zombies deal more damage and have more movement speed (both multiplicative with other modifiers).- Damage +10% per point
- More Movespeed +10% per point
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| Summon Volatile Zombie | Acolyte | Acolyte | Flammable Vitae | NecromancerLichWarlock | 1 | The 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Forceful Commander | NecromancerLichWarlock | 4 | You summon Zombies faster and Volatile Zombie costs less mana.- Summoning Speed +8% per point
- Mana Efficiency +15% per point
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| Summon Volatile Zombie | Acolyte | Acolyte | Giant Zombie | NecromancerLichWarlock | 1 | You 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%
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| Summon Volatile Zombie | Acolyte | Acolyte | Grand Sacrifice | NecromancerLichWarlock | 4 | When 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%
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| Summon Volatile Zombie | Acolyte | Acolyte | Grave Attunement | NecromancerLichWarlock | 3 | Zombies 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Horrific Vessels | NecromancerLichWarlock | 1 | The 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Leap Attack | NecromancerLichWarlock | 3 | Zombies now leap towards their targets, up to a maximum distance.- Leap Distance (meters) 3 per point
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| Summon Volatile Zombie | Acolyte | Acolyte | Necromantic Fervor | NecromancerLichWarlock | 2 | You 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Path of Destruction | NecromancerLichWarlock | 4 | The explosion deals damage in a larger area.- Increased Explosion Area 30% per point
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| Summon Volatile Zombie | Acolyte | Acolyte | Pull of the Grave | NecromancerLichWarlock | 2 | Zombies 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Putridity | NecromancerLichWarlock | 4 | Vomit has a chance to poison enemies each second based on your maximum mana.- Poison Chance Per Second Per 2 Maximum Mana +1% per point
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| Summon Volatile Zombie | Acolyte | Acolyte | Ravenous | NecromancerLichWarlock | 2 | The 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Repulsive Vomit | NecromancerLichWarlock | 1 | Zombies 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%
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| Summon Volatile Zombie | Acolyte | Acolyte | Rite of the Grave | NecromancerLichWarlock | 1 | The explosion deals damage in a larger area, but Zombies no longer move.- More Explosion Radius 20%
- Explosion Damage +20%
- Stationary Zombies
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| Summon Volatile Zombie | Acolyte | Acolyte | Shepherd of Thralls | NecromancerLichWarlock | 1 | The 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Vile Force | NecromancerLichWarlock | 2 | When 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Vital Ward | NecromancerLichWarlock | 1 | Necromantic 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
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| Summon Volatile Zombie | Acolyte | Acolyte | Volatile Zombie | NecromancerLichWarlock | 0 | Summons 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 Zombie | Acolyte | Acolyte | Wretched Innards | NecromancerLichWarlock | 4 | Vomit deals more damage (multiplicative with other modifiers).- Vomit Damage +40% per point
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| Transplant | Acolyte | Acolyte | Acolyte's Fervor | NecromancerLichWarlock | 3 | Casting Transplant grants you Haste and Frenzy for a short duration.- Haste Duration (Seconds) 1 per point
- Frenzy Duration (Seconds) 1 per point
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| Transplant | Acolyte | Acolyte | Anemia | NecromancerLichWarlock | 4 | Transplant costs less health (multiplicative with other modifiers).- Health Cost -8% per point
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| Transplant | Acolyte | Acolyte | Apostasy | NecromancerLichWarlock | 3 | Bone Armor lasts longer.- Bone Armor Duration (seconds) +1 per point
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| Transplant | Acolyte | Acolyte | Azure Veins | NecromancerLichWarlock | 2 | When 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
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| Transplant | Acolyte | Acolyte | Bone Armor | NecromancerLichWarlock | 1 | When 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. |
| Transplant | Acolyte | Acolyte | Cursed Exile | NecromancerLichWarlock | 5 | Transplant 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
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| Transplant | Acolyte | Acolyte | Dance of Blood | NecromancerLichWarlock | 3 | You 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
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| Transplant | Acolyte | Acolyte | Doom Bringer | NecromancerLichWarlock | 1 | You cast Bone Curse around the target location after you arrive. |
| Transplant | Acolyte | Acolyte | Drink Deep | NecromancerLichWarlock | 1 | Transplant's health cost is regenerated over 4 seconds, but costs significantly more health (multiplicative with other modifiers).- Health Cost Regenerated
- Health Cost +50%
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| Transplant | Acolyte | Acolyte | Ethereal Body | NecromancerLichWarlock | 1 | Transplant'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
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| Transplant | Acolyte | Acolyte | Fleeting Form | NecromancerLichWarlock | 3 | Transplant has increased cast speed and cooldown recovery speed.- Cast Speed +5% per point
- Cooldown Recovery Speed +5% per point
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| Transplant | Acolyte | Acolyte | Flesh Marquis | NecromancerLichWarlock | 3 | Transplant detonation hits deal more damage, especially to bleeding enemies.- Detonation Hit Damage +10% per point
- Detonation Hit Damage vs Bleeding +10% per point
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| Transplant | Acolyte | Acolyte | Forced Fruition | NecromancerLichWarlock | 3 | When you are out of mana, Transplant detonations deal more damage.- Out-Of-Mana Damage +30% per point
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| Transplant | Acolyte | Acolyte | Frozen Form | NecromancerLichWarlock | 1 | Transplant'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
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| Transplant | Acolyte | Acolyte | Hemophilia | NecromancerLichWarlock | 4 | Explosions cause enemies to bleed, but using Transplant also causes you to bleed.- Bleed Chance +100% per point
- Bleed Chance On Self +100%
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| Transplant | Acolyte | Acolyte | Ivory Court | NecromancerLichWarlock | 3 | You can summon more Bone Minions.- Maximum Number of Bone Minions +1 per point
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| Transplant | Acolyte | Acolyte | Marrow Blades | NecromancerLichWarlock | 3 | Your minions deal additional melee damage for 4 seconds after you cast Transplant.- Minion Melee Damage +5 per point
- Buff Duration (Seconds) 4
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| Transplant | Acolyte | Acolyte | Pale Blood | NecromancerLichWarlock | 3 | Transplant restores mana, but has a longer cooldown.- Missing Mana Restored +10 per point
- Cooldown Duration +10% per point
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| Transplant | Acolyte | Acolyte | Purgatory | NecromancerLichWarlock | 1 | Bone Minions last until killed, but you may have only 1 active at a time.- Bone Minions Last Until Killed
- Maximum Bone Minions 1
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| Transplant | Acolyte | Acolyte | Reign of Blood | NecromancerLichWarlock | 1 | Transplant creates an additional body that detonates on arrival.- Additional Detonations At Arrival 1
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| Transplant | Acolyte | Acolyte | Scarlet Rain | NecromancerLichWarlock | 4 | Transplant’s detonations deal damage in a larger area. |
| Transplant | Acolyte | Acolyte | Simulacrum | NecromancerLichWarlock | 1 | You 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
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| Transplant | Acolyte | Acolyte | Siphon | NecromancerLichWarlock | 3 | Pools 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
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| Transplant | Acolyte | Acolyte | Squeamish | NecromancerLichWarlock | 1 | Transplant inflicts surrounding enemies with Fear on departure. |
| Transplant | Acolyte | Acolyte | Sticky Blood | NecromancerLichWarlock | 1 | Transplant detonations leave a Pool of Blood for 3 seconds that slows enemies.- Detonations Leave Pool Of Blood
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| Transplant | Acolyte | Acolyte | Thanatophobia | NecromancerLichWarlock | 1 | Transplant inflicts surrounding enemies with Fear on arrival. |
| Transplant | Acolyte | Acolyte | Transfusion | NecromancerLichWarlock | 1 | You 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%
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| Transplant | Acolyte | Acolyte | Transplant | NecromancerLichWarlock | 0 | Creates 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. |
| Transplant | Acolyte | Acolyte | Violent Emergence | NecromancerLichWarlock | 3 | Transplant 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
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| Wandering Spirits | Acolyte | Acolyte | Daunting Presence | NecromancerLichWarlock | 5 | Each 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
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| Wandering Spirits | Acolyte | Acolyte | Drained Will | NecromancerLichWarlock | 5 | Wandering Spirits shred the necrotic resistance of enemies near them.- Necrotic Resistance Shred Chance Per Second 30% per point
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| Wandering Spirits | Acolyte | Acolyte | Drifting Spirits | NecromancerLichWarlock | 4 | Spirits are revealed in a larger radius around you.- Reveal Range +15% per point
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| Wandering Spirits | Acolyte | Acolyte | Eternal Haunt | NecromancerLichWarlock | 5 | Wandering 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
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| Wandering Spirits | Acolyte | Acolyte | False Courage | NecromancerLichWarlock | 5 | Spirits 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
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| Wandering Spirits | Acolyte | Acolyte | Familiar Souls | NecromancerLichWarlock | 3 | Spirits 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
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| Wandering Spirits | Acolyte | Acolyte | Harrowing Aura | NecromancerLichWarlock | 3 | Spirits 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
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| Wandering Spirits | Acolyte | Acolyte | Haunting | NecromancerLichWarlock | 5 | Fear applied to enemies via the Terrifying Presence node lasts longer, but affects a smaller area.- Fear Duration +10% per point
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| Wandering Spirits | Acolyte | Acolyte | Infectious Dead | NecromancerLichWarlock | 1 | The 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
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| Wandering Spirits | Acolyte | Acolyte | Infusing Souls | NecromancerLichWarlock | 2 | You have a chance to gain mana whenever a Spirit expires.- Mana Gain Chance 15%
- Mana Gained 4 per point
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| Wandering Spirits | Acolyte | Acolyte | Lingering Souls | NecromancerLichWarlock | 3 | Spirits last longer when they are revealed.- Spirit Duration +13% per point
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| Wandering Spirits | Acolyte | Acolyte | Locus Mortis | NecromancerLichWarlock | 1 | Spirits are now revealed around a target location, rather than around you. Spirits deal more damage (multiplicative with other modifiers). |
| Wandering Spirits | Acolyte | Acolyte | Medium | NecromancerLichWarlock | 4 | Wandering Spirits has increased cast speed and costs less mana.- Cast Speed +5% per point
- Mana Efficiency +8% per point
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| Wandering Spirits | Acolyte | Acolyte | Poisoned Minds | NecromancerLichWarlock | 3 | Spirits deal more damage to poisoned enemies (multiplicative with other modifiers).- Damage To Poisoned Enemies +12% per point
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| Wandering Spirits | Acolyte | Acolyte | Prey On Fear | NecromancerLichWarlock | 5 | Spirits deal more damage to feared or possessed enemies (multiplicative with other modifiers).- Damage To Feared Or Possessed Enemies +16% per point
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| Wandering Spirits | Acolyte | Acolyte | Reap the Damned | NecromancerLichWarlock | 5 | Spirits 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
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| Wandering Spirits | Acolyte | Acolyte | Sheltering Spirits | NecromancerLichWarlock | 2 | You gain Ward whenever a Spirit expires.- Ward Gain Per Spirit +3 per point
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| Wandering Spirits | Acolyte | Acolyte | Sins of the Forgotten | NecromancerLichWarlock | 3 | Wandering Spirits inflict enemies around them with Damned.- Damned Chance per Second +30% per point
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| Wandering Spirits | Acolyte | Acolyte | Song of the Lost Chantry | NecromancerLichWarlock | 1 | Wandering 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%
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| Wandering Spirits | Acolyte | Acolyte | Soul Of Filth | NecromancerLichWarlock | 2 | Spirits can cast Spectral Putrescence more frequently.- Spectral Putrescence Frequency +10% per point
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| Wandering Spirits | Acolyte | Acolyte | Souls of Rage | NecromancerLichWarlock | 5 | Spirits move faster and deal more damage (multiplicative with other modifiers).- Spirit Movespeed +15% per point
- Damage +8% per point
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| Wandering Spirits | Acolyte | Acolyte | Spectral Putrescence | NecromancerLichWarlock | 1 | Spirits 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%
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| Wandering Spirits | Acolyte | Acolyte | Spectral Scorn | NecromancerLichWarlock | 4 | Spirits cast Spectral Putrescence at enemies from further away.- Spectral Putrescence Range +10% per point
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| Wandering Spirits | Acolyte | Acolyte | Spirit Swarm | NecromancerLichWarlock | 3 | Wandering Spirits has a shorter cooldown- Increased Cooldown Recovery Speed 10% per point
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| Wandering Spirits | Acolyte | Acolyte | Terrifying Presence | NecromancerLichWarlock | 1 | Enemies near Spirits are Feared for 0.5 to 0.9 seconds, causing them to flee from the spirit that feared them. |
| Wandering Spirits | Acolyte | Acolyte | Tethered Existence | NecromancerLichWarlock | 5 | Spirits deal more damage when they pass through enemies (multiplicative with other modifiers), but move slower.- Damage +10% per point
- Spirit Movespeed -10% per point
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| Wandering Spirits | Acolyte | Acolyte | Thin Veil | NecromancerLichWarlock | 5 | Wandering Spirits reveals Spirits more frequently.- Reveal Rate +7% per point
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| Wandering Spirits | Acolyte | Acolyte | Wandering Spirits | NecromancerLichWarlock | 0 | Reveals 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 Decay | Acolyte | Lich | Absence of Life | NecromancerLichWarlock | 4 | Allies 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
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| Aura Of Decay | Acolyte | Lich | Aura of Decay | NecromancerLichWarlock | 0 | Toggles 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 Decay | Acolyte | Lich | Blood Font | NecromancerLichWarlock | 1 | Aura 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%
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| Aura Of Decay | Acolyte | Lich | Bubonic Aura | NecromancerLichWarlock | 3 | Aura 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
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| Aura Of Decay | Acolyte | Lich | Chill to the Bone | NecromancerLichWarlock | 4 | Aura of Decay has a chance to chill nearby enemies every second.- Chill Chance +25% per point
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| Aura Of Decay | Acolyte | Lich | Cold Death | NecromancerLichWarlock | 1 | Aura 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
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| Aura Of Decay | Acolyte | Lich | Corrosive Aura | NecromancerLichWarlock | 4 | Aura 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
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| Aura Of Decay | Acolyte | Lich | Corruption | NecromancerLichWarlock | 3 | Enemies 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
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| Aura Of Decay | Acolyte | Lich | Death Bloom | NecromancerLichWarlock | 2 | Poison Nova can occur an additional number of times per 3 seconds.- Additional Limit per 3 Seconds +1 per point
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| Aura Of Decay | Acolyte | Lich | Fester | NecromancerLichWarlock | 3 | While 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
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| Aura Of Decay | Acolyte | Lich | Frozen Touch | NecromancerLichWarlock | 3 | While 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
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| Aura Of Decay | Acolyte | Lich | Fume Weaver | NecromancerLichWarlock | 1 | You 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%
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| Aura Of Decay | Acolyte | Lich | Incipient Decay | NecromancerLichWarlock | 3 | Aura 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
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| Aura Of Decay | Acolyte | Lich | Infectious Bones | NecromancerLichWarlock | 3 | Minions within Aura of Decay’s area of effect deal more poison damage (multiplicative with other modifiers).- Nearby Minion Poison Damage +25% per point
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| Aura Of Decay | Acolyte | Lich | Inoculation | NecromancerLichWarlock | 4 | You take less poison damage while Aura of Decay is active (multiplicative with other modifiers).- Poison Damage Taken -5% per point
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| Aura Of Decay | Acolyte | Lich | Mana Blight | NecromancerLichWarlock | 3 | Aura 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
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| Aura Of Decay | Acolyte | Lich | Plague Bearers | NecromancerLichWarlock | 1 | Minions 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
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| Aura Of Decay | Acolyte | Lich | Plague Rat | NecromancerLichWarlock | 3 | Aura of Decay affects a larger area. |
| Aura Of Decay | Acolyte | Lich | Poison Bolt | NecromancerLichWarlock | 1 | When 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
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| Aura Of Decay | Acolyte | Lich | Poison Skin | NecromancerLichWarlock | 3 | Enemies 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
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| Aura Of Decay | Acolyte | Lich | Poisoned Soul | NecromancerLichWarlock | 1 | Aura 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%
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| Aura Of Decay | Acolyte | Lich | Putrid Bombs | NecromancerLichWarlock | 1 | While 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. |
| Aura Of Decay | Acolyte | Lich | Respite | NecromancerLichWarlock | 4 | You 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
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| Aura Of Decay | Acolyte | Lich | Rot Weaver | NecromancerLichWarlock | 3 | Aura of Decay applies poison and other ailments to enemies more frequently.- Ailment Frequency +8% per point
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| Aura Of Decay | Acolyte | Lich | Rotten Core | NecromancerLichWarlock | 2 | Fester'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
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| Aura Of Decay | Acolyte | Lich | Unchecked Growth | NecromancerLichWarlock | 3 | You 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
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| Aura Of Decay | Acolyte | Lich | Undertow | NecromancerLichWarlock | 4 | Aura of Decay has a chance to slow nearby enemies every second.- Slow Chance +25% per point
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| Aura Of Decay | Acolyte | Lich | Unending Sickness | NecromancerLichWarlock | 3 | Poison and other ailments inflicted by Aura of Decay last longer. This does not include ailments that slow.- Ailment Duration +15% per point
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| Aura Of Decay | Acolyte | Lich | Virulence | NecromancerLichWarlock | 2 | You gain Fester stacks faster while channeling.- Fester Stack Gain Rate while Channeling +50% per point
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| Aura Of Decay | Acolyte | Lich | Vulnerability | NecromancerLichWarlock | 3 | Enemies within Aura of Decay’s area of effect have less Poison Resistance.- Enemy Poison Resistance -5% per point
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| Death Seal | Acolyte | Lich | Blood Bond | Lich | 5 | Minions hit by a Wave of Death deal more damage for 4 seconds (multiplicative with other modifiers).- Minion Damage +10% per point
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| Death Seal | Acolyte | Lich | Carrion Breath | Lich | 4 | The 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
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| Death Seal | Acolyte | Lich | Condemnation | Lich | 2 | Death Seal's waves of death instantly kill enemies that are below a health threshold.- Death Wave Kill Threshold 8% per point
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| Death Seal | Acolyte | Lich | Corporeal Cascade | Lich | 1 | Wave 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
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| Death Seal | Acolyte | Lich | Corrupted Consciousness | Lich | 5 | When Death Seal ends, a percentage of all of your delayed damage is cleared.- Delayed Damage Cleared on End 5% per point
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| Death Seal | Acolyte | Lich | Curdled Flesh | Lich | 1 | Wave 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%
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| Death Seal | Acolyte | Lich | Cycle of Decay | Lich | 3 | Wave of Death hits deal more damage against poisoned targets (multiplicative with other modifiers).- Death Wave Hit Damage To Poisoned Enemies +20% per point
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| Death Seal | Acolyte | Lich | Deadlock | Lich | 1 | If 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
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| Death Seal | Acolyte | Lich | Death Seal | Lich | 0 | Toggle 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 Seal | Acolyte | Lich | Death Stranded | Lich | 1 | Minions 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
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| Death Seal | Acolyte | Lich | Desperate Shroud | Lich | 3 | For 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
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| Death Seal | Acolyte | Lich | Devouring Release | Lich | 1 | You 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%
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| Death Seal | Acolyte | Lich | Doomcall | Lich | 5 | You 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
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| Death Seal | Acolyte | Lich | Entreat The Damned | Lich | 3 | If Wandering Spirits is active when you activate Death Seal it is granted additional duration.- Duration To Wandering Spirits (Seconds) +2 per point
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| Death Seal | Acolyte | Lich | Flesh Pact | Lich | 1 | When you release Death Seal, you recover a percentage of your missing health.- Percent of Missing Health Recovered 30%
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| Death Seal | Acolyte | Lich | Frenzied Accord | Lich | 5 | When 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
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| Death Seal | Acolyte | Lich | Frozen Form | Lich | 1 | The 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
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| Death Seal | Acolyte | Lich | Glimpse of Pain | Lich | 3 | When you kill an enemy while sealed, a percentage of all of your delayed damage is cleared.- Delayed Damage Cleared on Kill 4% per point
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| Death Seal | Acolyte | Lich | Insatiable Soul | Lich | 3 | You 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
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| Death Seal | Acolyte | Lich | Lethal Release | Lich | 5 | Wave of Death deals more damage (multiplicative with other modifiers).- Wave of Death Damage +10% per point
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| Death Seal | Acolyte | Lich | Life Tap | Lich | 1 | If you drop below 10% health while you are sealed, Death Seal is released automatically.- Death Seal Automatically Releases
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| Death Seal | Acolyte | Lich | Moratorium | Lich | 3 | Death Seal's maximum duration is increased. |
| Death Seal | Acolyte | Lich | Mortal Pulse | Lich | 1 | You 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%
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| Death Seal | Acolyte | Lich | Pustulent Presence | Lich | 4 | While 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
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| Death Seal | Acolyte | Lich | Radiated Suffering | Lich | 4 | The Wave of Death has a chance to shred necrotic resistance.- Wave of Death Necrotic Resistance Shred Chance +25% per point
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| Death Seal | Acolyte | Lich | Sanguine Wave | Lich | 3 | Wave of Death hits now leech a portion of the damage they deal as health.- Wave of Death Leech +1% per point
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| Death Seal | Acolyte | Lich | Seal of Servitude | Lich | 1 | Death Seal now targets only minions. |
| Death Seal | Acolyte | Lich | Skeletal Sheath | Lich | 1 | When you release Death Seal, you are granted Bone Armor, which grants less damage taken for the duration that Death Seal was active. |
| Death Seal | Acolyte | Lich | Soul Stability | Lich | 1 | Death Seal prevents health loss from effects that continously drain a percentage of your current health.- Current Health Drain -100%
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| Death Seal | Acolyte | Lich | Tachycardia | Lich | 1 | You 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
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| Death Seal | Acolyte | Lich | The Quick And The Dead | Lich | 1 | When you release Death Seal, you are granted Haste for 4 seconds.- Haste Duration On Release (seconds) 4
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| Drain Life | Acolyte | Lich | Blood Pact | NecromancerLichWarlock | 1 | Drain 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%
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| Drain Life | Acolyte | Lich | Chilling Demise | NecromancerLichWarlock | 5 | When a target is killed by Drain Life, you chill enemies in an area around them for a duration.- Chill Duration (Seconds) 1 per point
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| Drain Life | Acolyte | Lich | Circle of Sacrifice | NecromancerLichWarlock | 3 | You 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
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| Drain Life | Acolyte | Lich | Cloak of Solitude | NecromancerLichWarlock | 1 | Increased 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
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| Drain Life | Acolyte | Lich | Condemnation | NecromancerLichWarlock | 4 | Drain Life applies stacks of Damned each second. Damned is an ailment that deals necrotic damage over time.- Damned Stacks Applied 2 per point
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| Drain Life | Acolyte | Lich | Contempt | NecromancerLichWarlock | 1 | You 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
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| Drain Life | Acolyte | Lich | Dark Shackles | NecromancerLichWarlock | 1 | Drain 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
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| Drain Life | Acolyte | Lich | Death's Barrier | NecromancerLichWarlock | 1 | You are granted ward when Drain Life kills an enemy. |
| Drain Life | Acolyte | Lich | Drain Life | NecromancerLichWarlock | 0 | Channelled 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 Life | Acolyte | Lich | Empowered Drain | NecromancerLichWarlock | 5 | Drain Life deals more damage (multiplicative with other modifiers). |
| Drain Life | Acolyte | Lich | Enduring Contempt | NecromancerLichWarlock | 4 | Contempt stacks last for a duration after you stop channelling Drain Life.- Contempt Duration (Seconds) 2 per point
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| Drain Life | Acolyte | Lich | Enduring Night | NecromancerLichWarlock | 2 | Dark Shackles lasts longer, but Drain Life costs more mana.- Dark Shackle Duration (Seconds) +1 per point
- Mana Cost +5 per point
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| Drain Life | Acolyte | Lich | Eternal Servitude | NecromancerLichWarlock | 1 | If 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
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| Drain Life | Acolyte | Lich | Grasp Of The Damned | NecromancerLichWarlock | 1 | Dark 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
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| Drain Life | Acolyte | Lich | Hecatomb | NecromancerLichWarlock | 1 | Drain 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
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| Drain Life | Acolyte | Lich | Horrify | NecromancerLichWarlock | 4 | Drain Life has a chance to slow and fear its targets each second.- Slow Chance +25% per point
- Fear Chance +25% per point
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| Drain Life | Acolyte | Lich | Insatiable | NecromancerLichWarlock | 3 | Drain 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
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| Drain Life | Acolyte | Lich | Lay Waste | NecromancerLichWarlock | 1 | Drain 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
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| Drain Life | Acolyte | Lich | Malignant Discharge | NecromancerLichWarlock | 5 | Soul Blast deals more damage (multiplicative with other modifiers) in a larger area.- Necrotic Explosion Damage +40% per point
- Necrotic Explosion Area +40% per point
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| Drain Life | Acolyte | Lich | Necrotic Feast | NecromancerLichWarlock | 1 | Drain Life can now only target minions. Drain Life leeches a higher percentage of damage as health.- Health Leech +15%
- Can Only Target Minions
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| Drain Life | Acolyte | Lich | Ravenous | NecromancerLichWarlock | 4 | Drain 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
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| Drain Life | Acolyte | Lich | Shadowy Tendril | NecromancerLichWarlock | 1 | Drain Life can drain an additional target. |
| Drain Life | Acolyte | Lich | Soul Blast | NecromancerLichWarlock | 1 | When 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. |
| Drain Life | Acolyte | Lich | Soul Bond | NecromancerLichWarlock | 2 | Drain 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
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| Drain Life | Acolyte | Lich | Stagger | NecromancerLichWarlock | 1 | When 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
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| Drain Life | Acolyte | Lich | Stupefy | NecromancerLichWarlock | 2 | The 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
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| Drain Life | Acolyte | Lich | Thoughtsteal | NecromancerLichWarlock | 3 | Drain Life costs less mana per second.- Channel Cost -10% per point
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| Drain Life | Acolyte | Lich | Unholy Mass | NecromancerLichWarlock | 3 | Drain 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%
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| Drain Life | Acolyte | Lich | Virulence | NecromancerLichWarlock | 1 | Drain 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
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| Drain Life | Acolyte | Lich | Word Of Conviction | NecromancerLichWarlock | 3 | Damned inflicted by Drain Life lasts longer.- Damned Duration +20% per point
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| Flay | Acolyte | Lich | Blood Revelry | Lich | 4 | When 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%
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| Flay | Acolyte | Lich | Blood Waltz | Lich | 3 | Blood Eruption spreads all bleeds on that enemy to a limited amount of other enemies within its range.- Maximum Spreads 1 per point
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| Flay | Acolyte | Lich | Bloodsoaked Blade | Lich | 2 | A 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
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| Flay | Acolyte | Lich | Chaos Rip | Lich | 2 | Directly 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
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| Flay | Acolyte | Lich | Chill of the Grave | Lich | 4 | Flay 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
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| Flay | Acolyte | Lich | Corrosive Slash | Lich | 1 | Flay inflicts Exposed Flesh on hit, a Curse which reduces cold resistance and armor, and increases the target's chance to be frozen. |
| Flay | Acolyte | Lich | Corrupted Blood | Lich | 1 | Bleed chance from all sources is converted to poison chance. This node has no effect if Soul Ripper or Frostblight are allocated. |
| Flay | Acolyte | Lich | Deadly Plot | Lich | 4 | Flay 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
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| Flay | Acolyte | Lich | Decree of Slaughter | Lich | 4 | Flay deals more hit damage (multiplicative with other modifiers), doubled against low life enemies.- Hit Damage +8% per point
- Doubled Against Low Life
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| Flay | Acolyte | Lich | Dismember | Lich | 4 | Flay 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
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| Flay | Acolyte | Lich | Doom Whisperer | Lich | 1 | The Spirit Step is removed, and Flay has increased attack speed.- Attack Speed 10%
- Spirit Step Removed
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| Flay | Acolyte | Lich | Exquisite Blood | Lich | 1 | Flay'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
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| Flay | Acolyte | Lich | Flay | Lich | 0 | Spirit 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. |
| Flay | Acolyte | Lich | Frostblight | Lich | 1 | Flay'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
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| Flay | Acolyte | Lich | Go For The Throat | Lich | 3 | Flay 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
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| Flay | Acolyte | Lich | Gravecrawler | Lich | 4 | Flay deals more damage (multiplicative with other modifiers), and has a chance to chill on hit.- Damage +8% per point
- Chill Chance +25% per point
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| Flay | Acolyte | Lich | Hemorrhage | Lich | 3 | Flay 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
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| Flay | Acolyte | Lich | Hew | Lich | 3 | Flay 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
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| Flay | Acolyte | Lich | Macabre Dance | Lich | 2 | Flay 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
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| Flay | Acolyte | Lich | Marrow Gnawer | Lich | 4 | Flay 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
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| Flay | Acolyte | Lich | Misfortune | Lich | 4 | Blood 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
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| Flay | Acolyte | Lich | Occult Offerings | Lich | 4 | Directly 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%
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| Flay | Acolyte | Lich | Open Wounds | Lich | 3 | When 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
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| Flay | Acolyte | Lich | Plasma Fountain | Lich | 3 | Every 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
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| Flay | Acolyte | Lich | Prince of Pain | Lich | 1 | If 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
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| Flay | Acolyte | Lich | Scent of Death | Lich | 4 | Enemies 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
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| Flay | Acolyte | Lich | Soul Ripper | Lich | 1 | Flay'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
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| Flay | Acolyte | Lich | Spectral Nightmare | Lich | 3 | Directly 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
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| Flay | Acolyte | Lich | Spirit Geyser | Lich | 3 | Blood 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
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| Flay | Acolyte | Lich | Spirit Leap | Lich | 1 | Flay 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
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| Flay | Acolyte | Lich | Spirit Stride | Lich | 3 | When 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
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| Flay | Acolyte | Lich | Thirst of Dread | Lich | 3 | Flay 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
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| Flay | Acolyte | Lich | Transference | Lich | 1 | Hitting 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
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| Flay | Acolyte | Lich | Trepidation Blade | Lich | 3 | While using a dagger, Flay has increased attack speed.- Attack Speed With a Dagger 16% per point
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| Reaper Form | Acolyte | Lich | Blood Tethers | Lich | 3 | While 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
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| Reaper Form | Acolyte | Lich | Bloodmoon Reaver | Lich | 1 | All 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%
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| Reaper Form | Acolyte | Lich | Dark Harvest | Lich | 3 | Reap hits instantly kill enemies that are below a health threshold (a percentage of their maximum health).- Reap Kill Threshold 6% per point
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| Reaper Form | Acolyte | Lich | Death's Door | Lich | 4 | Reap 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
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| Reaper Form | Acolyte | Lich | Deathtouch Scythe | Lich | 4 | While in Reaper Form, you deal additional necrotic damage. This bonus is doubled for Reap.- Necrotic Damage +2 per point
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| Reaper Form | Acolyte | Lich | Elixir of Death | Lich | 1 | While in Reaper Form, potions grant twice as much health as normal.- Double Potion Health Gain
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| Reaper Form | Acolyte | Lich | Executioner | Lich | 5 | While in Reaper Form, your critical strikes deal more damage. This bonus is doubled for Reap.- Critical Multiplier +10% per point
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| Reaper Form | Acolyte | Lich | From the Grave | Lich | 3 | Entering Reaper Form summons Skeletons, unless you are already at your maximum number of Skeletons.- Skeletons Summoned 1 per point
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| Reaper Form | Acolyte | Lich | Ghastly Flow | Lich | 4 | You move faster for 4 seconds after using Reap while below half health. |
| Reaper Form | Acolyte | Lich | Gravechill | Lich | 1 | All 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
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| Reaper Form | Acolyte | Lich | Harbinger of Blood | Lich | 4 | While 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
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| Reaper Form | Acolyte | Lich | Haunting | Lich | 3 | While 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
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| Reaper Form | Acolyte | Lich | Herald of Rot | Lich | 5 | Entering 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
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| Reaper Form | Acolyte | Lich | Mercy in Undeath | Lich | 1 | Hitting minions with Reap heals them for the same amount that Reap would heal you if an enemy was hit. |
| Reaper Form | Acolyte | Lich | Mistress of Decay | Lich | 4 | While 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
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| Reaper Form | Acolyte | Lich | Pestilence | Lich | 1 | Reap poisons enemies. It also gains the Poison tag. |
| Reaper Form | Acolyte | Lich | Phantom Restoration | Lich | 5 | While in Reaper Form, you have more ward retention. Reap grants ward on hit.- Ward Retention +10% per point
- Reap Ward Gained +2 per point
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| Reaper Form | Acolyte | Lich | Protective Spirit | Lich | 1 | Reaper’s Blessing also grants ward when you transform back to your human form.- Reaper's Blessing For Human Form
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| Reaper Form | Acolyte | Lich | Rapid Destruction | Lich | 3 | You 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
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| Reaper Form | Acolyte | Lich | Ravenous Doom | Lich | 3 | While in Reaper Form you gain health from kills. This bonus is doubled for kills using Reap.- Health Gained On Kill +5 per point
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| Reaper Form | Acolyte | Lich | Reaper Form | Lich | 0 | Take 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 Form | Acolyte | Lich | Reaper's Ascendance | Lich | 4 | Gain 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
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| Reaper Form | Acolyte | Lich | Reaper's Blessing | Lich | 4 | You gain ward when entering Reaper Form.- Ward On Transform 40 per point
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| Reaper Form | Acolyte | Lich | Reaper's Curse | Lich | 4 | While 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
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| Reaper Form | Acolyte | Lich | Reaper's Supremacy | Lich | 3 | You gain stacks of Reaper’s Ascendence more frequently.- Reaper's Ascendance Frequency +40% per point
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| Reaper Form | Acolyte | Lich | Sanguine Reaper | Lich | 3 | Reap 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
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| Reaper Form | Acolyte | Lich | Soul for a Soul | Lich | 4 | While in Reaper Form, you deal increased damage but have reduced healing effectiveness.- Increased Damage +20% per point
- Healing Effectiveness -10% per point
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| Reaper Form | Acolyte | Lich | Soul Release | Lich | 3 | You have a chance to cast Hungering Souls whenever you kill an enemy with Reap.- Hungering Souls Chance +5% per point
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| Reaper Form | Acolyte | Lich | Soul Shroud | Lich | 4 | While in Reaper Form, you gain additional armor proportional to your intelligence.- Armor Per Point Of Intelligence +1 per point
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| Reaper Form | Acolyte | Lich | Sweeping Scythes | Lich | 2 | Reap moves you further.- Reap Range +15% per point
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| Reaper Form | Acolyte | Lich | Swift Harbinger | Lich | 3 | Reap has increased cooldown recovery speed.- Reap Cooldown Recovery Speed +30% per point
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| Reaper Form | Acolyte | Lich | Unholy Dominion | Lich | 1 | Reap has a much longer cooldown, but no longer shares a cooldown with other traversal skills.- Reap No Shared Cooldown
- Reap Cooldown Duration +200%
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| Reaper Form | Acolyte | Lich | Venomous Coating | Lich | 3 | Reap 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
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| Reaper Form | Acolyte | Lich | Vile Shroud | Lich | 1 | While 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%
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| Assemble Abomination | Acolyte | Necromancer | Age of Undeath | Necromancer | 1 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Assemble Abomination | Necromancer | 0 | Hold 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 Abomination | Acolyte | Necromancer | Bloated Corpse | Necromancer | 1 | If a Volatile Zombie is absorbed, your abomination gains an explosive Tail Slam ability.- Explosive Slam Attack Gained On Zombie Absorbed
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| Assemble Abomination | Acolyte | Necromancer | Cadaverous Carapace | Necromancer | 1 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Consume | Necromancer | 3 | Your abomination's hits leech a portion of the damage they deal as health.- Health Leech +3% per point
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| Assemble Abomination | Acolyte | Necromancer | Contaminated Dreams | Necromancer | 1 | Your 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%
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| Assemble Abomination | Acolyte | Necromancer | Corrupt Palate | Necromancer | 1 | If a Skeletal Mage is absorbed, your abomination can cast Devouring Souls, a spell that releases multiple necrotic projectiles.- Devouring Souls Gained On Mage Absorbed
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| Assemble Abomination | Acolyte | Necromancer | Cruel Monstrosity | Necromancer | 3 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Dead Eye | Necromancer | 1 | If 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
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| Assemble Abomination | Acolyte | Necromancer | Death in the Family | Necromancer | 3 | If 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
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| Assemble Abomination | Acolyte | Necromancer | Destruction Engine | Necromancer | 1 | When 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%
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| Assemble Abomination | Acolyte | Necromancer | Domination | Necromancer | 4 | Your abomination deals more damage (multiplicative with other modifiers). |
| Assemble Abomination | Acolyte | Necromancer | Engorgement | Necromancer | 5 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Flesh and Blood | Necromancer | 2 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Fractured End | Necromancer | 3 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Frightful Feast | Necromancer | 3 | Devouring 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
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| Assemble Abomination | Acolyte | Necromancer | Horrific Volley | Necromancer | 4 | Eternal 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
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| Assemble Abomination | Acolyte | Necromancer | Meat Grinder | Necromancer | 1 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Necrosage | Necromancer | 4 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Noxious Stench | Necromancer | 1 | Your 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%
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| Assemble Abomination | Acolyte | Necromancer | Picky Eater | Necromancer | 1 | Your abomination will not devour Volatile Zombies, even if they were absorbed to create it.- Does Not Devour Volatile Zombies
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| Assemble Abomination | Acolyte | Necromancer | Reap The Damned | Necromancer | 1 | If 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
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| Assemble Abomination | Acolyte | Necromancer | Repugnant Mass | Necromancer | 4 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Sharpened Bones | Necromancer | 4 | For 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
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| Assemble Abomination | Acolyte | Necromancer | Shattered Limbs | Necromancer | 1 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Shattered Simulacrum | Necromancer | 1 | If 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
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| Assemble Abomination | Acolyte | Necromancer | Spoils of War | Necromancer | 1 | If 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%
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| Assemble Abomination | Acolyte | Necromancer | Stitched Flesh | Necromancer | 4 | Your 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
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| Assemble Abomination | Acolyte | Necromancer | Terrible Might | Necromancer | 4 | Your abomination deals more damage (multiplicative with other modifiers), but has reduced attack speed.- Damage +12% per point
- Attack Speed -2% per point
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| Assemble Abomination | Acolyte | Necromancer | Tower of Bones | Necromancer | 3 | Stomp 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
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| Assemble Abomination | Acolyte | Necromancer | Unholy Reach | Necromancer | 5 | Your abomination's melee attacks deal damage in a larger area.- Melee Area +25% per point
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| Dread Shade | Acolyte | Necromancer | All For One | Necromancer | 1 | Dread Shade grants the targeted minion significantly more damage (multiplicative with other modifiers), but Dread Shade no longer buffs other minions. |
| Dread Shade | Acolyte | Necromancer | Bane of Death | Necromancer | 3 | Dread 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
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| Dread Shade | Acolyte | Necromancer | Beyond Death | Necromancer | 4 | When 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
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| Dread Shade | Acolyte | Necromancer | Blind Fury | Necromancer | 1 | Dread 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%
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| Dread Shade | Acolyte | Necromancer | Congregation of Shades | Necromancer | 1 | You can control one additional Dread Shade or Infernal Shade at once. |
| Dread Shade | Acolyte | Necromancer | Dark Binding | Necromancer | 5 | Doom Brand deals more damage (multiplicative with other modifiers).- Doom Brand Damage +40% per point
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| Dread Shade | Acolyte | Necromancer | Deadlock | Necromancer | 1 | Dread Shade now roots the targeted minion and causes it to taunt enemies around it.- Taunt Duration (seconds) 4
- Minion Rooted
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| Dread Shade | Acolyte | Necromancer | Doom Brand | Necromancer | 1 | Dread 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. |
| Dread Shade | Acolyte | Necromancer | Dread Plague | Necromancer | 1 | Dread Shade applies Spirit Plague to a nearby enemy whenever it expires.- Spirit Plague On Expiration
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| Dread Shade | Acolyte | Necromancer | Dread Shade | Necromancer | 0 | Your 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 Shade | Acolyte | Necromancer | Duskheart | Necromancer | 4 | Minions affected by Dread Shade have a chance to inflict Damned to enemies they hit.- Damned Chance +25% per point
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| Dread Shade | Acolyte | Necromancer | Dying Coven | Necromancer | 3 | Dread Shade grants affected minions increased attack and cast speed.- Increased Attack Speed 8% per point
- Increased Cast Speed 8% per point
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| Dread Shade | Acolyte | Necromancer | Dying Light | Necromancer | 3 | Dread Shade now inflicts Damned each second to all enemies and friendly minions in its area.- Damned Stacks +1 per point
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| Dread Shade | Acolyte | Necromancer | Egoism | Necromancer | 2 | The 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
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| Dread Shade | Acolyte | Necromancer | Enemy of My Enemies | Necromancer | 1 | Dread 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
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| Dread Shade | Acolyte | Necromancer | Final Grasp | Necromancer | 3 | When 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%
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| Dread Shade | Acolyte | Necromancer | Flesh Harvest | Necromancer | 3 | Dread 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
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| Dread Shade | Acolyte | Necromancer | Frenzied Phantom | Necromancer | 5 | Dread Shade now grants frenzy to affected minions for a fixed duration after being cast.- Frenzy Duration (seconds) +1 per point
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| Dread Shade | Acolyte | Necromancer | Grim Fate | Necromancer | 4 | Dread 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
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| Dread Shade | Acolyte | Necromancer | Infernal Dread | Necromancer | 1 | Casting 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
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| Dread Shade | Acolyte | Necromancer | Lingering Doom | Necromancer | 4 | Dread 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
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| Dread Shade | Acolyte | Necromancer | Lone Watcher | Necromancer | 1 | Dread 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
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| Dread Shade | Acolyte | Necromancer | Martyrdom | Necromancer | 1 | Dread Shade now grants minions armor based on your vitality, but Dread Shade decays your minions faster.- Armour Per Vitality 30
- Increased Health Decay 10%
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| Dread Shade | Acolyte | Necromancer | Pernicious Pact | Necromancer | 1 | Dread 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
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| Dread Shade | Acolyte | Necromancer | Scorching Brand | Necromancer | 1 | Dread 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
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| Dread Shade | Acolyte | Necromancer | Spectral Distance | Necromancer | 1 | Dread Shade has increased area of effect per active minion when cast, up to a maximum benefit.- Area per Minion +5%
- Maximum Area Increase +100%
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| Dread Shade | Acolyte | Necromancer | Spectral Presence | Necromancer | 4 | Dread Shade affects minions in a larger area. |
| Dread Shade | Acolyte | Necromancer | Symbiotic Apparition | Necromancer | 1 | You are affected by the beneficial buffs of Dread Shade's aura. |
| Dread Shade | Acolyte | Necromancer | Vile Ghast | Necromancer | 1 | Dread 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%
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| Dread Shade | Acolyte | Necromancer | Wasting Essence | Necromancer | 3 | Dread Shade grants affected minions more damage over time (multiplicative with other modifiers).- Damage Over TIme 8% per point
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| Dread Shade | Acolyte | Necromancer | Wisdom of the Dead | Necromancer | 3 | Dread Shade costs less mana and has increased cast speed.- Mana Efficiency +13% per point
- Cast Speed +8% per point
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| Sacrifice | Acolyte | Necromancer | Altar of Flames | NecromancerLichWarlock | 4 | Sacrifice deals additional fire damage. |
| Sacrifice | Acolyte | Necromancer | Avatar of Decay | NecromancerLichWarlock | 3 | You 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
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| Sacrifice | Acolyte | Necromancer | Blood Spectre | NecromancerLichWarlock | 1 | When 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
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| Sacrifice | Acolyte | Necromancer | Blood Weaver | NecromancerLichWarlock | 5 | Blood 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
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| Sacrifice | Acolyte | Necromancer | Bone Missiles | NecromancerLichWarlock | 4 | Bone Nova has increased area of effect. |
| Sacrifice | Acolyte | Necromancer | Bone Nova | NecromancerLichWarlock | 1 | Sacrificing a minion creates a Bone Nova around it, but Sacrifice costs more mana. |
| Sacrifice | Acolyte | Necromancer | Burning Offering | NecromancerLichWarlock | 4 | Sacrifice 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
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| Sacrifice | Acolyte | Necromancer | Catalyst of Horror | NecromancerLichWarlock | 1 | Sacrifice 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%
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| Sacrifice | Acolyte | Necromancer | Crimson Horror | NecromancerLichWarlock | 1 | Sacrificing 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
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| Sacrifice | Acolyte | Necromancer | Flickering Shadows | NecromancerLichWarlock | 1 | If 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
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| Sacrifice | Acolyte | Necromancer | From Blood | NecromancerLichWarlock | 4 | Blood 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
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| Sacrifice | Acolyte | Necromancer | Great Sacrifice | NecromancerLichWarlock | 4 | Sacrifice deals significantly more damage (multiplicative with other modifiers) if the sacrificed minion has more current health than you. |
| Sacrifice | Acolyte | Necromancer | Hemophage | NecromancerLichWarlock | 3 | Blood 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
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| Sacrifice | Acolyte | Necromancer | Impaling | NecromancerLichWarlock | 4 | Bone Nova deals more damage (multiplicative with other modifiers).- Bone Nova Damage +15% per point
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| Sacrifice | Acolyte | Necromancer | Infernal Vindication | NecromancerLichWarlock | 3 | Sacrifice 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
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| Sacrifice | Acolyte | Necromancer | Ivory Ballista | NecromancerLichWarlock | 2 | Bone Nova has a chance to slow enemies hit.- Slow Chance +50% per point
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| Sacrifice | Acolyte | Necromancer | Lacerating Bones | NecromancerLichWarlock | 4 | Bone Nova hits have a chance to cause enemies to bleed.- Bone Nova Bleed Chance +25% per point
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| Sacrifice | Acolyte | Necromancer | Last Sacrifice | NecromancerLichWarlock | 2 | Sacrifice deals significantly more damage (multiplicative with other modifiers) if the minion you sacrifice is your only active minion. |
| Sacrifice | Acolyte | Necromancer | Necrotic Audience | NecromancerLichWarlock | 3 | Sacrifice 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
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| Sacrifice | Acolyte | Necromancer | Pontifex | NecromancerLichWarlock | 3 | Sacrifice 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%
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| Sacrifice | Acolyte | Necromancer | Punishment | NecromancerLichWarlock | 3 | Sacrifice deals more hit damage against bleeding enemies (multiplicative with other modifiers).- Hit Damage Against Bleeding +15% per point
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| Sacrifice | Acolyte | Necromancer | Sacrifice | NecromancerLichWarlock | 0 | Rips apart an allied minion, dealing physical damage to enemies around it. |
| Sacrifice | Acolyte | Necromancer | Sanguine Libation | NecromancerLichWarlock | 5 | Sacrifice 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
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| Sacrifice | Acolyte | Necromancer | Soul Shatter | NecromancerLichWarlock | 5 | Sacrifice deals more damage (multiplicative with other modifiers), but Sacrifice costs more mana.- Damage +15% per point
- Mana Cost +5% per point
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| Sacrifice | Acolyte | Necromancer | Temple of Awe | NecromancerLichWarlock | 4 | Sacrifice deals damage in a larger area and has an increased chance to stun enemies.- Area +20% per point
- Increased Stun Chance 20% per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Archmage | NecromancerLichWarlock | 1 | You 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Argonautic Speed | NecromancerLichWarlock | 4 | Skeletal Mages attack and cast faster (multiplicative with other modifiers).- Attack Speed +5% per point
- Cast Speed +5% per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Battle Hardened | NecromancerLichWarlock | 2 | Skeletal Mages are able to use their abilities more frequently.- Cooldown Recovery Speed +50% per point
- Increased Area for Necrotic Mortar +20% per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Celer Mortis | NecromancerLichWarlock | 5 | Improves Skeletal Mages' base critical strike chance and they move faster.- Base Crit Chance +3% per point
- Movespeed +4% per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Cryomancers | NecromancerLichWarlock | 1 | Adds 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Death Blossom | NecromancerLichWarlock | 1 | Death 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Death Knights | NecromancerLichWarlock | 1 | Adds 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Death's Cavalry | NecromancerLichWarlock | 3 | When you teleport using Summon Skeletal Mage some of your other minions are teleported with you.- Minions Teleported 3 per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Flame Rot | NecromancerLichWarlock | 4 | Ignites 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Flaming Attacks | NecromancerLichWarlock | 4 | Death Knight melee hits deal additional fire damage.- Melee Fire Damage +5 per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Forbidden Arcana | NecromancerLichWarlock | 4 | Skeletal Mages deal more damage based on your maximum mana.- More Damage per 25 max mana +2% per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Frost Lich | NecromancerLichWarlock | 1 | Removes 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Frozen Tomb | NecromancerLichWarlock | 4 | Skeletal Mages have an increased chance to stun enemies and an increased freeze rate.- Freeze Rate Multiplier +50% per point
- Stun Chance +50% per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Grave Passage | NecromancerLichWarlock | 1 | When 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Gravetide | NecromancerLichWarlock | 4 | Skeletal Mages deal more damage (multiplicative with other modifiers). |
| Summon Skeletal Mage | Acolyte | Necromancer | Grey Merchant | NecromancerLichWarlock | 3 | Skeletal 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Inferno | NecromancerLichWarlock | 1 | Your 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Leech Life | NecromancerLichWarlock | 5 | Skeletal 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Macabre Waltz | NecromancerLichWarlock | 1 | Skeletal 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Order of Death | NecromancerLichWarlock | 1 | You can summon more Skeletal Mages.- Maximum Number Of Skeleton Mages +1
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| Summon Skeletal Mage | Acolyte | Necromancer | Ossein Frenzy | NecromancerLichWarlock | 3 | Skeletal Mages have a chance to gain Frenzy for 3 seconds when they hit an enemy.- Frenzy Chance +10% per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Putrid Essence | NecromancerLichWarlock | 4 | Skeletal Mage hits have a chance to poison enemies.- Poison Chance +25% per point
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| Summon Skeletal Mage | Acolyte | Necromancer | Pyromancers | NecromancerLichWarlock | 1 | Adds 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Shadow Wardens | NecromancerLichWarlock | 4 | Skeletal 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Splintered Dominion | NecromancerLichWarlock | 4 | Skeletal 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Summon Skeletal Mage | NecromancerLichWarlock | 0 | Summons 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 Mage | Acolyte | Necromancer | Undead Mortars | NecromancerLichWarlock | 1 | Skeletal 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
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| Summon Skeletal Mage | Acolyte | Necromancer | Underlings | NecromancerLichWarlock | 1 | Skeletal 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
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| Summon Wraith | Acolyte | Necromancer | Army of Wraiths | Necromancer | 3 | Summon Wraith summons additional Wraiths per cast, but costs more mana.- Wraiths Summoned +1 per point
- Mana Cost +25% per point
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| Summon Wraith | Acolyte | Necromancer | Covenant of Souls | Necromancer | 2 | You can control more Wraiths at once.- Maximum Wraiths +1 per point
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| Summon Wraith | Acolyte | Necromancer | Dark Scythe | Necromancer | 3 | Wraiths have more melee attack speed (multiplicative with other modifers).- More Melee Attack Speed 10% per point
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| Summon Wraith | Acolyte | Necromancer | Dawn of the Fall | Necromancer | 3 | Wraiths 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
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| Summon Wraith | Acolyte | Necromancer | Delay the End | Necromancer | 4 | Wraiths' health decays more slowly.- Health Decay -13% per point
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| Summon Wraith | Acolyte | Necromancer | Dusk of the Living | Necromancer | 3 | Wraiths' critical strikes deal more damage.- Critical Multiplier +30% per point
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| Summon Wraith | Acolyte | Necromancer | Echoes Inside | Necromancer | 1 | Summon 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%
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| Summon Wraith | Acolyte | Necromancer | Fallen Reclamation | Necromancer | 2 | Wraiths move faster. |
| Summon Wraith | Acolyte | Necromancer | Flame Wraith | Necromancer | 2 | You 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 Wraith | Acolyte | Necromancer | Grave Reality | Necromancer | 2 | Wraiths 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
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| Summon Wraith | Acolyte | Necromancer | Haunting | Necromancer | 5 | Wraiths have more maximum health (multiplicative with other modifiers). |
| Summon Wraith | Acolyte | Necromancer | Locus Of Death | Necromancer | 1 | Wraiths 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
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| Summon Wraith | Acolyte | Necromancer | Locus Of Resurrection | Necromancer | 1 | Wraiths appear at the target location, but Summon Wraith costs more mana.- Wraiths Summoned At Target Location
- Mana Cost +20%
|
| Summon Wraith | Acolyte | Necromancer | Necrotic Hunger | Necromancer | 3 | Wraiths 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 Wraith | Acolyte | Necromancer | Noxious Blades | Necromancer | 5 | Wraiths' 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 Wraith | Acolyte | Necromancer | One Foot in the Grave | Necromancer | 3 | Gain ward for each Wraith summoned, but their health decays more quickly.- Ward Gain +8 per point
- Health Decay +8% per point
|
| Summon Wraith | Acolyte | Necromancer | Putrid Wraith | Necromancer | 2 | You 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 Wraith | Acolyte | Necromancer | Reapers | Necromancer | 5 | Wraiths deal additional necrotic damage with attacks and spells.- Necrotic Damage +4 per point
|
| Summon Wraith | Acolyte | Necromancer | Sanguine Spirits | Necromancer | 1 | Bleed inflicted by Wraiths has increased effect and duration.- Bleed Effect +15%
- Bleed Duration +15%
|
| Summon Wraith | Acolyte | Necromancer | Sequel of Avarice | Necromancer | 3 | Wraiths 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 Wraith | Acolyte | Necromancer | Serrated Scythes | Necromancer | 5 | Wraiths have a chance to cause enemies to bleed on hit.- Bleed Chance +20% per point
|
| Summon Wraith | Acolyte | Necromancer | Spectral Ambush | Necromancer | 1 | Removes the delay between each Wraith being summoned, but fewer Wraiths are summoned per cast (rounded up).- No Delay Between Wraiths
- Wraiths Summoned -34%
|
| Summon Wraith | Acolyte | Necromancer | Spectre of Death | Necromancer | 3 | Wraiths have a chance to apply Damned to nearby enemies on death.- Damned Chance on Death +5% per point
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| Summon Wraith | Acolyte | Necromancer | Spirit Link | Necromancer | 1 | Wraiths 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 Wraith | Acolyte | Necromancer | Stygian River | Necromancer | 5 | Summon 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 Wraith | Acolyte | Necromancer | Summon Wraith | Necromancer | 0 | Summons a wraith that rapidly fades from this world, but will seek and attack your foes while it remains. |
| Summon Wraith | Acolyte | Necromancer | Twin Spirits | Necromancer | 1 | Wraiths' health no longer decays, but you are limited to only 2 wraiths.- Wraiths do not Decay
- Maximum Wraiths 2
|
| Summon Wraith | Acolyte | Necromancer | Wraith Bringer | Necromancer | 4 | Summon Wraith has increased cast speed and costs less mana.- Summoning Cast Speed +10% per point
- Summoning Mana Efficiency +10% per point
|
| Summon Wraith | Acolyte | Necromancer | Wraith Feast | Necromancer | 3 | Your critical strikes restore health to your Wraiths.- Health Restored when You Crit 20 per point
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| Chaos Bolts | Acolyte | Warlock | A Grave for Two | NecromancerLichWarlock | 1 | Chaos 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 Bolts | Acolyte | Warlock | Abrupt Chaos | NecromancerLichWarlock | 3 | Chaos Bolts has increased cast speed, and its projectiles travel faster.- Cast Speed +4% per point
- Projectile Speed +8% per point
|
| Chaos Bolts | Acolyte | Warlock | Another Affliction | NecromancerLichWarlock | 1 | Chaos Bolts' hits against Cursed enemies casts Bone Curse at their location. This effect has a 6 second cooldown.- Bone Curse at Target Location
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| Chaos Bolts | Acolyte | Warlock | Blood Tithe | NecromancerLichWarlock | 3 | Chaos 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 Bolts | Acolyte | Warlock | Call of Morditas | NecromancerLichWarlock | 1 | Chaos 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 Bolts | Acolyte | Warlock | Chains of the Betrayer | NecromancerLichWarlock | 1 | Chaos 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%
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| Chaos Bolts | Acolyte | Warlock | Chance of Snow | NecromancerLichWarlock | 5 | Chaos 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%
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| Chaos Bolts | Acolyte | Warlock | Chaos Bolts | NecromancerLichWarlock | 0 | A barrage of chaotic projectiles which land in an area around the target. The explosions deal necrotic and fire damage in a small area. |
| Chaos Bolts | Acolyte | Warlock | Condemned to Chaos | NecromancerLichWarlock | 5 | Chaos Bolts' hits have a chance to inflict enemies with damned.- Damned Chance +20% per point
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| Chaos Bolts | Acolyte | Warlock | Cthonic Aurora | NecromancerLichWarlock | 4 | Chaos Bolts releases additional projectiles, but it has a higher mana cost.- Extra Projectiles +1 per point
- Mana Cost +5 per point
|
| Chaos Bolts | Acolyte | Warlock | Cursed Blood | NecromancerLichWarlock | 1 | Chaos 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
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| Chaos Bolts | Acolyte | Warlock | Destructive Intensity | NecromancerLichWarlock | 4 | Whenever 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
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| Chaos Bolts | Acolyte | Warlock | Devour the Damned | NecromancerLichWarlock | 2 | Chaos Bolts' hits against Cursed enemies regain health and mana.- Health Gain against Cursed 5 per point
- Mana Gain against Cursed 1 per point
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| Chaos Bolts | Acolyte | Warlock | Doom's Vindication | NecromancerLichWarlock | 4 | Chaos 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
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| Chaos Bolts | Acolyte | Warlock | Exacted Libation | NecromancerLichWarlock | 2 | Chaos 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
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| Chaos Bolts | Acolyte | Warlock | Exult in Misery | NecromancerLichWarlock | 3 | Chaos 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
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| Chaos Bolts | Acolyte | Warlock | Mana Anarchy | NecromancerLichWarlock | 3 | Chaos 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 Bolts | Acolyte | Warlock | Mania in Flames | NecromancerLichWarlock | 5 | Chaos Bolts' hits have a chance to ignite enemies.- Ignite Chance +20% per point
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| Chaos Bolts | Acolyte | Warlock | Pandemonium | NecromancerLichWarlock | 3 | Chaos Bolts explosions have a chance to deal damage in a much large area.- Chance for Increased Area 13% per point
- Area +160%
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| Chaos Bolts | Acolyte | Warlock | Reaper of Mayhem | NecromancerLichWarlock | 1 | Chaos 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%
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| Chaos Bolts | Acolyte | Warlock | Revolution | NecromancerLichWarlock | 1 | Whenever 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 Bolts | Acolyte | Warlock | Sanguine Reverie | NecromancerLichWarlock | 1 | Chaos 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
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| Chaos Bolts | Acolyte | Warlock | Scatter | NecromancerLichWarlock | 4 | Chaos 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
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| Chaos Bolts | Acolyte | Warlock | Seed of Chaos | NecromancerLichWarlock | 1 | Chaos 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%
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| Chaos Bolts | Acolyte | Warlock | Sudden Putrescence | NecromancerLichWarlock | 3 | Volatile 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
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| Chaos Bolts | Acolyte | Warlock | The Burn | NecromancerLichWarlock | 1 | Directly 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
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| Chaos Bolts | Acolyte | Warlock | The Gate | NecromancerLichWarlock | 1 | Hitting 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
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| Chaos Bolts | Acolyte | Warlock | Torment of the Red Tundra | NecromancerLichWarlock | 1 | Chaos 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%
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| Chaos Bolts | Acolyte | Warlock | Volatile Kindling | NecromancerLichWarlock | 1 | Chaos 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%
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| Chthonic Fissure | Acolyte | Warlock | Acidbane | Warlock | 1 | Your 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%
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| Chthonic Fissure | Acolyte | Warlock | Ash Cloud | Warlock | 3 | The 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
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| Chthonic Fissure | Acolyte | Warlock | Beacon of Torment | Warlock | 1 | Spirits 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
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| Chthonic Fissure | Acolyte | Warlock | Blood Gulch | Warlock | 1 | Chthonic 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
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| Chthonic Fissure | Acolyte | Warlock | Chaotic Rupture | Warlock | 3 | Spirits 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%
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| Chthonic Fissure | Acolyte | Warlock | Chronicles of Ruin | Warlock | 4 | Torment 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
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| Chthonic Fissure | Acolyte | Warlock | Chthonic Passage | Warlock | 1 | When 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
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| Chthonic Fissure | Acolyte | Warlock | Damned Waters | Warlock | 3 | The Spirits' hits inflict enemies with Damned.- Damned Stacks +1 per point
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| Chthonic Fissure | Acolyte | Warlock | Death from Below | Warlock | 2 | Chthonic Fissure deals more damage (multiplicative with other modifiers). This effect is doubled if you are cursed.- Damage +5% per point
- Doubled if Cursed
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| Chthonic Fissure | Acolyte | Warlock | Deepest Ravine | Warlock | 1 | Chthonic Fissure deals more damage (multiplicative with other modifiers), but it no longer releases Spirits.- Damage +25%
- Removes Spirits
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| Chthonic Fissure | Acolyte | Warlock | Eradication | Warlock | 3 | Chthonic 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
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| Chthonic Fissure | Acolyte | Warlock | Fell Fire | Warlock | 4 | Tormenting 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
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| Chthonic Fissure | Acolyte | Warlock | Fissure of Wrath | Warlock | 1 | The 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%
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| Chthonic Fissure | Acolyte | Warlock | Forbidden Chasm | Warlock | 1 | The 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%
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| Chthonic Fissure | Acolyte | Warlock | Fragile Crust | Warlock | 3 | Chthonic 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
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| Chthonic Fissure | Acolyte | Warlock | Grasp of the Undying | Warlock | 4 | The 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
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| Chthonic Fissure | Acolyte | Warlock | Grim Tide | Warlock | 1 | Chthonic 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%
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| Chthonic Fissure | Acolyte | Warlock | Mantle of Flames | Warlock | 4 | The 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
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| Chthonic Fissure | Acolyte | Warlock | Of Gloom and Flames | Warlock | 1 | Chthonic 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%
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| Chthonic Fissure | Acolyte | Warlock | Profane Form | Warlock | 0 | Opens 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 Fissure | Acolyte | Warlock | Pyrochasm | Warlock | 1 | The 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
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| Chthonic Fissure | Acolyte | Warlock | Rekindled Graves | Warlock | 1 | Fissures 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%
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| Chthonic Fissure | Acolyte | Warlock | Return Below | Warlock | 1 | When 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%
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| Chthonic Fissure | Acolyte | Warlock | Severed Wards | Warlock | 3 | The Spirits' hits shred enemy necrotic resistance.- Necrotic Res Stacks +1 per point
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| Chthonic Fissure | Acolyte | Warlock | Singed by Terror | Warlock | 3 | The Spirits' hits shred enemy fire resistance.- Fire Res Shred Stacks +1 per point
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| Chthonic Fissure | Acolyte | Warlock | Spirit Gale | Warlock | 2 | When 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
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| Chthonic Fissure | Acolyte | Warlock | Stygian Current | Warlock | 5 | The Fissure releases Spirits more frequently.- Spirit Frequency +8% per point
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| Chthonic Fissure | Acolyte | Warlock | The Sunderer's Domain | Warlock | 1 | You 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%
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| Chthonic Fissure | Acolyte | Warlock | Tombgorger | Warlock | 3 | Torment deals more damage (multiplicative with other modifiers) to ignited, poisoned or bleeding enemies.- Torment Damage +15% per point
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| Chthonic Fissure | Acolyte | Warlock | Twisted Waves | Warlock | 3 | Torment deals more damage (multiplicative with other modifiers) based on your uncapped necrotic resistance.- Damage per 3% Necrotic Res +1% per point
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| Chthonic Fissure | Acolyte | Warlock | Valley of Defilement | Warlock | 1 | Chthonic 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
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| Ghostflame | Acolyte | Warlock | Arteries of Malice | NecromancerLichWarlock | 1 | Ghostflames'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%
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| Ghostflame | Acolyte | Warlock | Atrocity | NecromancerLichWarlock | 4 | Ghostflame deals more damage, but has a higher channel cost (both multiplicative with other modifiers).- Damage +12% per point
- Channel Cost +8% per point
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| Ghostflame | Acolyte | Warlock | Banshee | NecromancerLichWarlock | 3 | The 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
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| Ghostflame | Acolyte | Warlock | Decrepit Mortals | NecromancerLichWarlock | 1 | After 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
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| Ghostflame | Acolyte | Warlock | Disdain | NecromancerLichWarlock | 4 | You 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
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| Ghostflame | Acolyte | Warlock | Domain of Agony | NecromancerLichWarlock | 5 | Ghostflame 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
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| Ghostflame | Acolyte | Warlock | Domain of Torment | NecromancerLichWarlock | 5 | Ghostflame deals more damage (multiplicative with other modifiers) in a larger area.- Damage +5% per point
- Area +10% per point
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| Ghostflame | Acolyte | Warlock | Doom Surge | NecromancerLichWarlock | 3 | You move faster while channeling Ghostflame.- Movespeed while Channeling +5% per point
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| Ghostflame | Acolyte | Warlock | Dread Furnace | NecromancerLichWarlock | 5 | Ghostflame 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
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| Ghostflame | Acolyte | Warlock | Enfeebled Prey | NecromancerLichWarlock | 2 | You 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
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| Ghostflame | Acolyte | Warlock | Ethereal Blockade | NecromancerLichWarlock | 1 | All of your dodge rating is converted to armor while channeling Ghostflame.- Dodge Rating -> Armor while Channeling 100%
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| Ghostflame | Acolyte | Warlock | Feast of Bones | NecromancerLichWarlock | 1 | Damaging 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
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| Ghostflame | Acolyte | Warlock | Fiery Desecration | NecromancerLichWarlock | 1 | Ghostflame now deals damage in a full circle around you, but it has a higher channel cost.- Deals damage in Circle
- Increased Channel Cost +30%
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| Ghostflame | Acolyte | Warlock | Flames of Misery | NecromancerLichWarlock | 5 | A 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
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| Ghostflame | Acolyte | Warlock | Fuel of Anguish | NecromancerLichWarlock | 3 | Increases 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
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| Ghostflame | Acolyte | Warlock | Ghost Flame | NecromancerLichWarlock | 0 | Channel to releases a continuous jet of horrid flames in front of you dealing fire and necrotic damage over time. |
| Ghostflame | Acolyte | Warlock | Harrowing Path | NecromancerLichWarlock | 2 | Ghostflame has a lower channel cost, but you move slower while channeling Ghostflame.- Channel Cost -15% per point
- Movespeed while Channeling -20% per point
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| Ghostflame | Acolyte | Warlock | Horrifying Shriek | NecromancerLichWarlock | 2 | The 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
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| Ghostflame | Acolyte | Warlock | Lingering Warmth | NecromancerLichWarlock | 3 | When 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
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| Ghostflame | Acolyte | Warlock | Memorial of Flames | NecromancerLichWarlock | 5 | After 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
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| Ghostflame | Acolyte | Warlock | Occult Embers | NecromancerLichWarlock | 1 | Ghostflame has increased ignite and damned duration per point of Intelligence.- Ignite Duration per Intelligence +2%
- Damned Duration per Intelligence +2%
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| Ghostflame | Acolyte | Warlock | Phantom Transfusion | NecromancerLichWarlock | 5 | You 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
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| Ghostflame | Acolyte | Warlock | Silver Oblation | NecromancerLichWarlock | 1 | After 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
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| Ghostflame | Acolyte | Warlock | Spectral Menace | NecromancerLichWarlock | 5 | Ghostflame 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
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| Ghostflame | Acolyte | Warlock | Spirit Kindling | NecromancerLichWarlock | 1 | All 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%
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| Ghostflame | Acolyte | Warlock | Spirit of Dread | NecromancerLichWarlock | 1 | You 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%
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| Ghostflame | Acolyte | Warlock | Stygian Beams | NecromancerLichWarlock | 1 | For 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
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| Ghostflame | Acolyte | Warlock | The Burning Skull | NecromancerLichWarlock | 1 | The detached Ghostflame now slowly seeks out nearby enemies. |
| Ghostflame | Acolyte | Warlock | Unending Ruin | NecromancerLichWarlock | 3 | The 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
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| Ghostflame | Acolyte | Warlock | Wraith Form | NecromancerLichWarlock | 4 | You 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
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| Profane Veil | Acolyte | Warlock | Apocalypse | Warlock | 5 | You 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
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| Profane Veil | Acolyte | Warlock | Derision | Warlock | 1 | You gain ward per dexterity when you dodge while in Profane Veil.- Ward Gain on Dodge per Dex 2
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| Profane Veil | Acolyte | Warlock | Desecrated Graves | Warlock | 1 | You 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
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| Profane Veil | Acolyte | Warlock | Discourage | Warlock | 4 | Profane 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
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| Profane Veil | Acolyte | Warlock | Eternal Blasphemy | Warlock | 3 | Profane Veil lasts longer and you move faster while in it.- Duration +7% per point
- Movespeed +7% per point
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| Profane Veil | Acolyte | Warlock | Forked Tongue | Warlock | 1 | You 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%
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| Profane Veil | Acolyte | Warlock | Grave Circle | Warlock | 1 | Profane 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
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| Profane Veil | Acolyte | Warlock | Harsh Words | Warlock | 3 | Profane Veil costs less mana and deals more damage (multiplicative with other modifiers).- Mana Cost -1 per point
- Damage +8% per point
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| Profane Veil | Acolyte | Warlock | Hell Fire | Warlock | 3 | While 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
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| Profane Veil | Acolyte | Warlock | Heretic's Flame | Warlock | 1 | Profane 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%
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| Profane Veil | Acolyte | Warlock | Hex Flurry | Warlock | 4 | Increases 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
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| Profane Veil | Acolyte | Warlock | Infernal Deliverance | Warlock | 4 | When 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
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| Profane Veil | Acolyte | Warlock | Lake of Blood | Warlock | 1 | Profane 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%
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| Profane Veil | Acolyte | Warlock | Loose Tongue | Warlock | 3 | Profane Veil costs less mana. |
| Profane Veil | Acolyte | Warlock | Mark of the Rat | Warlock | 5 | When 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
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| Profane Veil | Acolyte | Warlock | Mire of Words | Warlock | 3 | Profane 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
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| Profane Veil | Acolyte | Warlock | Omnivore | Warlock | 1 | The 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. |
| Profane Veil | Acolyte | Warlock | Penitent Tangent | Warlock | 1 | Profane 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%
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| Profane Veil | Acolyte | Warlock | Profane Instruments | Warlock | 3 | Profane 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
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| Profane Veil | Acolyte | Warlock | Profane Orbs | Warlock | 1 | While 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
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| Profane Veil | Acolyte | Warlock | Profane Veil | Warlock | 0 | Channel 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 Veil | Acolyte | Warlock | Propane Form | Warlock | 1 | You 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%
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| Profane Veil | Acolyte | Warlock | Sable Inquisition | Warlock | 3 | Profane Veil affects a larger area. |
| Profane Veil | Acolyte | Warlock | Scorn | Warlock | 5 | You deal more global damage (multiplicative with other modifiers) to Cursed enemies while in Profane Veil.- Damage to Cursed while Concealed +5% per point
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| Profane Veil | Acolyte | Warlock | Seance | Warlock | 3 | When 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
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| Profane Veil | Acolyte | Warlock | Second Rites | Warlock | 1 | The 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
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| Profane Veil | Acolyte | Warlock | Singleminded | Warlock | 1 | While 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%
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| Profane Veil | Acolyte | Warlock | Spirit Plate | Warlock | 1 | Damage reduction from armor now also applies to damage over time taken while in Profane Veil. |
| Profane Veil | Acolyte | Warlock | Stream of Profanity | Warlock | 5 | Directly 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
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| Profane Veil | Acolyte | Warlock | Unholy Renewal | Warlock | 1 | You now cleanse all negative ailments on you when you enter Profane Veil. |
| Profane Veil | Acolyte | Warlock | Vampiric Pool | Warlock | 5 | Profane 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
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| Profane Veil | Acolyte | Warlock | Visage of Terror | Warlock | 4 | You 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
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| Soul Feast | Acolyte | Warlock | Another Strife | Warlock | 3 | When 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
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| Soul Feast | Acolyte | Warlock | Blood Feast | Warlock | 1 | Soul 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
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| Soul Feast | Acolyte | Warlock | Blood from Souls | Warlock | 2 | When 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
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| Soul Feast | Acolyte | Warlock | Blood Tethers | Warlock | 3 | Soul Feast has a chance to cast Blood Tether on enemies it hits.- Blood Tether Chance 7% per point
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| Soul Feast | Acolyte | Warlock | Bones of the Accursed | Warlock | 5 | For 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
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| Soul Feast | Acolyte | Warlock | Celerity | Warlock | 4 | Soul 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
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| Soul Feast | Acolyte | Warlock | Crimson Bounty | Warlock | 3 | Soul Feast can hit more targets.- Maximum Targets +4 per point
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| Soul Feast | Acolyte | Warlock | Diseased Soul | Warlock | 3 | Casting 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
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| Soul Feast | Acolyte | Warlock | Engorged | Warlock | 3 | Soul 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%
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| Soul Feast | Acolyte | Warlock | Grand Imprint | Warlock | 1 | Soul 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
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| Soul Feast | Acolyte | Warlock | Grim Affliction | Warlock | 1 | Soul Feast deals more damage (multiplicative with other modifiers), but Soul Fragments grant less ward.- Damage +35%
- Ward Granted -50%
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| Soul Feast | Acolyte | Warlock | Hellmind | Warlock | 3 | Soul Feast has additional chance to inflict damned on hit based on your Intelligence.- Damned Chance per Intelligence 1% per point
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| Soul Feast | Acolyte | Warlock | Hunger | Warlock | 4 | Soul Feast has increased cast speed and costs less mana.- Cast Speed +5% per point
- Mana Efficiency +5% per point
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| Soul Feast | Acolyte | Warlock | Incision | Warlock | 5 | Soul 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
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| Soul Feast | Acolyte | Warlock | Infernal Hunger | Warlock | 3 | If 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
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| Soul Feast | Acolyte | Warlock | No Rest for the Wicked | Warlock | 2 | When 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
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| Soul Feast | Acolyte | Warlock | Original Sin | Warlock | 5 | If 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
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| Soul Feast | Acolyte | Warlock | Poisoned Husks | Warlock | 4 | Soul Feast's hits have a chance to poison enemies on hit.- Poison Chance +25% per point
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| Soul Feast | Acolyte | Warlock | Queen of Flies | Warlock | 3 | When 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
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| Soul Feast | Acolyte | Warlock | Sharpened Influence | Warlock | 3 | Soul Feast costs less mana and can hit more targets.- Mana Efficiency +8% per point
- Maximum Targets +2 per point
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| Soul Feast | Acolyte | Warlock | Soul Feast | Warlock | 0 | Feasts 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 Feast | Acolyte | Warlock | Soul Seeker | Warlock | 3 | Soul Fragments grant additional ward based on your intelligence.- Ward Granted +1 per point
- Ward Granted per 25 Intelligence +1 per point
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| Soul Feast | Acolyte | Warlock | Thought Corrosion | Warlock | 1 | Poison 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
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| Soul Feast | Acolyte | Warlock | Toxic Craving | Warlock | 1 | Soul 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
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| Soul Feast | Acolyte | Warlock | Usurp | Warlock | 1 | Soul 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
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| Soul Feast | Acolyte | Warlock | Waning Life | Warlock | 4 | Damned inflicted by Soul Feast has additional necrotic penetration.- Necrotic Penetration with Damned +25% per point
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| Soul Feast | Acolyte | Warlock | Winds of Affliction | Warlock | 5 | Soul 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
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| Soul Feast | Acolyte | Warlock | Withering Maw | Warlock | 3 | Soul Feast inflicts Withering on hit, an ailment which increases the curse damage taken.- Withering Stacks 1 per point
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| Soul Feast | Acolyte | Warlock | Wrest | Warlock | 4 | Soul Fragments from bosses or rare enemies grant significantly more ward.- Ward Granted From Rares Or Bosses +85% per point
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| Disintegrate | Mage | Mage | Amplification | SorcererSpellbladeRunemaster | 1 | Disintegrate 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%
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| Disintegrate | Mage | Mage | Backfire | SorcererSpellbladeRunemaster | 1 | Flame energy builds up on enemies within the beam, causing an explosion that deals fire damage around them after 3 seconds of taking damage. |
| Disintegrate | Mage | Mage | Cascade | SorcererSpellbladeRunemaster | 2 | Your skills recover their cooldowns faster while you are channeling Disintegrate.- Global Increased Cooldown Recovery Speed 10% per point
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| Disintegrate | Mage | Mage | Catalyst | SorcererSpellbladeRunemaster | 2 | Flame Energy builds up more quickly.- Flame Energy Buildup (Seconds) -0.5 per point
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| Disintegrate | Mage | Mage | Charge Conduit | SorcererSpellbladeRunemaster | 4 | You gain Static Charges each second while channeling Disintegrate.- Static Charges Per Second +5 per point
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| Disintegrate | Mage | Mage | Disintegrate | SorcererSpellbladeRunemaster | 0 | Channel to create a beam of pure energy in the target direction. The beam deals fire and lightning damage to all enemies caught in it. |
| Disintegrate | Mage | Mage | Dragon Tongue | SorcererSpellbladeRunemaster | 1 | Disintegrate deals more fire damage (multiplicative with other modifiers) based on your Intelligence.- Fire Damage Per 2 Int +1%
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| Disintegrate | Mage | Mage | Electrify | SorcererSpellbladeRunemaster | 1 | Disintegrate’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
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| Disintegrate | Mage | Mage | Escalation | SorcererSpellbladeRunemaster | 1 | Disintegrate 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%
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| Disintegrate | Mage | Mage | Extension | SorcererSpellbladeRunemaster | 3 | Disintegrate has a longer range. |
| Disintegrate | Mage | Mage | Feedback | SorcererSpellbladeRunemaster | 5 | Disintegrate has a chance to shock enemies caught within the beam.- Shock Chance per Second +40% per point
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| Disintegrate | Mage | Mage | Flame Vent | SorcererSpellbladeRunemaster | 3 | When 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%
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| Disintegrate | Mage | Mage | Galvanized Defense | SorcererSpellbladeRunemaster | 4 | You take less damage while channeling Disintegrate (multiplicative with other modifiers).- Less Damage Taken 8% per point
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| Disintegrate | Mage | Mage | Glass Cannon | SorcererSpellbladeRunemaster | 4 | Disintegrate 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
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| Disintegrate | Mage | Mage | Hyperfocal | SorcererSpellbladeRunemaster | 1 | Disintegrate deals more lightning damage (multiplicative with other modifiers) based on your maximum mana.- Lightning Damage Per 8 Max Mana +1%
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| Disintegrate | Mage | Mage | Infernal Ray | SorcererSpellbladeRunemaster | 1 | Disintegrate’s base lightning damage is converted to fire damage, unless you have the Electrify node. Disintegrate loses the lightning tag.- Lightning Damage -> Fire Damage
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| Disintegrate | Mage | Mage | Inferno | SorcererSpellbladeRunemaster | 3 | You have a chance each second to cast Fire Aura while channeling Disintegrate.- Fire Aura Chance Per Second 34% per point
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| Disintegrate | Mage | Mage | Intensify | SorcererSpellbladeRunemaster | 4 | Disintegrate upgrades to the next Tier faster. This also affects the rate at which you gain stacks of Lucomancer.- Upgrade Speed +25% per point
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| Disintegrate | Mage | Mage | Laser Focus | SorcererSpellbladeRunemaster | 1 | Disintegrate no longer costs mana while channeling, but it also deals less damage (multiplicative with other modifiers).- No Channel Cost
- Damage -40%
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| Disintegrate | Mage | Mage | Lucomancer | SorcererSpellbladeRunemaster | 3 | For 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
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| Disintegrate | Mage | Mage | Magnify | SorcererSpellbladeRunemaster | 5 | Disintegrate 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
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| Disintegrate | Mage | Mage | Paralyze | SorcererSpellbladeRunemaster | 3 | Shock 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
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| Disintegrate | Mage | Mage | Praesidium | SorcererSpellbladeRunemaster | 3 | You gain ward each second based on your Intelligence while channeling Disintegrate.- Ward Gained Per 3 Int Per Second +1 per point
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| Disintegrate | Mage | Mage | Resurgence | SorcererSpellbladeRunemaster | 1 | If 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
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| Disintegrate | Mage | Mage | Searing Plasma | SorcererSpellbladeRunemaster | 5 | Disintegrate deals more damage (multiplicative with other modifiers). |
| Disintegrate | Mage | Mage | Stored Power | SorcererSpellbladeRunemaster | 1 | Disintegrate 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
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| Disintegrate | Mage | Mage | Temporal Entrapment | SorcererSpellbladeRunemaster | 5 | Disintegrate has a chance to slow enemies caught within the beam.- Slow Chance per Second +40% per point
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| Disintegrate | Mage | Mage | Tendrils | SorcererSpellbladeRunemaster | 3 | You 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%
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| Disintegrate | Mage | Mage | Twinbeam | SorcererSpellbladeRunemaster | 1 | Disintegrate 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%
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| Disintegrate | Mage | Mage | Unbridled Power | SorcererSpellbladeRunemaster | 1 | While 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%
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| Disintegrate | Mage | Mage | Unleashed Power | SorcererSpellbladeRunemaster | 1 | Every 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%
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| Elemental Nova | Mage | Mage | Arcana Elementorum | SorcererSpellbladeRunemaster | 5 | Elemental 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
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| Elemental Nova | Mage | Mage | Arcane Projection | SorcererSpellbladeRunemaster | 1 | Elemental Nova is now cast at a target location instead of around you.- Cast Elemental Nova At Target
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| Elemental Nova | Mage | Mage | Arcane Protection | SorcererSpellbladeRunemaster | 5 | You 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
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| Elemental Nova | Mage | Mage | Ash Frenzy | SorcererSpellbladeRunemaster | 5 | Elemental 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
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| Elemental Nova | Mage | Mage | Charged Destruction | SorcererSpellbladeRunemaster | 3 | Elemental Nova hits have an increased critical strike chance.- Critical Chance +3% per point
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| Elemental Nova | Mage | Mage | Conflagrating Speed | SorcererSpellbladeRunemaster | 5 | Elemental Nova has a shorter cooldown.- Cooldown Recovery Speed +35% per point
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| Elemental Nova | Mage | Mage | Cryomantic Fragility | SorcererSpellbladeRunemaster | 4 | Elemental 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
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| Elemental Nova | Mage | Mage | Elemental Expanse | SorcererSpellbladeRunemaster | 5 | Elemental Nova has a larger area of effect. |
| Elemental Nova | Mage | Mage | Elemental Nova | SorcererSpellbladeRunemaster | 0 | Casts 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 Nova | Mage | Mage | Elemental Tranquillity | SorcererSpellbladeRunemaster | 6 | Ice 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
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| Elemental Nova | Mage | Mage | Fiery Destruction | SorcererSpellbladeRunemaster | 4 | Elemental Nova critical strikes deal more damage.- Critical Multiplier +35% per point
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| Elemental Nova | Mage | Mage | Fire Nova | SorcererSpellbladeRunemaster | 1 | Enables 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%
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| Elemental Nova | Mage | Mage | Flame Battery | SorcererSpellbladeRunemaster | 2 | You can store an additional charge of Elemental Nova. |
| Elemental Nova | Mage | Mage | Freezing Cascade | SorcererSpellbladeRunemaster | 1 | Elemental 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
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| Elemental Nova | Mage | Mage | Glacial Might | SorcererSpellbladeRunemaster | 5 | Elemental Nova deals more damage (multiplicative with other modifiers), but Elemental Nova costs more mana.- Damage +18% per point
- Mana Cost +2 per point
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| Elemental Nova | Mage | Mage | Glyphs of Winter | SorcererSpellbladeRunemaster | 4 | Elemental 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
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| Elemental Nova | Mage | Mage | Ice Nova | SorcererSpellbladeRunemaster | 1 | Enables Ice Nova, which has a freeze rate of 40. Elemental Nova hits deal more (multiplicative with other modifiers) damage.- Enables Ice Nova
- Damage +7%
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| Elemental Nova | Mage | Mage | Immolation | SorcererSpellbladeRunemaster | 8 | Elemental Nova hits have a chance to Ignite enemies.- Ignite Chance +25% per point
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| Elemental Nova | Mage | Mage | Infernal Nova | SorcererSpellbladeRunemaster | 1 | Elemental 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
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| Elemental Nova | Mage | Mage | Infernal Prism | SorcererSpellbladeRunemaster | 7 | Elemental Nova hits penetrate enemy elemental resistances.- Elemental Penetration +10% per point
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| Elemental Nova | Mage | Mage | Lightning Nova | SorcererSpellbladeRunemaster | 1 | Enables 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%
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| Elemental Nova | Mage | Mage | Luminaire | SorcererSpellbladeRunemaster | 1 | Elemental 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%
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| Elemental Nova | Mage | Mage | Magical Barrier | SorcererSpellbladeRunemaster | 4 | The Protective Strikes and Survival of the Victor nodes on this tree grant more ward.- Ward Gained +20% per point
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| Elemental Nova | Mage | Mage | Melting Nova | SorcererSpellbladeRunemaster | 5 | Elemental 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
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| Elemental Nova | Mage | Mage | Overcharge | SorcererSpellbladeRunemaster | 5 | Elemental 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%
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| Elemental Nova | Mage | Mage | Overload | SorcererSpellbladeRunemaster | 4 | Overcharged 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
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| Elemental Nova | Mage | Mage | Protective Strikes | SorcererSpellbladeRunemaster | 5 | Elemental Nova hits have a chance to grant ward.- Ward Gained 20 per point
- Ward Chance 7%
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| Elemental Nova | Mage | Mage | Shatter Nova | SorcererSpellbladeRunemaster | 3 | Elemental 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
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| Elemental Nova | Mage | Mage | Silenced Spark | SorcererSpellbladeRunemaster | 1 | You 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
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| Elemental Nova | Mage | Mage | Spark Charges | SorcererSpellbladeRunemaster | 5 | Elemental 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
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| Elemental Nova | Mage | Mage | Star Prism | SorcererSpellbladeRunemaster | 3 | Elemental Nova costs less mana per second to channel- Channel Cost -10% per point
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| Elemental Nova | Mage | Mage | Survival of the Victor | SorcererSpellbladeRunemaster | 3 | Elemental Nova kills have a chance to grant ward.- Ward Chance 14%
- Ward On Kill +15 per point
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| Fireball | Mage | Mage | Adept | SorcererSpellbladeRunemaster | 4 | Fireball has increased cast speed. |
| Fireball | Mage | Mage | Arcane Divergence | SorcererSpellbladeRunemaster | 2 | Fireball releases additional projectiles that fire in a cone when cast, but costs more mana.- Extra Projectiles +2 per point
- Mana Cost +3 per point
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| Fireball | Mage | Mage | Burning Wounds | SorcererSpellbladeRunemaster | 4 | Fireball hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).- More Crit Chance Against Ignited Enemies 25% per point
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| Fireball | Mage | Mage | Conflagration | SorcererSpellbladeRunemaster | 5 | Fireball hits have a higher chance to ignite enemies.- Ignite Chance +30% per point
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| Fireball | Mage | Mage | Dancing Fire | SorcererSpellbladeRunemaster | 2 | Fireball releases additional projectiles. These additional projectiles are NOT reduced by the extra projectiles penalty via the Embers node.- Extra Projectiles +1 per point
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| Fireball | Mage | Mage | Embers | SorcererSpellbladeRunemaster | 1 | Directly 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%
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| Fireball | Mage | Mage | Eternal Fire | SorcererSpellbladeRunemaster | 5 | Flamethrower costs less mana per second to channel.- Channel Cost -9% per point
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| Fireball | Mage | Mage | Fire Spray | SorcererSpellbladeRunemaster | 1 | Fireball releases additional projectiles that fire in a cone when cast, but costs more mana.- Extra Projectiles +2
- Mana Cost +5
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| Fireball | Mage | Mage | Fireball | SorcererSpellbladeRunemaster | 0 | Cast a ball of fire towards the target. Has 40% chance to ignite on hit. Added spell damage applies at 125% effectiveness. |
| Fireball | Mage | Mage | Flame Burst | SorcererSpellbladeRunemaster | 1 | Hitting the same enemy with several fireballs triggers a Flame Burst around them .- Fireballs Required For Flame Burst 5
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| Fireball | Mage | Mage | Flamethrower | SorcererSpellbladeRunemaster | 1 | Fireball 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
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| Fireball | Mage | Mage | Flammability | SorcererSpellbladeRunemaster | 4 | Fireball hits have a chance to reduce enemy fire resistance.- Fire Resistance Shred Chance 25% per point
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| Fireball | Mage | Mage | Forbidden Flames | SorcererSpellbladeRunemaster | 2 | Fireballs 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
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| Fireball | Mage | Mage | Igneous Force | SorcererSpellbladeRunemaster | 1 | Nodes on this tree that add crit chance instead increase stun chance by 20 times the stated value.- Crit Chance -> Stun Chance 20x
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| Fireball | Mage | Mage | Immolated Core | SorcererSpellbladeRunemaster | 5 | Fireball hits have additional fire penetration and lightning penetration.- Fire Penetration +10% per point
- Lightning Penetration +10% per point
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| Fireball | Mage | Mage | Infernal Legacy | SorcererSpellbladeRunemaster | 4 | Fireballs last longer, causing them to travel further.- Duration and Range +10% per point
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| Fireball | Mage | Mage | Magma Shell | SorcererSpellbladeRunemaster | 5 | You have additional Armor and Fire Resistance while channeling Fireball's Flamethrower.- Armor +30 per point
- Fire Resistance +15% per point
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| Fireball | Mage | Mage | Mana Sphere | SorcererSpellbladeRunemaster | 3 | Fireball deals more damage (multiplicative with other modifiers) and costs less mana.- Damage +3% per point
- Mana Cost -1 per point
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| Fireball | Mage | Mage | Orb of Destruction | SorcererSpellbladeRunemaster | 2 | Improves Fireball's base critical strike chance.- Base Crit Chance +1.5% per point
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| Fireball | Mage | Mage | Piercing Heat | SorcererSpellbladeRunemaster | 4 | Fireball now pierces enemies (continue through targets it hits), but costs more mana.- Pierce Chance +25% per point
- Mana Cost +33% per point
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| Fireball | Mage | Mage | Plasma Ball | SorcererSpellbladeRunemaster | 1 | Half 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%
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| Fireball | Mage | Mage | Seeker's Ash | SorcererSpellbladeRunemaster | 1 | Fireballs now seek nearby targets. |
| Fireball | Mage | Mage | Skira's Gambit | SorcererSpellbladeRunemaster | 3 | Fireball 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
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| Fireball | Mage | Mage | Spreading Inferno | SorcererSpellbladeRunemaster | 4 | Fireball 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
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| Fireball | Mage | Mage | Unchained Fire | SorcererSpellbladeRunemaster | 1 | Fireball 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
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| Fireball | Mage | Mage | Volatile flames | SorcererSpellbladeRunemaster | 2 | Flame Burst requires fewer hits with Fireball to trigger.- Fireballs Required For Flame Burst -1 per point
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| Fireball | Mage | Mage | Wildfire | SorcererSpellbladeRunemaster | 5 | Spreading Flames applied by fireball has additional fire penetration- Spreading Flames Penetration +40% per point
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| Fireball | Mage | Mage | Winged Fire | SorcererSpellbladeRunemaster | 5 | Fireball 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
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| Flame Ward | Mage | Mage | Astonish | SorcererSpellbladeRunemaster | 1 | Flame Ward is cast when you are stunned, if it is off cooldown and you have positive mana.- Cast Flame Ward When Stunned
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| Flame Ward | Mage | Mage | Barrier | SorcererSpellbladeRunemaster | 5 | You take less damage from hits while Flame Ward is active (multiplicative with other modifiers).- Less Hit Damage 8% per point
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| Flame Ward | Mage | Mage | Blast Field | SorcererSpellbladeRunemaster | 5 | Flame Ward's retaliation hits in a larger area.- Retaliation Area +40% per point
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| Flame Ward | Mage | Mage | Concentrated Shielding | SorcererSpellbladeRunemaster | 4 | Flame Ward grants additional ward, but has a shorter duration.- Ward Granted +50 per point
- Duration -10% per point
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| Flame Ward | Mage | Mage | Desperate Defense | SorcererSpellbladeRunemaster | 3 | Flame Ward grants additional ward equal to a percentage of your missing health.- Percent Of Missing Health Granted As Ward 12% per point
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| Flame Ward | Mage | Mage | Dilation | SorcererSpellbladeRunemaster | 3 | Flame Ward costs less mana. Flame Ward and Fire Aura last longer.- Duration +12% per point
- Mana Efficiency +6% per point
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| Flame Ward | Mage | Mage | Dual Aegis | SorcererSpellbladeRunemaster | 1 | Flame Ward can store an additional charge, allowing you to use it twice before it goes on cooldown. |
| Flame Ward | Mage | Mage | Energize | SorcererSpellbladeRunemaster | 3 | Flame Ward grants ward over time while active.- Ward Per Second +15 per point
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| Flame Ward | Mage | Mage | Eye of Flame | SorcererSpellbladeRunemaster | 1 | Fire Aura deals more damage (multiplicative with other modifiers). This also effects Fire Aura from sources other than Flame Ward. |
| Flame Ward | Mage | Mage | Fire Aura | SorcererSpellbladeRunemaster | 1 | While active, Flame Ward grants you Fire Aura, a spell that deals fire damage over time to surrounding enemies. |
| Flame Ward | Mage | Mage | Flame Runner | SorcererSpellbladeRunemaster | 1 | You have Haste while Flame Ward is active. |
| Flame Ward | Mage | Mage | Flame Ward | SorcererSpellbladeRunemaster | 0 | Grants a burst of 400 ward. Then for 3 seconds, hits deal 30% less damage to you and cause a retaliatory burst of flames. |
| Flame Ward | Mage | Mage | Fortification | SorcererSpellbladeRunemaster | 1 | Flame Ward grants significantly more ward, but no longer retaliates.- Ward Granted +150
- No Longer Retaliates
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| Flame Ward | Mage | Mage | Frost Ward | SorcererSpellbladeRunemaster | 1 | Flame 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
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| Flame Ward | Mage | Mage | Frostguard | SorcererSpellbladeRunemaster | 5 | Flame Ward grants armor while active. |
| Flame Ward | Mage | Mage | Fuel The Flames | SorcererSpellbladeRunemaster | 3 | Flame Ward grants more ward, but has a longer cooldown.- Ward Granted +10% per point
- Cooldown (seconds) +1 per point
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| Flame Ward | Mage | Mage | Glacial Reinforcement | SorcererSpellbladeRunemaster | 5 | Flame 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
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| Flame Ward | Mage | Mage | Infusion | SorcererSpellbladeRunemaster | 5 | Flame 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
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| Flame Ward | Mage | Mage | Lightning Ward | SorcererSpellbladeRunemaster | 1 | Flame 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. |
| Flame Ward | Mage | Mage | Mental Aegis | SorcererSpellbladeRunemaster | 5 | Mana now absorbs damage while Flame Ward is active. Each point of mana shields 5 health and ward.- Percent Of Damage Absorbed 15% per point
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| Flame Ward | Mage | Mage | Prismatic Buffer | SorcererSpellbladeRunemaster | 3 | Flame Ward reduces elemental damage taken while active (multiplicative with other modifiers).- Elemental Damage Taken -10% per point
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| Flame Ward | Mage | Mage | Recollection | SorcererSpellbladeRunemaster | 2 | Flame Ward grants increased ward retention while active.- Ward Retention +25% per point
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| Flame Ward | Mage | Mage | Retribution | SorcererSpellbladeRunemaster | 5 | Flame Ward's retaliation hits deal more damage (multiplicative with other modifiers).- Retaliation Damage +40% per point
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| Flame Ward | Mage | Mage | Rimeskin | SorcererSpellbladeRunemaster | 5 | Flame Ward's retaliation hits have a higher chance to freeze enemies.- Retaliation Freeze Rate +100% per point
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| Flame Ward | Mage | Mage | Selfless Sorcery | SorcererSpellbladeRunemaster | 1 | Flame Ward can be cast on allies. This has no effect if you have taken the Mental Aegis node. |
| Flame Ward | Mage | Mage | Shrewd Shielding | SorcererSpellbladeRunemaster | 3 | Flame Ward costs less mana.- Mana Efficiency +10% per point
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| Flame Ward | Mage | Mage | Stalwart Defense | SorcererSpellbladeRunemaster | 5 | Flame Ward grants additional ward.- Ward Granted +40 per point
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| Flame Ward | Mage | Mage | Telepyrosis | SorcererSpellbladeRunemaster | 1 | Flame Ward's retaliation is centered on the enemy that hits you, but it hits in a smaller area.- Centered On Enemy
- Retaliation Area -50%
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| Flame Ward | Mage | Mage | Through Flames | SorcererSpellbladeRunemaster | 5 | Flame 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. |
| Flame Ward | Mage | Mage | Warden Pulse | SorcererSpellbladeRunemaster | 1 | Enemies around you are knocked back when you use Flame Ward |
| Flame Ward | Mage | Mage | Warmth | SorcererSpellbladeRunemaster | 4 | Flame Ward grants increased mana regeneration while active.- Mana Regen +25% per point
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| Focus | Mage | Mage | Burning Aura | SorcererSpellbladeRunemaster | 5 | Focus 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
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| Focus | Mage | Mage | Calm Mind | SorcererSpellbladeRunemaster | 1 | The 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
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| Focus | Mage | Mage | Chilling Aura | SorcererSpellbladeRunemaster | 5 | Focus 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
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| Focus | Mage | Mage | Conveyance | SorcererSpellbladeRunemaster | 1 | You 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
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| Focus | Mage | Mage | Desperate Meditation | SorcererSpellbladeRunemaster | 1 | Focus 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%
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| Focus | Mage | Mage | Energy Battery | SorcererSpellbladeRunemaster | 5 | When 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
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| Focus | Mage | Mage | Energy Infusion | SorcererSpellbladeRunemaster | 1 | You gain Haste for 1 second per 20 mana you gained while channeling once you finish channeling. Maximum of 10 seconds. |
| Focus | Mage | Mage | Energy Overflow | SorcererSpellbladeRunemaster | 5 | You 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
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| Focus | Mage | Mage | Everward | SorcererSpellbladeRunemaster | 2 | Focus grants additional ward retention while channeled.- Ward Retention +50% per point
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| Focus | Mage | Mage | Focus | SorcererSpellbladeRunemaster | 0 | Hold 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. |
| Focus | Mage | Mage | Friendly Focus | SorcererSpellbladeRunemaster | 1 | Focus can be cast on allies. |
| Focus | Mage | Mage | Inner Growth | SorcererSpellbladeRunemaster | 5 | Focus heals the target each second while channeled.- Health Per Second 6 per point
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| Focus | Mage | Mage | Iron Stance | SorcererSpellbladeRunemaster | 4 | Focus 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
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| Focus | Mage | Mage | Mana Flooded | SorcererSpellbladeRunemaster | 4 | Focus grants increased mana regeneration while channeled.- Increased Mana Regen 25% per point
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| Focus | Mage | Mage | Mind Shell | SorcererSpellbladeRunemaster | 4 | Focus grants additional ward per second while channeled.- Ward Per Second 5 per point
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| Focus | Mage | Mage | Mind's Eye | SorcererSpellbladeRunemaster | 1 | Focus has increased healing effectiveness per point of intelligence.- Healing Effectiveness Per Intelligence 6%
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| Focus | Mage | Mage | Mind's Shield | SorcererSpellbladeRunemaster | 5 | You gain ward equal to a percentage of the mana you gained once you finish channeling.- Mana Gained -> Ward Gain 10% per point
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| Focus | Mage | Mage | Nerve Center | SorcererSpellbladeRunemaster | 4 | Shocks, 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
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| Focus | Mage | Mage | Null Infusion | SorcererSpellbladeRunemaster | 4 | Casting 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
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| Focus | Mage | Mage | Null Profusion | SorcererSpellbladeRunemaster | 1 | Casting 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
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| Focus | Mage | Mage | Overcharge | SorcererSpellbladeRunemaster | 2 | Focus 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
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| Focus | Mage | Mage | Prism Barrier | SorcererSpellbladeRunemaster | 5 | Focus grants additional resistance while channeled.- All Resistances +7% per point
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| Focus | Mage | Mage | Prismatic Stance | SorcererSpellbladeRunemaster | 5 | Focus grants less elemental damage taken while channeled (multiplicative with other modifiers).- Elemental Damage Taken -7% per point
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| Focus | Mage | Mage | Rapid Overflow | SorcererSpellbladeRunemaster | 3 | Energy Overflow is cast more frequently.- Energy Overflow Frequency +20% per point
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| Focus | Mage | Mage | Resolute Stance | SorcererSpellbladeRunemaster | 3 | Focus grants increased health regeneration while channeled.- Increased Health Regen 50% per point
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| Focus | Mage | Mage | Revelation | SorcererSpellbladeRunemaster | 4 | The 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
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| Focus | Mage | Mage | Shocking Aura | SorcererSpellbladeRunemaster | 5 | Focus 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
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| Focus | Mage | Mage | Unbound Thought | SorcererSpellbladeRunemaster | 1 | Focus 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%
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| Focus | Mage | Mage | Unstable Energy | SorcererSpellbladeRunemaster | 5 | The 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
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| Frost Claw | Mage | Mage | A Crack in the Ice | SorcererSpellbladeRunemaster | 1 | When 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%
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| Frost Claw | Mage | Mage | Age of Vengeance | SorcererSpellbladeRunemaster | 1 | For 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%
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| Frost Claw | Mage | Mage | Artor's Sceptre | SorcererSpellbladeRunemaster | 5 | Frost 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
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| Frost Claw | Mage | Mage | Brightfrost | SorcererSpellbladeRunemaster | 3 | You have increased cast speed with Frost Claw. |
| Frost Claw | Mage | Mage | Celestial Conflux | SorcererSpellbladeRunemaster | 3 | You 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
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| Frost Claw | Mage | Mage | Chaos Whirl | SorcererSpellbladeRunemaster | 4 | When 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%
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| Frost Claw | Mage | Mage | Cold and Calculating | SorcererSpellbladeRunemaster | 1 | Frost Claw has a higher chance to freeze based on its critical strike chance.- Freeze Rate Multiplier per 1% Crit Chance +5%
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| Frost Claw | Mage | Mage | Cold Star | SorcererSpellbladeRunemaster | 3 | Frost 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
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| Frost Claw | Mage | Mage | Ever Onward | SorcererSpellbladeRunemaster | 1 | The 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 Claw | Mage | Mage | Fen of the Frozen | SorcererSpellbladeRunemaster | 3 | Frost Claw hits have a chance to Slow and Chill.- Slow Chance 20% per point
- Chill Chance 20% per point
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| Frost Claw | Mage | Mage | Frost Beyond Time | SorcererSpellbladeRunemaster | 1 | Frostbite, chill, slow, ignite, and shock inflicted by Frost Claw last longer.- Increased Ailment Duration 25%
|
| Frost Claw | Mage | Mage | Frozen Malice | SorcererSpellbladeRunemaster | 1 | The 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 Claw | Mage | Mage | Frozen Reign | SorcererSpellbladeRunemaster | 1 | Frost 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 Claw | Mage | Mage | Frozen Sleeper | SorcererSpellbladeRunemaster | 3 | Gain 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 Claw | Mage | Mage | Gift of Winter | SorcererSpellbladeRunemaster | 3 | Directly 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 Claw | Mage | Mage | Glamdring | SorcererSpellbladeRunemaster | 3 | Frost Claw deals additional spell damage based on your added melee damage.- Spell Damage per 3 Melee Damage +1 per point
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| Frost Claw | Mage | Mage | Hand of Morditas | SorcererSpellbladeRunemaster | 1 | Frost 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 Claw | Mage | Mage | Kolheim Ballista | SorcererSpellbladeRunemaster | 1 | If 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 Claw | Mage | Mage | Lava Talon | SorcererSpellbladeRunemaster | 1 | Frost 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 Claw | Mage | Mage | Macuahuitl | SorcererSpellbladeRunemaster | 3 | When 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 Claw | Mage | Mage | On Through The Snow | SorcererSpellbladeRunemaster | 1 | Directly 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 Claw | Mage | Mage | Power Word: Hail | SorcererSpellbladeRunemaster | 3 | You 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
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| Frost Claw | Mage | Mage | Rending Cascade | SorcererSpellbladeRunemaster | 4 | Frost 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
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| Frost Claw | Mage | Mage | Reowyn's Veil | SorcererSpellbladeRunemaster | 1 | When you cast Frost Claw you gain ward based on its Freeze Rate Multiplier.- Ward per 60% Freeze Rate Multiplier 1
|
| Frost Claw | Mage | Mage | Runic Invocation | SorcererSpellbladeRunemaster | 0 | Three 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 Claw | Mage | Mage | Shiver Shell | SorcererSpellbladeRunemaster | 3 | When 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
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| Frost Claw | Mage | Mage | Spark Artillery | SorcererSpellbladeRunemaster | 1 | Frost 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 Claw | Mage | Mage | Spark of Celerity | SorcererSpellbladeRunemaster | 5 | Frost Claw's projectiles are faster and it costs less mana.- Projectile Speed +12% per point
- Mana Efficiency +12% per point
|
| Frost Claw | Mage | Mage | Volley of Glass | SorcererSpellbladeRunemaster | 1 | Frost 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
|
| Glacier | Mage | Mage | Breaking Point | SorcererSpellbladeRunemaster | 4 | Glacier costs less mana and deals more damage (multiplicative with other modifiers).- Damage +8% per point
- Mana Efficiency +8% per point
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| Glacier | Mage | Mage | Chilling Force | SorcererSpellbladeRunemaster | 2 | Each of Glacier’s explosions has a chance to chill enemies.- Chill Chance +25% per point
|
| Glacier | Mage | Mage | Cold Snap | SorcererSpellbladeRunemaster | 2 | Glacier’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
|
| Glacier | Mage | Mage | Cold Victory | SorcererSpellbladeRunemaster | 1 | Glacier kills grant mana equal to a percentage of your maximum mana.- Percent Of Maximum Mana Gained On Kill 1%
|
| Glacier | Mage | Mage | Critical Barrier | SorcererSpellbladeRunemaster | 3 | You gain ward on critical strikes with Glacier.- Ward On Crit +5 per point
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| Glacier | Mage | Mage | Critical Rejuvenation | SorcererSpellbladeRunemaster | 1 | Critical 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
|
| Glacier | Mage | Mage | Endless Frost | SorcererSpellbladeRunemaster | 1 | Chill 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
|
| Glacier | Mage | Mage | Engulfing Vortex | SorcererSpellbladeRunemaster | 5 | Ice 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%
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| Glacier | Mage | Mage | Fading Echoes | SorcererSpellbladeRunemaster | 1 | Glacier’s explosions occur in reverse order.- Explosions In Reverse Order
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| Glacier | Mage | Mage | Frost Grip | SorcererSpellbladeRunemaster | 5 | Glacier has an increased chance to freeze and stun enemies.- Freeze Rate Multiplier +30% per point
- Increased Stun Chance +30% per point
|
| Glacier | Mage | Mage | Glacier | SorcererSpellbladeRunemaster | 0 | Creates three successively larger ice explosions in the target direction. Each explosion deals more damage than the last. |
| Glacier | Mage | Mage | Greater Chilling | SorcererSpellbladeRunemaster | 2 | Glacier’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
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| Glacier | Mage | Mage | Greater Destruction | SorcererSpellbladeRunemaster | 4 | Glacier’s largest explosion deals more damage (multiplicative with other modifiers).- Largest Explosion Damage +20% per point
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| Glacier | Mage | Mage | Greater Vortex | SorcererSpellbladeRunemaster | 2 | Glacier’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
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| Glacier | Mage | Mage | Lesser Chilling | SorcererSpellbladeRunemaster | 2 | Glacier’s smallest explosion has a chance to chill enemies.- Smallest Hit Chill Chance +50% per point
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| Glacier | Mage | Mage | Lesser Destruction | SorcererSpellbladeRunemaster | 4 | Glacier’s smallest explosion deals more damage (multiplicative with other modifiers).- Smallest Explosion Damage +50% per point
|
| Glacier | Mage | Mage | Lesser Glacier | SorcererSpellbladeRunemaster | 1 | Glacier costs less mana, but the largest explosion is disabled.- Mana Cost -80%
- Largest Explosion Disabled
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| Glacier | Mage | Mage | Lesser Vortex | SorcererSpellbladeRunemaster | 1 | Glacier’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%
|
| Glacier | Mage | Mage | Moderate Chilling | SorcererSpellbladeRunemaster | 2 | Glacier’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
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| Glacier | Mage | Mage | Moderate Destruction | SorcererSpellbladeRunemaster | 4 | Glacier’s middle-sized explosion deals more damage (multiplicative with other modifiers).- Middle Explosion Damage +35% per point
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| Glacier | Mage | Mage | Moderate Vortex | SorcererSpellbladeRunemaster | 2 | Glacier’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
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| Glacier | Mage | Mage | Morditas' Bane | SorcererSpellbladeRunemaster | 4 | Glacier deals more hit damage to rare and boss enemies (multiplicative with other modifiers).- Hit Damage Against Rares And Bosses +25% per point
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| Glacier | Mage | Mage | Perma Frost | SorcererSpellbladeRunemaster | 4 | Glacier 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
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| Glacier | Mage | Mage | Resplendent Frost | SorcererSpellbladeRunemaster | 3 | Greatly improves Glacier’s base critical strike chance, but reduces its critical strike multiplier.- Base Crit Chance +4% per point
- Critical Multiplier -15% per point
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| Glacier | Mage | Mage | Rime Caster | SorcererSpellbladeRunemaster | 5 | When 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
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| Glacier | Mage | Mage | Snow Blink | SorcererSpellbladeRunemaster | 1 | When 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
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| Glacier | Mage | Mage | Static Collapse | SorcererSpellbladeRunemaster | 1 | All 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
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| Glacier | Mage | Mage | Whirlpools | SorcererSpellbladeRunemaster | 4 | Each 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
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| Lightning Blast | Mage | Mage | Arcing Power | SorcererSpellbladeRunemaster | 4 | Lightning 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
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| Lightning Blast | Mage | Mage | Bitter Burst | SorcererSpellbladeRunemaster | 5 | Lightning Blast has a higher chance to freeze enemies.- Freeze Rate Multiplier +40% per point
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| Lightning Blast | Mage | Mage | Blinding Light | SorcererSpellbladeRunemaster | 3 | Lightning Blast hits have a chance to blind enemies.- Blind Chance +15% per point
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| Lightning Blast | Mage | Mage | Chain Lightning | SorcererSpellbladeRunemaster | 4 | Lightning blast can chain additional times, but costs more mana.- Maximum Additional Chains +1 per point
- Mana Cost +3 per point
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| Lightning Blast | Mage | Mage | Closed Circuit | SorcererSpellbladeRunemaster | 1 | Lightning 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%
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| Lightning Blast | Mage | Mage | Cloud Answer | SorcererSpellbladeRunemaster | 3 | Lightning Blast hits have a chance to apply a Spark Charge.- Spark Charge Chance On Hit 10% per point
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| Lightning Blast | Mage | Mage | Convergence | SorcererSpellbladeRunemaster | 1 | Lightning 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
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| Lightning Blast | Mage | Mage | Countenance of Mana | SorcererSpellbladeRunemaster | 2 | Reduces Lightning Blast's channel cost if Lightning Blast cannot chain.- Mana Cost Per Second if Lightning Blast Cannot Chain -10 per point
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| Lightning Blast | Mage | Mage | Crackling Speed | SorcererSpellbladeRunemaster | 4 | Lightning Blast has increased cast speed. |
| Lightning Blast | Mage | Mage | Divergence | SorcererSpellbladeRunemaster | 1 | Lightning 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
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| Lightning Blast | Mage | Mage | Effluent Defense | SorcererSpellbladeRunemaster | 2 | Casting 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
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| Lightning Blast | Mage | Mage | Final Spark | SorcererSpellbladeRunemaster | 1 | If Lightning Blast hits an enemy already affected by Spark Charge the Spark Charge explodes, dealing lightning damage to all nearby enemies. |
| Lightning Blast | Mage | Mage | Focal Blast | SorcererSpellbladeRunemaster | 1 | Lightning 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%
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| Lightning Blast | Mage | Mage | Frontloaded | SorcererSpellbladeRunemaster | 5 | Lightning 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%
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| Lightning Blast | Mage | Mage | Halo Effect | SorcererSpellbladeRunemaster | 4 | Lightning 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
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| Lightning Blast | Mage | Mage | Hypercharge | SorcererSpellbladeRunemaster | 1 | When 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 Blast | Mage | Mage | Innate Conduit | SorcererSpellbladeRunemaster | 1 | While out of mana, Lightning Blast has no cost, but cannot chain.- Out-Of-Mana Cost 0
- Cannot Chain
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| Lightning Blast | Mage | Mage | Insidious Conduction | SorcererSpellbladeRunemaster | 1 | Lightning 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%
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| Lightning Blast | Mage | Mage | Lightning Attunement | SorcererSpellbladeRunemaster | 2 | When 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
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| Lightning Blast | Mage | Mage | Lightning Blast | SorcererSpellbladeRunemaster | 0 | Hurl 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 Blast | Mage | Mage | Mortal Capacitor | SorcererSpellbladeRunemaster | 5 | Spark Charges applied by Lightning Blast deal more damage (multiplicative with other modifiers).- Spark Charge Damage +40% per point
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| Lightning Blast | Mage | Mage | Overcharge | SorcererSpellbladeRunemaster | 4 | Lightning 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
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| Lightning Blast | Mage | Mage | Positive Protection | SorcererSpellbladeRunemaster | 3 | Lightning Blast hits grant you ward. |
| Lightning Blast | Mage | Mage | Shattershock | SorcererSpellbladeRunemaster | 3 | Lightning 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
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| Lightning Blast | Mage | Mage | Storm Razor | SorcererSpellbladeRunemaster | 3 | Improves 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
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| Lightning Blast | Mage | Mage | Supercharged Floes | SorcererSpellbladeRunemaster | 1 | Lightning 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 Blast | Mage | Mage | Surging Influence | SorcererSpellbladeRunemaster | 1 | Lightning Blast chains have increased range. |
| Lightning Blast | Mage | Mage | Volatile Lightning | SorcererSpellbladeRunemaster | 4 | Lightning Blast hits have a chance to shock enemies.- Shock Chance +15% per point
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| Mana Strike | Mage | Mage | Arcanist's Blade | SorcererSpellbladeRunemaster | 3 | Mana Strike's mana orbs restore additional mana.- Mana from Mana Orbs +3 per point
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| Mana Strike | Mage | Mage | Avatar of Hunger | SorcererSpellbladeRunemaster | 3 | Mana Strike leeches a percentage of damage dealt as health while you are not on full mana.- Leech While Not Full Mana +1% per point
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| Mana Strike | Mage | Mage | Bountiful Victory | SorcererSpellbladeRunemaster | 4 | Mana 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
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| Mana Strike | Mage | Mage | Breaking Current | SorcererSpellbladeRunemaster | 4 | Mana 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
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| Mana Strike | Mage | Mage | Celestial Precision | SorcererSpellbladeRunemaster | 1 | Mana 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%
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| Mana Strike | Mage | Mage | Critical Mana | SorcererSpellbladeRunemaster | 5 | Mana Strike instantly restores mana when it critically strikes an enemy.- Mana Instantly Restored on Crit 3 per point
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| Mana Strike | Mage | Mage | Critical Rejuvenation | SorcererSpellbladeRunemaster | 1 | Mana 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 Strike | Mage | Mage | Explosive Flurry | SorcererSpellbladeRunemaster | 3 | Mana Strike has increased attack speed. Mana Arc's mana consumption is reduced.- Attack Speed +4% per point
- Mana Arc Mana Consumption -20% per point
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| Mana Strike | Mage | Mage | Frigid Grasp | SorcererSpellbladeRunemaster | 1 | Mana 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
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| Mana Strike | Mage | Mage | Mana Cleave | SorcererSpellbladeRunemaster | 1 | Mana 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 Strike | Mage | Mage | Mana Drain | SorcererSpellbladeRunemaster | 4 | Mana Strike grants more mana gained (multiplicative with other modifiers) from its mana orbs and instant restoration.- Mana Gained +20% per point
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| Mana Strike | Mage | Mage | Mana Spark | SorcererSpellbladeRunemaster | 3 | Mana Strike has additional melee lightning damage equal to a percentage of your current mana.- Current Mana -> Added Melee Lightning Damage 5% per point
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| Mana Strike | Mage | Mage | Mana Storm | SorcererSpellbladeRunemaster | 1 | Mana 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
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| Mana Strike | Mage | Mage | Mana Strike | SorcererSpellbladeRunemaster | 0 | A 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 Strike | Mage | Mage | Mind Warden | SorcererSpellbladeRunemaster | 2 | Transfusion grants more ward (multiplicative with other modifiers).- Ward Gained +25% per point
|
| Mana Strike | Mage | Mage | Power Surge | SorcererSpellbladeRunemaster | 3 | Mana 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
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| Mana Strike | Mage | Mage | Reclamation | SorcererSpellbladeRunemaster | 3 | Mana Strike's mana orbs restore additional mana while you are out of mana.- Mana from Mana Orbs while Out Of Mana +5 per point
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| Mana Strike | Mage | Mage | Repulsing Strikes | SorcererSpellbladeRunemaster | 1 | Mana Strike has a chance to knock enemies back on hit. This effect has a 2 second cooldown. |
| Mana Strike | Mage | Mage | Rune Sap | SorcererSpellbladeRunemaster | 3 | Mana 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
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| Mana Strike | Mage | Mage | Shocking Force | SorcererSpellbladeRunemaster | 3 | Mana Strike deals more damage (multiplicative with other modifiers) and has a chance to shock enemies.- Damage +8% per point
- Shock Chance +10% per point
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| Mana Strike | Mage | Mage | Spark Charges | SorcererSpellbladeRunemaster | 4 | Mana Strike hits have a chance to attach a Spark Charge.- Spark Charge Chance +25% per point
|
| Mana Strike | Mage | Mage | Sprite Blade | SorcererSpellbladeRunemaster | 4 | Mana Strike has an increased area of effect. |
| Mana Strike | Mage | Mage | Star Guide | SorcererSpellbladeRunemaster | 1 | When 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
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| Mana Strike | Mage | Mage | Starved Strikes | SorcererSpellbladeRunemaster | 3 | Mana Strike deals more damage (multiplicative with other modifiers) while you are not on full mana.- Damage While Not Full Mana +10% per point
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| Mana Strike | Mage | Mage | Swift Sap | SorcererSpellbladeRunemaster | 4 | Mana Strike has increased attack speed.- Attack Speed +5% per point
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| Mana Strike | Mage | Mage | Teleporting Strikes | SorcererSpellbladeRunemaster | 1 | Mana 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%
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| Mana Strike | Mage | Mage | Transfusion | SorcererSpellbladeRunemaster | 4 | A 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
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| Snap Freeze | Mage | Mage | Adept | SorcererSpellbladeRunemaster | 8 | Snap Freeze has increased cast speed.- Cast Speed +10% per point
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| Snap Freeze | Mage | Mage | Cryomancy | SorcererSpellbladeRunemaster | 4 | Freeze inflicted by Snap Freeze last longer.- Freeze Duration +10% per point
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| Snap Freeze | Mage | Mage | Deadly Aurora | SorcererSpellbladeRunemaster | 6 | Frostbite inflicted by Snap Freeze has additional Cold Penetration.- Cold Penetration with Frostbite +50% per point
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| Snap Freeze | Mage | Mage | Deathly cold | SorcererSpellbladeRunemaster | 5 | Snap Freeze hits deal additional spell cold damage.- Spell Cold Damage +6 per point
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| Snap Freeze | Mage | Mage | Electrocute | SorcererSpellbladeRunemaster | 5 | Snap Freeze critical strikes deal more damage.- Critical Multiplier +15% per point
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| Snap Freeze | Mage | Mage | Flash Freeze | SorcererSpellbladeRunemaster | 1 | Snap Freeze has a shorter cooldown, but Freeze inflicted by Snap Freeze has reduced duration.- Cooldown -16%
- Freeze Duration -16%
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| Snap Freeze | Mage | Mage | Focused Current | SorcererSpellbladeRunemaster | 5 | Improves Snap Freeze’s base critical strike chance.- Base Crit Chance +2% per point
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| Snap Freeze | Mage | Mage | Focused Frost | SorcererSpellbladeRunemaster | 3 | Snap Freeze costs less mana, but has a narrower area of effect.- Mana Cost -10% per point
- Cone Width -10% per point
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| Snap Freeze | Mage | Mage | Freezing Mist | SorcererSpellbladeRunemaster | 1 | Freeze inflicted by Snap Freeze has a longer duration, but has a narrower area of effect.- Freeze Duration +20%
- Cone Width -10%
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| Snap Freeze | Mage | Mage | Frostbite | SorcererSpellbladeRunemaster | 1 | Snap Freeze inflicts Frostbite on all enemies within its area of effect. |
| Snap Freeze | Mage | Mage | Frozen Ground | SorcererSpellbladeRunemaster | 1 | Snap 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%
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| Snap Freeze | Mage | Mage | Frozen Monolith | SorcererSpellbladeRunemaster | 1 | Snap Freeze also freezes yourself for 2 seconds. You cannot take damage while frozen this way.- Invulnerable While Frozen
- Self-Freeze
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| Snap Freeze | Mage | Mage | Gale Force | SorcererSpellbladeRunemaster | 5 | Snap Freeze knocks enemies back.- Knockback (Meters) 1 per point
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| Snap Freeze | Mage | Mage | Lasting Cold | SorcererSpellbladeRunemaster | 4 | Snap Freeze has a chance to chill enemies.- Chill Chance +25% per point
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| Snap Freeze | Mage | Mage | Memory of Frost | SorcererSpellbladeRunemaster | 1 | You can store an additional charge of Snap Freeze, but Snap Freeze has a longer cooldown.- Charges +1
- Cooldown Recovery Speed -50%
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| Snap Freeze | Mage | Mage | Permafrost | SorcererSpellbladeRunemaster | 5 | Chill 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
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| Snap Freeze | Mage | Mage | Sap Warmth | SorcererSpellbladeRunemaster | 5 | You 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
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| Snap Freeze | Mage | Mage | Shatter | SorcererSpellbladeRunemaster | 1 | Snap 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%
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| Snap Freeze | Mage | Mage | Shiver Armor | SorcererSpellbladeRunemaster | 5 | You 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
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| Snap Freeze | Mage | Mage | Snap Freeze | SorcererSpellbladeRunemaster | 0 | Freezes 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 Freeze | Mage | Mage | Snap Shock | SorcererSpellbladeRunemaster | 1 | Snap 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
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| Snap Freeze | Mage | Mage | Snow Flurry | SorcererSpellbladeRunemaster | 4 | Snap Freeze costs less mana and has a shorter cooldown.- Mana Efficiency +6% per point
- Cooldown Recovery Speed +6% per point
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| Snap Freeze | Mage | Mage | Spark Surge | SorcererSpellbladeRunemaster | 5 | Snap Freeze hits deal more damage (multiplicative with other modifiers) per stack of Shock on the target.- Hit Damage per Shock +10% per point
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| Snap Freeze | Mage | Mage | Wandering Fog | SorcererSpellbladeRunemaster | 7 | Snap Freeze’s area of effect extends further away from you. |
| Static | Mage | Mage | Arcblast | SorcererSpellbladeRunemaster | 1 | Discharge has a significantly higher range, but can only hit enemies within a 90 degree arc.- Range +100%
- Limited To Arc Attack
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| Static | Mage | Mage | Critical Mass | SorcererSpellbladeRunemaster | 4 | Discharge’s critical strikes deal more damage if you have over 100 charges when you discharge.- Critical Multiplier Over 100 Charges +10% per point
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| Static | Mage | Mage | Diode | SorcererSpellbladeRunemaster | 5 | Lightning 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
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| Static | Mage | Mage | Electrify | SorcererSpellbladeRunemaster | 3 | Improves Discharge’s base critical strike chance.- Base Crit Chance +2% per point
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| Static | Mage | Mage | Electrode | SorcererSpellbladeRunemaster | 3 | Discharge 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
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| Static | Mage | Mage | Empower | SorcererSpellbladeRunemaster | 5 | Discharge deals additional spell lightning damage (doubled if you have at least 80 charges).- Lightning Damage +3 per point
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| Static | Mage | Mage | Forked Lightning | SorcererSpellbladeRunemaster | 3 | Discharge hits more enemies. |
| Static | Mage | Mage | Fulminating Blows | SorcererSpellbladeRunemaster | 3 | Your next melee attack grants charges on hit. This effect has a 1 second cooldown.- Charge On Melee Hit +2 per point
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| Static | Mage | Mage | High Voltage | SorcererSpellbladeRunemaster | 4 | You gain charges faster while moving.- Movement Charge Rate +7% per point
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| Static | Mage | Mage | Imbued Lightning | SorcererSpellbladeRunemaster | 5 | After discharging, your next spell and melee attack deal additional lightning damage.- Additional Spell And Melee Lightning Damage +4 per point
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| Static | Mage | Mage | Insulation | SorcererSpellbladeRunemaster | 4 | Discharge grants ward proportional to your charges, but has a longer cooldown.- Ward Gained Per Charge +0.25 per point
- Cooldown (seconds) +1 per point
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| Static | Mage | Mage | Kickstart | SorcererSpellbladeRunemaster | 1 | Static's cooldown resets when you reach your maximum number of charges.- Cooldown Reset at Maximum Charges
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| Static | Mage | Mage | Lightning Cleave | SorcererSpellbladeRunemaster | 1 | Discharge hits an additional enemy for every 50 charges you have when you discharge.- Additional Enemy Hit Per 50 Charges
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| Static | Mage | Mage | Momentum | SorcererSpellbladeRunemaster | 1 | You gain Haste for 1 second per 50 charges when you discharge. |
| Static | Mage | Mage | Oscillate | SorcererSpellbladeRunemaster | 1 | Nearby enemies are knocked back when you discharge. |
| Static | Mage | Mage | Overcharge | SorcererSpellbladeRunemaster | 4 | You have a higher maximum amount of charges.- Maximum Charges +25 per point
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| Static | Mage | Mage | Overload | SorcererSpellbladeRunemaster | 1 | While 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%
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| Static | Mage | Mage | Power Surge | SorcererSpellbladeRunemaster | 1 | When 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
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| Static | Mage | Mage | Reach | SorcererSpellbladeRunemaster | 2 | Discharge has a higher range the more charges you have.- Range Per Charge +0.25% per point
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| Static | Mage | Mage | Reverberation | SorcererSpellbladeRunemaster | 5 | You gain more charges when you are hit.- Charges Gained When Hit +1 per point
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| Static | Mage | Mage | Shock Armor | SorcererSpellbladeRunemaster | 1 | Enemies that hit you are shocked while you have more than 80 charges. |
| Static | Mage | Mage | Stabilizing Current | SorcererSpellbladeRunemaster | 4 | Lightning Blast critical hits have a chance to grant a charge.- Charge Gain Chance +25% per point
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| Static | Mage | Mage | Static | SorcererSpellbladeRunemaster | 0 | Static 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. |
| Static | Mage | Mage | Stormchaser | SorcererSpellbladeRunemaster | 1 | You 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
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| Static | Mage | Mage | Surge | SorcererSpellbladeRunemaster | 1 | You gain charges for each enemy you critically strike if you have discharged in the last 3 seconds. |
| Static | Mage | Mage | Thunder's Wrath | SorcererSpellbladeRunemaster | 5 | Discharge 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
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| Static | Mage | Mage | Unlimited Power | SorcererSpellbladeRunemaster | 2 | Lightning 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
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| Teleport | Mage | Mage | Comet Rush | SorcererSpellbladeRunemaster | 4 | Teleport 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
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| Teleport | Mage | Mage | Crystaline Passage | SorcererSpellbladeRunemaster | 5 | You have higher cold resistance and armor if you have cast Teleport recently (past 4 seconds).- Cold Resistance +5% per point
- Armor +50 per point
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| Teleport | Mage | Mage | Decoy Position | SorcererSpellbladeRunemaster | 1 | Teleport 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
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| Teleport | Mage | Mage | Elemental Affinity | SorcererSpellbladeRunemaster | 5 | You deal increased elemental damage if you have cast Teleport recently (past 4 seconds).- Increased Elemental Damage 10% per point
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| Teleport | Mage | Mage | Elemental Dawn | SorcererSpellbladeRunemaster | 1 | Teleport casts Elemental Nova where you arrive. This node does not work if Elemental Nova has a cooldown.- Elemental Nova On Arrival
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| Teleport | Mage | Mage | Elemental Dusk | SorcererSpellbladeRunemaster | 1 | Teleport casts Elemental Nova where you depart. This node does not work if Elemental Nova has a cooldown.- Elemental Nova On Departure
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| Teleport | Mage | Mage | Elemental Midnight | SorcererSpellbladeRunemaster | 1 | Teleport 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
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| Teleport | Mage | Mage | Ether Barrier | SorcererSpellbladeRunemaster | 5 | Teleport grants ward on cast. |
| Teleport | Mage | Mage | Flicker | SorcererSpellbladeRunemaster | 4 | Teleport costs less mana.- Mana Efficiency +10% per point
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| Teleport | Mage | Mage | Frigid Departure | SorcererSpellbladeRunemaster | 4 | You have have a higher chance to freeze enemies if you have cast Teleport recently (past 4 seconds).- Freeze Rate Multiplier +150% per point
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| Teleport | Mage | Mage | Intense Arrival | SorcererSpellbladeRunemaster | 3 | Teleport knocks enemies further back.- Knockback Distance +20% per point
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| Teleport | Mage | Mage | Mana Tunnel | SorcererSpellbladeRunemaster | 1 | After casting Teleport your next direct spell cast refunds its mana cost, but Teleport has a longer cooldown.- Spell Cost Refund After Teleport
- Cooldown +6
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| Teleport | Mage | Mage | Out of Body | SorcererSpellbladeRunemaster | 3 | Casting Teleport converts a percentage of your current health into twice as much ward.- Health -> Ward Gain 3% per point
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| Teleport | Mage | Mage | Out of Mind | SorcererSpellbladeRunemaster | 1 | When you use Teleport, you are granted ward equal to your intelligence stat.- Ward Gained Per Point Of Intelligence 1
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| Teleport | Mage | Mage | Resonant Plasma | SorcererSpellbladeRunemaster | 5 | You 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
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| Teleport | Mage | Mage | Rock Phase | SorcererSpellbladeRunemaster | 1 | You cannot be stunned if you have cast Teleport recently (past 4 seconds). |
| Teleport | Mage | Mage | Stable Bubble | SorcererSpellbladeRunemaster | 5 | You have increased ward retention if you have cast Teleport recently (past 4 seconds).- Ward Retention +10% per point
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| Teleport | Mage | Mage | Stable Duplicants | SorcererSpellbladeRunemaster | 5 | Mirror Images last longer.- Mirror Image Duration +15% per point
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| Teleport | Mage | Mage | Teleport | SorcererSpellbladeRunemaster | 0 | Teleport to target location. |
| Teleport | Mage | Mage | Time Dilation | SorcererSpellbladeRunemaster | 5 | Stat buffs granted by having cast Teleport recently (past 4 seconds) last longer.- Stat Buff Duration +20% per point
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| Teleport | Mage | Mage | Tunnel Finder | SorcererSpellbladeRunemaster | 5 | Teleport has a shorter cooldown.- Cooldown Recovery Speed +10% per point
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| Teleport | Mage | Mage | Uncontrolled Duplication | SorcererSpellbladeRunemaster | 2 | Teleport 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
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| Teleport | Mage | Mage | Unexpected Copy | SorcererSpellbladeRunemaster | 1 | Teleport 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
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| Teleport | Mage | Mage | Unstable Arrival | SorcererSpellbladeRunemaster | 1 | Teleport knocks enemies back from your destination once you arrive. |
| Teleport | Mage | Mage | Wormhole | SorcererSpellbladeRunemaster | 1 | Your other skills recover more quickly if you have cast Teleport recently (past 4 seconds).- Global Cooldown Recovery Speed +5%
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| Volcanic Orb | Mage | Mage | Ash Pelting | SorcererSpellbladeRunemaster | 4 | Shrapnel 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
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| Volcanic Orb | Mage | Mage | Concentrated Effect | SorcererSpellbladeRunemaster | 1 | Volcanic 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
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| Volcanic Orb | Mage | Mage | Controlled Eruption | SorcererSpellbladeRunemaster | 1 | Volcanic 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%
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| Volcanic Orb | Mage | Mage | Dense Orb | SorcererSpellbladeRunemaster | 3 | Volcanic Orb fires additional Shrapnel from its final explosion.- Extra Projectiles +3 per point
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| Volcanic Orb | Mage | Mage | Eruption | SorcererSpellbladeRunemaster | 5 | Shrapnel deals more damage (multiplicative with other modifiers).- Shrapnel Damage +20% per point
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| Volcanic Orb | Mage | Mage | Explosive Ground | SorcererSpellbladeRunemaster | 1 | Volcanic 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%
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| Volcanic Orb | Mage | Mage | Explosive Orb | SorcererSpellbladeRunemaster | 1 | Volcanic Orb creates a large explosion at the end of its duration, dealing fire damage. |
| Volcanic Orb | Mage | Mage | Fiery Runes | SorcererSpellbladeRunemaster | 5 | Explosions from Explosive Orb and Glyph of Fire deal more damage (multiplicative with other modifiers).- Explosion Damage +30% per point
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| Volcanic Orb | Mage | Mage | Freezing Orb | SorcererSpellbladeRunemaster | 4 | Frozen Orb has an increased chance to freeze enemies.- Freeze Rate Multiplier +40% per point
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| Volcanic Orb | Mage | Mage | Frozen Orb | SorcererSpellbladeRunemaster | 1 | Volcanic 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
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| Volcanic Orb | Mage | Mage | Glacial Might | SorcererSpellbladeRunemaster | 5 | Shrapnels hits deal more damage against chilled enemies (multiplicative with other modifiers).- Shrapnel Hit Damage Against Chilled +25% per point
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| Volcanic Orb | Mage | Mage | Glyph of Fire | SorcererSpellbladeRunemaster | 1 | Casting Volcanic Orb creates a Fire Glyph at your feet which explodes after 1.3 seconds, creating a Fire Nova. |
| Volcanic Orb | Mage | Mage | Infernal Caster | SorcererSpellbladeRunemaster | 1 | Volcanic 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%
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| Volcanic Orb | Mage | Mage | Lava Flow | SorcererSpellbladeRunemaster | 5 | Volcanic Orb costs less mana.- Mana Efficiency +20% per point
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| Volcanic Orb | Mage | Mage | Mark of the Inferno | SorcererSpellbladeRunemaster | 3 | Explosions from Explosive Orb and Glyph of Fire have a chance to ignite enemies.- Explosion Ignite Chance +34# per point
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| Volcanic Orb | Mage | Mage | Molten Core | SorcererSpellbladeRunemaster | 5 | Volcanic Orb's core deals more damage (multiplicative with other modifiers).- Orb Damage +25% per point
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| Volcanic Orb | Mage | Mage | Monolithic Eruption | SorcererSpellbladeRunemaster | 2 | Volcanic 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
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| Volcanic Orb | Mage | Mage | Orb of Speed | SorcererSpellbladeRunemaster | 1 | Volcanic 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%
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| Volcanic Orb | Mage | Mage | Piercing Embers | SorcererSpellbladeRunemaster | 1 | Shrapnel pierces enemies (continues through enemies it hits). |
| Volcanic Orb | Mage | Mage | Pyroclastic Speed | SorcererSpellbladeRunemaster | 3 | You 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
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| Volcanic Orb | Mage | Mage | Tectonic Orb | SorcererSpellbladeRunemaster | 2 | Volcanic Orb leaves Explosive Ground more frequently, but costs more mana.- Explosive Ground Frequency +30% per point
- Mana Cost +5% per point
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| Volcanic Orb | Mage | Mage | Volatile Emission | SorcererSpellbladeRunemaster | 5 | Shrapnel 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
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| Volcanic Orb | Mage | Mage | Volcanic Acceleration | SorcererSpellbladeRunemaster | 4 | Volcanic 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
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| Volcanic Orb | Mage | Mage | Volcanic Frenzy | SorcererSpellbladeRunemaster | 4 | Volcanic Orb has a shorter cooldown.- Cooldown Recovery Speed +75% per point
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| Volcanic Orb | Mage | Mage | Volcanic Orb | SorcererSpellbladeRunemaster | 0 | Casts a fiery orb that spews burning shrapnel in all directions. |
| Volcanic Orb | Mage | Mage | Volcanic Tether | SorcererSpellbladeRunemaster | 4 | Volcanic Orb moves slower for each second it exists.- Speed Per Second -25% per point
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| Volcanic Orb | Mage | Mage | Winter's Fury | SorcererSpellbladeRunemaster | 4 | ShrapnelExplosive 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
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| Flame Rush | Mage | Runemaster | Beta Decay | SorcererSpellbladeRunemaster | 1 | Flame 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%
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| Flame Rush | Mage | Runemaster | Blazeborn | SorcererSpellbladeRunemaster | 5 | Flame Rush deals more damage (multiplicative with other modifiers) in a larger area.- Damage +6% per point
- Area +12% per point
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| Flame Rush | Mage | Runemaster | Blazing Flux | SorcererSpellbladeRunemaster | 3 | Flame 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
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| Flame Rush | Mage | Runemaster | Branding Cold | SorcererSpellbladeRunemaster | 1 | Flame 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%
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| Flame Rush | Mage | Runemaster | Breath of Fire | SorcererSpellbladeRunemaster | 1 | Whenever you hit an enemy with Fireball during Flame Rush it causes a Runic Burst around the target.- Runic Burst On Fireball During Rush
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| Flame Rush | Mage | Runemaster | Celestial Guidance | SorcererSpellbladeRunemaster | 3 | All 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
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| Flame Rush | Mage | Runemaster | Ember Wake | SorcererSpellbladeRunemaster | 1 | Every 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
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| Flame Rush | Mage | Runemaster | Energy Equivalence | SorcererSpellbladeRunemaster | 1 | Flame 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
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| Flame Rush | Mage | Runemaster | Epilogue | SorcererSpellbladeRunemaster | 1 | You 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%
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| Flame Rush | Mage | Runemaster | Fiery Overload | SorcererSpellbladeRunemaster | 2 | You are granted the Frenzy buff for a short duration when you end Flame Rush.- Frenzy Duration On Exit (seconds) 1 per point
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| Flame Rush | Mage | Runemaster | Fire Eater | SorcererSpellbladeRunemaster | 1 | Whenever 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
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| Flame Rush | Mage | Runemaster | Flame Rush | SorcererSpellbladeRunemaster | 0 | You 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 Rush | Mage | Runemaster | Flaring Coals | SorcererSpellbladeRunemaster | 4 | Rune Embers deal more damage (multiplicative with other modifiers).- Rune Ember Damage +15% per point
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| Flame Rush | Mage | Runemaster | Gas Powered | SorcererSpellbladeRunemaster | 1 | Whenever 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
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| Flame Rush | Mage | Runemaster | Glyph of Intention | SorcererSpellbladeRunemaster | 1 | Flame 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%
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| Flame Rush | Mage | Runemaster | Guidance of Flames | SorcererSpellbladeRunemaster | 3 | Casting 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
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| Flame Rush | Mage | Runemaster | Keen Ignition | SorcererSpellbladeRunemaster | 1 | Rune Embers now pierce enemies. |
| Flame Rush | Mage | Runemaster | Living Embers | SorcererSpellbladeRunemaster | 3 | Casting Flame Rush creates additional Rune Embers.- Additional Rune Embers On Cast +1 per point
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| Flame Rush | Mage | Runemaster | Lunar Protection | SorcererSpellbladeRunemaster | 3 | You 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
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| Flame Rush | Mage | Runemaster | Magma Starter | SorcererSpellbladeRunemaster | 1 | Flame 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%
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| Flame Rush | Mage | Runemaster | Manafused Current | SorcererSpellbladeRunemaster | 3 | Flame Rush deals more damage (multiplicative with other modifiers) per 40 current mana.- Damage Per 40 Current Mana +1% per point
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| Flame Rush | Mage | Runemaster | Mark of the Forbidden Flame | SorcererSpellbladeRunemaster | 1 | Whenever 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%
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| Flame Rush | Mage | Runemaster | Runic Eclipse | SorcererSpellbladeRunemaster | 3 | You 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
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| Flame Rush | Mage | Runemaster | Signet of Ash | SorcererSpellbladeRunemaster | 4 | You 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
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| Flame Rush | Mage | Runemaster | Smolder and Burn | SorcererSpellbladeRunemaster | 5 | Flame Rush now applies Fire Resistance Shred on enemies it passes through.- Fire Shred Stacks On Pass Through +1 per point
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| Flame Rush | Mage | Runemaster | Snowballing | SorcererSpellbladeRunemaster | 1 | Flame 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
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| Flame Rush | Mage | Runemaster | Solar Rush | SorcererSpellbladeRunemaster | 3 | You travel faster and further with Flame Rush.- Speed and Range +7% per point
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| Frost Wall | Mage | Runemaster | Amplified Currents | SorcererSpellbladeRunemaster | 2 | After 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
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| Frost Wall | Mage | Runemaster | Arcane Mosaic | SorcererSpellbladeRunemaster | 5 | Frost Wall casts Runebolt more often.- Runebolt Frequency +15% per point
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| Frost Wall | Mage | Runemaster | Arch of Rimefrost | SorcererSpellbladeRunemaster | 3 | Frost 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
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| Frost Wall | Mage | Runemaster | Aspirant's Arrival | SorcererSpellbladeRunemaster | 3 | After 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
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| Frost Wall | Mage | Runemaster | Biting Limit | SorcererSpellbladeRunemaster | 4 | Frost 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
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| Frost Wall | Mage | Runemaster | Boosted Kickoff | SorcererSpellbladeRunemaster | 3 | Frost 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
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| Frost Wall | Mage | Runemaster | Brand the Invaders | SorcererSpellbladeRunemaster | 1 | Frost 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%
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| Frost Wall | Mage | Runemaster | Charged Pylons | SorcererSpellbladeRunemaster | 1 | Frost 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%
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| Frost Wall | Mage | Runemaster | Chilled Touch | SorcererSpellbladeRunemaster | 2 | You 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
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| Frost Wall | Mage | Runemaster | Crackling Barrier | SorcererSpellbladeRunemaster | 1 | Frost 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
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| Frost Wall | Mage | Runemaster | Crystals of Protection | SorcererSpellbladeRunemaster | 4 | Frost 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
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| Frost Wall | Mage | Runemaster | Flames Unchained | SorcererSpellbladeRunemaster | 3 | Whenever 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
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| Frost Wall | Mage | Runemaster | Frigid Domination | SorcererSpellbladeRunemaster | 2 | Frost Wall deals additional spell damage equal to a portion of your freeze rate multiplier.- Spell Damage Per 20% Freeze Rate Multiplier +1 per point
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| Frost Wall | Mage | Runemaster | Frost Wall | SorcererSpellbladeRunemaster | 0 | Creates 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 Wall | Mage | Runemaster | Frozen Throne | SorcererSpellbladeRunemaster | 1 | Frost 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%
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| Frost Wall | Mage | Runemaster | Glyph of Direfrost | SorcererSpellbladeRunemaster | 1 | The 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%
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| Frost Wall | Mage | Runemaster | Heaping Cold | SorcererSpellbladeRunemaster | 5 | If 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
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| Frost Wall | Mage | Runemaster | Howling Rift | SorcererSpellbladeRunemaster | 1 | When 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%
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| Frost Wall | Mage | Runemaster | Lightning Rod | SorcererSpellbladeRunemaster | 4 | One 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%
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| Frost Wall | Mage | Runemaster | Marching Winter | SorcererSpellbladeRunemaster | 5 | Frost Wall is larger and lasts longer.- Area +12% per point
- Duration +6% per point
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| Frost Wall | Mage | Runemaster | Prepared Wards | SorcererSpellbladeRunemaster | 1 | You 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
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| Frost Wall | Mage | Runemaster | Protection of the Apostate | SorcererSpellbladeRunemaster | 3 | You are granted ward whenever enemies pass through the wall for the first time.- Ward Gain On Enemy Pass Through 5 per point
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| Frost Wall | Mage | Runemaster | Purifying Gate | SorcererSpellbladeRunemaster | 1 | Frost Wall now cleanses negative ailments on you and your allies when they first pass through the wall.- Cleanses Negative Ailments On Pass Through
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| Frost Wall | Mage | Runemaster | Pyroglass | SorcererSpellbladeRunemaster | 1 | Frost 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
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| Frost Wall | Mage | Runemaster | Runic Conclusion | SorcererSpellbladeRunemaster | 1 | Frost 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
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| Frost Wall | Mage | Runemaster | Shattered to Pieces | SorcererSpellbladeRunemaster | 1 | The 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%
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| Frost Wall | Mage | Runemaster | Shelter of the Chef | SorcererSpellbladeRunemaster | 1 | Whenever 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
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| Frost Wall | Mage | Runemaster | The Dark Cold | SorcererSpellbladeRunemaster | 5 | Frost 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
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| Frost Wall | Mage | Runemaster | Wall of Glyptic Art | SorcererSpellbladeRunemaster | 1 | Frost 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
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| Glyph of Dominion | Mage | Runemaster | Amplified Expanse | Runemaster | 3 | Glyph of Dominion deals damage in a larger area. |
| Glyph of Dominion | Mage | Runemaster | Arcane Mirror | Runemaster | 3 | You and your allies gain additional resistances while standing on your Glyph.- All Resistances On Glyph +15% per point
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| Glyph of Dominion | Mage | Runemaster | Astral Extension | Runemaster | 1 | You 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
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| Glyph of Dominion | Mage | Runemaster | Astromage | Runemaster | 5 | Glyph of Dominion deals more damage (multiplicative with other modifiers) and costs less mana.- Damage +4% per point
- Mana Efficiency +8% per point
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| Glyph of Dominion | Mage | Runemaster | Atomization | Runemaster | 1 | While 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%
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| Glyph of Dominion | Mage | Runemaster | Attuned Shapes | Runemaster | 1 | Glyph 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%
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| Glyph of Dominion | Mage | Runemaster | Burning Symbol | Runemaster | 3 | Glyph of Dominion ignites enemies on the Glyph every half second.- Ignite Stacks Every 0.5 Seconds +1 per point
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| Glyph of Dominion | Mage | Runemaster | Careful Drawings | Runemaster | 2 | Glyph 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
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| Glyph of Dominion | Mage | Runemaster | Charged Reflections | Runemaster | 1 | Glyph 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
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| Glyph of Dominion | Mage | Runemaster | Doom Scribe | Runemaster | 4 | After Glyph of Dominion its full size it now has a short delay before it detonates.- Delay Before Detonation (seconds) 1 per point
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| Glyph of Dominion | Mage | Runemaster | Evoker of Elements | Runemaster | 3 | You 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
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| Glyph of Dominion | Mage | Runemaster | Fan the Inferno | Runemaster | 1 | The ignite frequency from Burning Symbol is increased by your chance to ignite.- Increased Ignite Frequency Per Ignite Chance 1%
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| Glyph of Dominion | Mage | Runemaster | Flaming Scroll | Runemaster | 1 | Glyph 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
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| Glyph of Dominion | Mage | Runemaster | Glyph of Dominion | Runemaster | 0 | Places 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 Dominion | Mage | Runemaster | Herald of Domination | Runemaster | 4 | The Glyph explosion deals more damage (multiplicative with other modifiers) per stack of slow on the target.- Explosion Damage Per Slow +8% per point
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| Glyph of Dominion | Mage | Runemaster | Mage's Decree | Runemaster | 1 | You and your allies gain increased area to spells and attacks while standing on your Glyph.- Spells and Attacks Area on Glyph +30%
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| Glyph of Dominion | Mage | Runemaster | Perfect Design | Runemaster | 4 | Glyph 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
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| Glyph of Dominion | Mage | Runemaster | Power Word: Devastation | Runemaster | 1 | Glyph 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
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| Glyph of Dominion | Mage | Runemaster | Power Word: Stun | Runemaster | 3 | Normal 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
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| Glyph of Dominion | Mage | Runemaster | Runecarver's Domain | Runemaster | 3 | Glyph 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
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| Glyph of Dominion | Mage | Runemaster | Runes of Disintegration | Runemaster | 4 | Disintegrate 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
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| Glyph of Dominion | Mage | Runemaster | Runic Dominance | Runemaster | 1 | Glyph 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
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| Glyph of Dominion | Mage | Runemaster | Sanctuary Threshold | Runemaster | 4 | Whenever 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
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| Glyph of Dominion | Mage | Runemaster | Shocking Grasp | Runemaster | 4 | You and your allies gain additional Shock chance while standing on your Glyph.- Shock Chance on Glyph +20% per point
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| Glyph of Dominion | Mage | Runemaster | Static Sparks | Runemaster | 1 | After 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
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| Glyph of Dominion | Mage | Runemaster | Tendrils of the Invoker | Runemaster | 3 | Your 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
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| Glyph of Dominion | Mage | Runemaster | Vaporizing Realm | Runemaster | 5 | Glyph of Dominion deals more damage over time (multiplicative with other modifiers).- Damage Over Time +20% per point
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| Glyph of Dominion | Mage | Runemaster | Wreak Havoc | Runemaster | 3 | Glyph 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
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| Runebolt | Mage | Runemaster | Amplified Cascade | Runemaster | 1 | If 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
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| Runebolt | Mage | Runemaster | Arcane Overcharge | Runemaster | 5 | Runebolt has a chance to shoot additional projectiles in a volley in front of you.- Extra Projectiles Chance +20% per point
- Extra Projectiles +2
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| Runebolt | Mage | Runemaster | Arcane Restoration | Runemaster | 4 | Directly casting Runebolt and hitting at least one enemy has a chance to grant you mana.- Mana Gain Chance +25% per point
- Mana Gain 12
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| Runebolt | Mage | Runemaster | Arcanist | Runemaster | 4 | Runebolt 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
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| Runebolt | Mage | Runemaster | Attuned Recovery | Runemaster | 3 | Directly 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
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| Runebolt | Mage | Runemaster | Awakened Runestone | Runemaster | 4 | Every 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
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| Runebolt | Mage | Runemaster | Blazing Flare | Runemaster | 1 | The 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
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| Runebolt | Mage | Runemaster | Cosmic Tapestry | Runemaster | 3 | Each stack of Runeweave also grants your Runic Invocation additional critical strike chance.- Runic Invocation Crit Chance per stack +1% per point
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| Runebolt | Mage | Runemaster | Cryomantic Bolt | Runemaster | 3 | Runebolt deals more cold damage (multiplicative with other modifiers).- Cold Damage +10% per point
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| Runebolt | Mage | Runemaster | Devastator | Runemaster | 1 | Runebolt 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
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| Runebolt | Mage | Runemaster | Dissolve and Conquer | Runemaster | 1 | Each 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%
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| Runebolt | Mage | Runemaster | Echomancy | Runemaster | 1 | Runebolt is now cast in a sequence with the same order of your most recent Runic Invocation- Rune Bolt Sequence as Recent Runic Invocation
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| Runebolt | Mage | Runemaster | Efficient Experiment | Runemaster | 1 | Runebolt 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%
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| Runebolt | Mage | Runemaster | Focused Runewords | Runemaster | 1 | Casting Runebolt now randomizes the runes of your Runic Invocation.- Runic Invocation Runes Randomization on Cast
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| Runebolt | Mage | Runemaster | Frost Spikes | Runemaster | 1 | The 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
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| Runebolt | Mage | Runemaster | Fulminating Bolt | Runemaster | 3 | Runebolt deals more lightning damage (multiplicative with other modifiers).- Lightning Damage +6% per point
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| Runebolt | Mage | Runemaster | Ice Shard | Runemaster | 1 | The 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
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| Runebolt | Mage | Runemaster | Imbued Runestone | Runemaster | 1 | If 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
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| Runebolt | Mage | Runemaster | Inscription of Momentum | Runemaster | 1 | When 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%
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| Runebolt | Mage | Runemaster | Jolting Spark | Runemaster | 1 | The 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
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| Runebolt | Mage | Runemaster | Kinetic Breach | Runemaster | 1 | Runebolt 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
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| Runebolt | Mage | Runemaster | Lightning Spear | Runemaster | 1 | The 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
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| Runebolt | Mage | Runemaster | Orderly Conduit | Runemaster | 3 | Runebolt 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
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| Runebolt | Mage | Runemaster | Punch Through Metal | Runemaster | 5 | Runebolt hits have a chance to shred enemy armor.- Armor Shred Chance +20% per point
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| Runebolt | Mage | Runemaster | Pyromantic Bolt | Runemaster | 3 | Runebolt deals more fire damage (multiplicative with other modifiers).- Fire Damage +6% per point
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| Runebolt | Mage | Runemaster | Runebolt | Runemaster | 0 | A combo spell that fires piercing projectiles. The first part of the combo is fire, the second is lightning, and the third is cold. |
| Runebolt | Mage | Runemaster | Runestone | Runemaster | 1 | Directly 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
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| Runebolt | Mage | Runemaster | Runeweaver | Runemaster | 3 | Casting 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
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| Runebolt | Mage | Runemaster | Runic Evocation | Runemaster | 1 | Runebolt now shoots in a cone and the projectiles seek out enemies.- Auto Targets
- Projectiles in Cone
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| Runebolt | Mage | Runemaster | Searing Dart | Runemaster | 1 | The 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
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| Runebolt | Mage | Runemaster | Supercharged Bolt | Runemaster | 1 | Runebolt'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
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| Runebolt | Mage | Runemaster | Torrent of Evocation | Runemaster | 1 | Runebolt's combo is now cast in a reversed order.- Reverses order of Rune Bolt Combo
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| Runebolt | Mage | Runemaster | Wrecking Ball | Runemaster | 1 | The explosion from Devastator deals damage in a larger area per uncapped resistance of the corresponding element.- Increased Area per Uncapped Resistance 1%
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| Runic Invocation | Mage | Runemaster | Adept Runescribing | Runemaster | 4 | Runic Invocation has a shorter cooldown.- Increased Cooldown Recovery Speed 8% per point
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| Runic Invocation | Mage | Runemaster | Arcane Battery | Runemaster | 1 | Your 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
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| Runic Invocation | Mage | Runemaster | Attuned Approach | Runemaster | 4 | Runic 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
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| Runic Invocation | Mage | Runemaster | Author of Arcana | Runemaster | 1 | Directly 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
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| Runic Invocation | Mage | Runemaster | Consolidator | Runemaster | 1 | While 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%
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| Runic Invocation | Mage | Runemaster | Copied Scrolls | Runemaster | 4 | Runic Invocation now has a chance to be repeated per stack of Runic Energy.- Chance To Repeat Per Energy 2.5% per point
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| Runic Invocation | Mage | Runemaster | Cosmic Mind | Runemaster | 2 | When 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
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| Runic Invocation | Mage | Runemaster | Devastating Starfall | Runemaster | 2 | Runic Invocation deals more damage per type of Rune consumed.- Damage Per Type Of Rune +4% per point
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| Runic Invocation | Mage | Runemaster | Elemental Lore | Runemaster | 1 | Runic Invocation penetrates elemental resistances per point of Intelligence.- Elemental Penetration Per 3 Intelligence +1%
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| Runic Invocation | Mage | Runemaster | Elemental Starfield | Runemaster | 1 | Whenever 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%
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| Runic Invocation | Mage | Runemaster | Elementalist's Call | Runemaster | 5 | When 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
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| Runic Invocation | Mage | Runemaster | Enigma | Runemaster | 1 | Whenever 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
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| Runic Invocation | Mage | Runemaster | Glyphcarver's Dominance | Runemaster | 3 | Invocations that deal damage in an area now deal damage in a larger area.- Area For Area Invocations +20% per point
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| Runic Invocation | Mage | Runemaster | Immutable Order | Runemaster | 1 | Whenever 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
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| Runic Invocation | Mage | Runemaster | Inscribed Patterns | Runemaster | 3 | Runes 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
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| Runic Invocation | Mage | Runemaster | Interlude | Runemaster | 1 | During 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
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| Runic Invocation | Mage | Runemaster | Mastery of the Invoker | Runemaster | 3 | When 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
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| Runic Invocation | Mage | Runemaster | Prologue | Runemaster | 1 | During 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
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| Runic Invocation | Mage | Runemaster | Rune Powercore | Runemaster | 1 | While 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
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| Runic Invocation | Mage | Runemaster | Rune Slinger | Runemaster | 3 | Runic 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
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| Runic Invocation | Mage | Runemaster | Runic Energizer | Runemaster | 1 | Each 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
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| Runic Invocation | Mage | Runemaster | Runic Energy | Runemaster | 5 | Every 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
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| Runic Invocation | Mage | Runemaster | Runic Invocation | Runemaster | 0 | Passive: 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 Invocation | Mage | Runemaster | Scrivener's Haste | Runemaster | 3 | You 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
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| Runic Invocation | Mage | Runemaster | Spell Cascade | Runemaster | 1 | When 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
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| Runic Invocation | Mage | Runemaster | Stride to Safety | Runemaster | 3 | When 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
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| Runic Invocation | Mage | Runemaster | Transcriber of Power | Runemaster | 4 | After 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
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| Runic Invocation | Mage | Runemaster | Unbridled Ruin | Runemaster | 4 | Runic Invocation deals more damage (multiplicative with other modifiers) per Rune consumed.- Damage Per Rune Consumed +3% per point
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| Runic Invocation | Mage | Runemaster | Warmage's Initiative | Runemaster | 1 | When 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. |
| Runic Invocation | Mage | Runemaster | Word of Heorot | Runemaster | 4 | Invocations 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
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| Runic Invocation | Mage | Runemaster | Word of Lagon | Runemaster | 3 | Invocations 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
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| Runic Invocation | Mage | Runemaster | Word of Rahyeh | Runemaster | 4 | Invocations 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
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| Arcane Ascendance | Mage | Sorcerer | Acuity | Sorcerer | 1 | Arcane 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
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| Arcane Ascendance | Mage | Sorcerer | Arcane Absorption | Sorcerer | 2 | While 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
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| Arcane Ascendance | Mage | Sorcerer | Arcane Ascendance | Sorcerer | 0 | Toggle 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 Ascendance | Mage | Sorcerer | Arcane Rift | Sorcerer | 3 | You 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
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| Arcane Ascendance | Mage | Sorcerer | Chains of Ice | Sorcerer | 3 | While Arcane Ascendance is active, whenever you kill a frozen enemy a nearby enemy is frozen for a duration.- Freeze Duration 1 per point
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| Arcane Ascendance | Mage | Sorcerer | Chronoclasm | Sorcerer | 4 | While 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
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| Arcane Ascendance | Mage | Sorcerer | Closed Circuit | Sorcerer | 3 | Lightning Blast cast by Superconductor triggers more frequently.- Superconductor Frequency +20% per point
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| Arcane Ascendance | Mage | Sorcerer | Cold Front | Sorcerer | 4 | While 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
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| Arcane Ascendance | Mage | Sorcerer | Cosmic Insight | Sorcerer | 5 | Arcane Ascendance has a shorter cooldown.- Cooldown Recovery Speed +15% per point
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| Arcane Ascendance | Mage | Sorcerer | Cunning | Sorcerer | 3 | You can cast more spells via Acuity, but Arcane Ascendance has a longer cooldown.- Additional Spells +4 per point
- Cooldown (seconds) +2 per point
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| Arcane Ascendance | Mage | Sorcerer | Force Of Mind | Sorcerer | 1 | You knock back all nearby enemies when you enter Arcane Ascendance. |
| Arcane Ascendance | Mage | Sorcerer | Frozen Monolith | Sorcerer | 4 | While 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
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| Arcane Ascendance | Mage | Sorcerer | Glyph of Lightning | Sorcerer | 4 | Mark Of Thunder deals more damage when it is consumed (multiplicative with other modifiers).- Mark Of Thunder Damage +75% per point
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| Arcane Ascendance | Mage | Sorcerer | Higher Plane | Sorcerer | 5 | Arcane Ascendance grants you increased spell damage while active.- Increased Spell Damage +15% per point
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| Arcane Ascendance | Mage | Sorcerer | Mana Surge | Sorcerer | 1 | While 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
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| Arcane Ascendance | Mage | Sorcerer | Mark Of Thunder | Sorcerer | 1 | While 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. |
| Arcane Ascendance | Mage | Sorcerer | Power Overload | Sorcerer | 5 | You are granted increased spell damage each second while Arcane Ascendance is active.- Increased Spell Damage Per Second 1% per point
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| Arcane Ascendance | Mage | Sorcerer | Power Sprint | Sorcerer | 3 | You 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
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| Arcane Ascendance | Mage | Sorcerer | Rebuff | Sorcerer | 5 | You gain ward when you activate Arcane Ascendance.- Ward Gain On Start 60 per point
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| Arcane Ascendance | Mage | Sorcerer | Shocking Expanse | Sorcerer | 5 | While 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
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| Arcane Ascendance | Mage | Sorcerer | Slow Breathing | Sorcerer | 3 | Arcane Ascendance drains less mana per second.- Mana Drain -12% per point
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| Arcane Ascendance | Mage | Sorcerer | Superconductor | Sorcerer | 1 | While 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
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| Arcane Ascendance | Mage | Sorcerer | Tranquility | Sorcerer | 3 | All 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
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| Arcane Ascendance | Mage | Sorcerer | Unstable Energy | Sorcerer | 1 | You are granted increased cast speed each second while Arcane Ascendance is active.- Cast Speed Per Second +1%
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| Black Hole | Mage | Sorcerer | Absolute Zero | Sorcerer | 4 | Black Hole has a chance to chill enemies within its area of effect each second.- Chill Chance +25% per point
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| Black Hole | Mage | Sorcerer | Armageddon | Sorcerer | 1 | Black Hole casts Meteor every second, but consumes Meteor's mana cost every second.- Black Hole Creates Meteors
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| Black Hole | Mage | Sorcerer | Binary System | Sorcerer | 1 | Black 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%
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| Black Hole | Mage | Sorcerer | Black Hole | Sorcerer | 0 | Summon a powerful black hole at target location that aggressively pulls enemies and deals cold damage over time to enemies within its reach. |
| Black Hole | Mage | Sorcerer | Cascade Fracture | Sorcerer | 3 | Black Hole has a chance to create another Black Hole once it expires.- Black Hole Recast Chance 10% per point
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| Black Hole | Mage | Sorcerer | Collapse | Sorcerer | 1 | Black Hole will Collapse at the end of its duration, an explosion which deals cold hit damage and knocks enemies back.- Explosion At End
- Knockback
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| Black Hole | Mage | Sorcerer | Deep Space | Sorcerer | 5 | The explosions created by the Collapse and Pulsar nodes have an increased chance to freeze enemies.- Explosion Freeze Rate Multiplier +90% per point
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| Black Hole | Mage | Sorcerer | Density | Sorcerer | 3 | Black Hole lasts longer. |
| Black Hole | Mage | Sorcerer | Drifting Singularity | Sorcerer | 1 | Black Hole moves toward the nearest enemy that is not within its damaging area. |
| Black Hole | Mage | Sorcerer | Endless Maw | Sorcerer | 3 | Black Hole lasts longer, but has a longer cooldown.- Duration +30% per point
- Cooldown Recovery Speed -15% per point
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| Black Hole | Mage | Sorcerer | Event Horizon | Sorcerer | 4 | Black Hole deals more damage (multiplicative with other modifiers), but has reduced cast speed.- Damage +15% per point
- Cast Speed -10% per point
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| Black Hole | Mage | Sorcerer | Flaming | Sorcerer | 5 | Black Hole deals more fire damage (multiplicative with other modifiers).- Fire Damage +10% per point
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| Black Hole | Mage | Sorcerer | Gravity's Guile | Sorcerer | 4 | Black Hole’s center hits enemies, dealing spell physical damage.- Black Hole Center Hits
- Physical Damage 35 per point
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| Black Hole | Mage | Sorcerer | Heat Wave | Sorcerer | 5 | Black 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
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| Black Hole | Mage | Sorcerer | Infusion | Sorcerer | 5 | Black Hole grants you ward each second.- Ward Gained Per Second 18 per point
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| Black Hole | Mage | Sorcerer | Intensity | Sorcerer | 5 | Black Hole pulls enemies toward it faster and from within an increased area.- Pull Strength +15% per point
- Pull Area +15% per point
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| Black Hole | Mage | Sorcerer | Pocket Dimension | Sorcerer | 1 | You can store an additional charge of Black Hole. |
| Black Hole | Mage | Sorcerer | Pulsar | Sorcerer | 1 | Black 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%
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| Black Hole | Mage | Sorcerer | Recurrence | Sorcerer | 4 | Black 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
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| Black Hole | Mage | Sorcerer | Red Giant | Sorcerer | 1 | Black 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
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| Black Hole | Mage | Sorcerer | Scattered | Sorcerer | 1 | A second Black Hole is created 10 meters away in a random direction from the first Black Hole. |
| Black Hole | Mage | Sorcerer | Scorching | Sorcerer | 5 | Black Hole’s damage over time penetrates enemy fire resistance.- Fire Penetration +15% per point
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| Black Hole | Mage | Sorcerer | Singularity | Sorcerer | 1 | Black 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
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| Black Hole | Mage | Sorcerer | Spacial Dilation | Sorcerer | 5 | Black Hole moves faster toward the nearest enemy.- Projectile Speed +10% per point
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| Black Hole | Mage | Sorcerer | Supermassive | Sorcerer | 4 | Black 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
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| Black Hole | Mage | Sorcerer | Tidal Force | Sorcerer | 4 | Black 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
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| Black Hole | Mage | Sorcerer | Time Dilation | Sorcerer | 4 | Black 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
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| Black Hole | Mage | Sorcerer | Umbral Core | Sorcerer | 5 | Black Hole deals more damage (multiplicative with other modifiers). |
| Black Hole | Mage | Sorcerer | Weakened Reality | Sorcerer | 3 | Black Hole deals more damage to enemies within 1 meter of its center.- Damage to Enemies at Centre +30% per point
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| Ice Barrage | Mage | Sorcerer | Arctic Storm | SorcererSpellbladeRunemaster | 3 | Ice 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
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| Ice Barrage | Mage | Sorcerer | Aura of Frost | SorcererSpellbladeRunemaster | 4 | Ice 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
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| Ice Barrage | Mage | Sorcerer | Biting Cold | SorcererSpellbladeRunemaster | 4 | Ice 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
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| Ice Barrage | Mage | Sorcerer | Brightlance | SorcererSpellbladeRunemaster | 1 | Ice Barrage hits deal more damage (multiplicative with other modifiers), but no longer seek nearby enemies. |
| Ice Barrage | Mage | Sorcerer | Brittle Fragments | SorcererSpellbladeRunemaster | 1 | Ice 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
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| Ice Barrage | Mage | Sorcerer | Challenge the Elements | SorcererSpellbladeRunemaster | 1 | Ice 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%
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| Ice Barrage | Mage | Sorcerer | Cryogenesis | SorcererSpellbladeRunemaster | 4 | Ice Barrage deals more damage (multiplicative with other modifiers), but has a shorter duration.- Damage +20% per point
- Duration -10% per point
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| Ice Barrage | Mage | Sorcerer | Deep Shield | SorcererSpellbladeRunemaster | 1 | Ice Shield lasts longer, but Ice Barrage has a longer cooldown.- Ice Shield Duration (seconds) +2
- Ice Barrage Cooldown (seconds) +2
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| Ice Barrage | Mage | Sorcerer | Eternal Winter | SorcererSpellbladeRunemaster | 3 | Ice Barrage lasts longer.- Duration (Seconds) +1 per point
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| Ice Barrage | Mage | Sorcerer | Frigid Barrage | SorcererSpellbladeRunemaster | 5 | Ice Barrage hits have a higher chance to freeze enemies.- Freeze Rate Multiplier +40% per point
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| Ice Barrage | Mage | Sorcerer | Frigid Doom | SorcererSpellbladeRunemaster | 1 | When 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%
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| Ice Barrage | Mage | Sorcerer | Frost Armor | SorcererSpellbladeRunemaster | 2 | While 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
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| Ice Barrage | Mage | Sorcerer | Frozen Ballista | SorcererSpellbladeRunemaster | 1 | Ice 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
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| Ice Barrage | Mage | Sorcerer | Hail Storm | SorcererSpellbladeRunemaster | 5 | Ice Barrage has a faster rate of fire. |
| Ice Barrage | Mage | Sorcerer | Hypothermia | SorcererSpellbladeRunemaster | 4 | Ice Shards that pierce enemies have a chance to inflict them with Frostbite.- Frostbite Chance with Piercing +50% per point
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| Ice Barrage | Mage | Sorcerer | Ice Barrage | SorcererSpellbladeRunemaster | 0 | Opens a rift that repeatedly shoots a barrage of ice shards in a target direction for 5 seconds. |
| Ice Barrage | Mage | Sorcerer | Ice Burst | SorcererSpellbladeRunemaster | 1 | Ice Barrage instantly fires 5 ice shards in a cone.- Ice Burst On Activation +5
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| Ice Barrage | Mage | Sorcerer | Ice Shield | SorcererSpellbladeRunemaster | 1 | When 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
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| Ice Barrage | Mage | Sorcerer | Ice Spire | SorcererSpellbladeRunemaster | 1 | Ice Barrage has a faster rate of fire, but you move more slowly while it is active.- Fire Rate +30%
- Reduced Movespeed 30%
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| Ice Barrage | Mage | Sorcerer | Intensifying Cold | SorcererSpellbladeRunemaster | 3 | Each 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
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| Ice Barrage | Mage | Sorcerer | Jagged Ice | SorcererSpellbladeRunemaster | 3 | Ice Barrage has more critical strike chance against frozen targets (multiplicative with other modifiers).- More Crit Chance Against Frozen Targets 20% per point
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| Ice Barrage | Mage | Sorcerer | Looming Frost | SorcererSpellbladeRunemaster | 4 | Each 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
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| Ice Barrage | Mage | Sorcerer | Nailed Shot | SorcererSpellbladeRunemaster | 3 | Each ice shard cast by Ice Barrage has a chance to pierce all enemies (continue through enemies hit).- Pierce Chance +34# per point
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| Ice Barrage | Mage | Sorcerer | Shattered Skin | SorcererSpellbladeRunemaster | 3 | Ice Barrage hits deal more damage to frozen targets (multiplicative with other modifiers).- More Hit Damage To Frozen Targets 15% per point
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| Ice Barrage | Mage | Sorcerer | Shattering Bulwark | SorcererSpellbladeRunemaster | 1 | When Ice Shield expires it explodes, freezing nearby enemies.- Ice Shield Detonates On Expiration
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| Ice Barrage | Mage | Sorcerer | Sleetfire | SorcererSpellbladeRunemaster | 1 | Ice 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%
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| Ice Barrage | Mage | Sorcerer | Sublimation | SorcererSpellbladeRunemaster | 3 | Ice 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%
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| Ice Barrage | Mage | Sorcerer | Subthermal Velocity | SorcererSpellbladeRunemaster | 3 | When 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
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| Ice Barrage | Mage | Sorcerer | Warding Bolts | SorcererSpellbladeRunemaster | 3 | You have a chance to gain ward on hit with Ice Barrage.- Chance To Gain Ward +15% per point
- Ward Gain 7
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| Ice Barrage | Mage | Sorcerer | Wintry Blast | SorcererSpellbladeRunemaster | 1 | Ice 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%
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| Ice Barrage | Mage | Sorcerer | Yrun's Conquest | SorcererSpellbladeRunemaster | 3 | Ice Barrage releases ice shards in a wider cone.- Cone Width (Degrees) +30 per point
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| Meteor | Mage | Sorcerer | Aftermath | Sorcerer | 3 | After 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
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| Meteor | Mage | Sorcerer | Apocalyptic Impact | Sorcerer | 4 | Meteors deals damage in a larger area of effect. |
| Meteor | Mage | Sorcerer | Astral Cataclysm | Sorcerer | 3 | Meteor critical strikes deal more damage.- Critical Multiplier +30% per point
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| Meteor | Mage | Sorcerer | Celestial Celerity | Sorcerer | 3 | Meteor 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
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| Meteor | Mage | Sorcerer | Craterborn | Sorcerer | 5 | Casting 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
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| Meteor | Mage | Sorcerer | Crushing Force | Sorcerer | 4 | Meteor 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
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| Meteor | Mage | Sorcerer | Cycle of Fire | Sorcerer | 3 | Directly casting Fireball while you have Craterborn grants ward and restores your mana.- Ward Gained 10 per point
- Mana Gained 2 per point
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| Meteor | Mage | Sorcerer | Distant Craters | Sorcerer | 5 | Meteor deals more damage (multiplicative with other modifiers), but meteors fall further apart.- Damage +15% per point
- Fall Radius +15% per point
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| Meteor | Mage | Sorcerer | Extinction | Sorcerer | 3 | Improves 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%
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| Meteor | Mage | Sorcerer | Force of Impact | Sorcerer | 5 | Meteor has a chance to stun enemies and stuns it inflict last longer.- Increased Stun Chance 50% per point
- Increased Stun Duration 25% per point
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| Meteor | Mage | Sorcerer | Heat Flux | Sorcerer | 3 | Meteors cast Frost Claw towards a nearby enemy on impact, consuming 120% of Frost Claw's mana cost. |
| Meteor | Mage | Sorcerer | Infernal Column | Sorcerer | 1 | Meteors fall in a line towards where you aim, but Meteor costs more mana.- Meteors Fall In A Line
- Mana Cost +15%
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| Meteor | Mage | Sorcerer | Infernal Descent | Sorcerer | 4 | Meteor deals more damage (multiplicative with other modifiers), but Meteor has reduced cast speed.- Damage +12% per point
- Cast Speed -5% per point
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| Meteor | Mage | Sorcerer | Jagged Fragments | Sorcerer | 5 | Shrapnel deals more damage (multiplicative with other modifiers).- Shrapnel Damage +60% per point
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| Meteor | Mage | Sorcerer | Mana Fall | Sorcerer | 4 | Meteor costs less mana.- Mana Efficiency +10% per point
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| Meteor | Mage | Sorcerer | Meteor | Sorcerer | 0 | Call a meteor from the sky that deals a large amount of damage upon landing. |
| Meteor | Mage | Sorcerer | Meteor Shower | Sorcerer | 3 | When 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
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| Meteor | Mage | Sorcerer | Piercing Remnants | Sorcerer | 1 | Shrapnel projectiles pierce (continue through targets they hit), but travel slower.- Shrapnel Pierces
- Shrapnel Speed and Range -20%
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| Meteor | Mage | Sorcerer | Rain of Fire | Sorcerer | 1 | When directly cast, more Meteors fall per cast.- Number Of Meteors For Direct Casts +1
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| Meteor | Mage | Sorcerer | Rapid Break Up | Sorcerer | 3 | Shrapnel travels faster, causing it to travel further.- Speed and Range +40% per point
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| Meteor | Mage | Sorcerer | Rapid Descent | Sorcerer | 4 | Meteor falls faster.- Fall Speed +25% per point
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| Meteor | Mage | Sorcerer | Rapid Impacts | Sorcerer | 3 | Meteors fall more frequently. This does not affect the total number of Meteors that fall.- Fall Frequency +35% per point
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| Meteor | Mage | Sorcerer | Shattering Star | Sorcerer | 2 | Meteor has a chance to break into Shrapnel on impact, hitting nearby enemies.- Shrapnel Chance 50% per point
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| Meteor | Mage | Sorcerer | Stardust | Sorcerer | 4 | Meteors deal more damage of all types except fire (multiplicative with other modifiers).- Non-Fire Damage +20% per point
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| Meteor | Mage | Sorcerer | Twin Meteors | Sorcerer | 1 | When 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
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| Meteor | Mage | Sorcerer | World Ender | Sorcerer | 1 | Meteor always crits if you have more than 400 mana before you cast it.- Always Crits When Above 400 Mana
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| Static Orb | Mage | Sorcerer | Arcane Current | SorcererSpellbladeRunemaster | 4 | Static Orb generates Static Charges on hit.- Static Charges On Hit 2 per point
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| Static Orb | Mage | Sorcerer | Atomic Manipulation | SorcererSpellbladeRunemaster | 3 | For 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
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| Static Orb | Mage | Sorcerer | Auxiliary Capacity | SorcererSpellbladeRunemaster | 1 | You 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
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| Static Orb | Mage | Sorcerer | Ball Lightning | SorcererSpellbladeRunemaster | 1 | Static 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%
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| Static Orb | Mage | Sorcerer | Biting Force | SorcererSpellbladeRunemaster | 1 | Static 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
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| Static Orb | Mage | Sorcerer | Charged Allies | SorcererSpellbladeRunemaster | 5 | You 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
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| Static Orb | Mage | Sorcerer | Critical Trajectory | SorcererSpellbladeRunemaster | 4 | Static Orb's critical strikes deal more damage.- Critical Multiplier +25% per point
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| Static Orb | Mage | Sorcerer | Electrocuting Cascade | SorcererSpellbladeRunemaster | 5 | Charged Ground deals more damage (multiplicative with other modifiers) per additonal critical strike multiplier.- Damage Per 10% Crit Multiplier +3% per point
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| Static Orb | Mage | Sorcerer | Forking Surge | SorcererSpellbladeRunemaster | 3 | The explosion creates additional Tendrils to hit enemies outside the explosion area.- Explosion Tendrils +2 per point
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| Static Orb | Mage | Sorcerer | Fusionblast | SorcererSpellbladeRunemaster | 5 | After 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
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| Static Orb | Mage | Sorcerer | Glacial Orb | SorcererSpellbladeRunemaster | 1 | The 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
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| Static Orb | Mage | Sorcerer | Insidious Focus | SorcererSpellbladeRunemaster | 1 | Static Orb costs less mana, but it no longer pulls enemies. |
| Static Orb | Mage | Sorcerer | Manacharged | SorcererSpellbladeRunemaster | 5 | Static 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
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| Static Orb | Mage | Sorcerer | Open Circuit | SorcererSpellbladeRunemaster | 4 | Static Orb travels faster and deals more damage (multiplicative with other modifiers).- Projectile Speed +10% per point
- Damage +5% per point
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| Static Orb | Mage | Sorcerer | Orbital Fulmination | SorcererSpellbladeRunemaster | 5 | The 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
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| Static Orb | Mage | Sorcerer | Overcharged Detonation | SorcererSpellbladeRunemaster | 1 | Static 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
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| Static Orb | Mage | Sorcerer | Overwhelming Barrage | SorcererSpellbladeRunemaster | 5 | The 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
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| Static Orb | Mage | Sorcerer | Recurring Orb | SorcererSpellbladeRunemaster | 1 | If 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
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| Static Orb | Mage | Sorcerer | Scatter Blast | SorcererSpellbladeRunemaster | 4 | Casting 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
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| Static Orb | Mage | Sorcerer | Shocking Conduit | SorcererSpellbladeRunemaster | 5 | Static Orb hits has a chance to shock enemies.- Shock Chance +30% per point
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| Static Orb | Mage | Sorcerer | Static Armor | SorcererSpellbladeRunemaster | 4 | Static 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
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| Static Orb | Mage | Sorcerer | Static Ground | SorcererSpellbladeRunemaster | 1 | The 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%
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| Static Orb | Mage | Sorcerer | Static Orb | SorcererSpellbladeRunemaster | 0 | Casts 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 Orb | Mage | Sorcerer | Storm Artillery | SorcererSpellbladeRunemaster | 1 | Static 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
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| Static Orb | Mage | Sorcerer | Storm Burst | SorcererSpellbladeRunemaster | 1 | Static 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
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| Static Orb | Mage | Sorcerer | Storm Conductor | SorcererSpellbladeRunemaster | 5 | Static Orb deals more spell damage (multiplicative with other modifiers) to shocked enemies.- Spell Damage To Shocked Enemies +12% per point
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| Static Orb | Mage | Sorcerer | Volatile Outburst | SorcererSpellbladeRunemaster | 3 | The explosion's damage ramps up more with distance, but it travels slower.- Damage Ramp +30% per point
- Projectile Speed -10% per point
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| Static Orb | Mage | Sorcerer | Wintry Power | SorcererSpellbladeRunemaster | 5 | The 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
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| Enchant Weapon | Mage | Spellblade | Burst of Fire | SorcererSpellbladeRunemaster | 1 | Passive: 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
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| Enchant Weapon | Mage | Spellblade | Capacitance | SorcererSpellbladeRunemaster | 4 | Zap from Conduit has a chance to be replaced with Lightning Blast.- Lightning Blast Replacement Chance +25% per point
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| Enchant Weapon | Mage | Spellblade | Celerity | SorcererSpellbladeRunemaster | 5 | Active: You have increased melee attack speed.- Melee Attack Speed +10% per point
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| Enchant Weapon | Mage | Spellblade | Cleansed by the Elements | SorcererSpellbladeRunemaster | 1 | Activating Enchant Weapon cleanses negative ailments. |
| Enchant Weapon | Mage | Spellblade | Concentration | SorcererSpellbladeRunemaster | 4 | Enchant Weapon is active for longer.- Active Duration +1 per point
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| Enchant Weapon | Mage | Spellblade | Conduit | SorcererSpellbladeRunemaster | 1 | Passive: 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%
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| Enchant Weapon | Mage | Spellblade | Conflagrate | SorcererSpellbladeRunemaster | 1 | Activating Enchant Weapon consumes all ignite stacks on nearby enemies, causing their damage to be dealt instantly. |
| Enchant Weapon | Mage | Spellblade | Desperation | SorcererSpellbladeRunemaster | 1 | Active: 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%
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| Enchant Weapon | Mage | Spellblade | Draw Power | SorcererSpellbladeRunemaster | 4 | Active: 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
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| Enchant Weapon | Mage | Spellblade | Efficacy | SorcererSpellbladeRunemaster | 4 | Passive: 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
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| Enchant Weapon | Mage | Spellblade | Enchant Weapon | SorcererSpellbladeRunemaster | 0 | Active: 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 Weapon | Mage | Spellblade | Eternal Flames | SorcererSpellbladeRunemaster | 5 | Passive: Ignites you inflict last longer (doubled while active).- Ignite Duration +5% per point
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| Enchant Weapon | Mage | Spellblade | Flameblast | SorcererSpellbladeRunemaster | 3 | Passive: 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
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| Enchant Weapon | Mage | Spellblade | Frostbrand | SorcererSpellbladeRunemaster | 5 | Active: 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
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| Enchant Weapon | Mage | Spellblade | Frozen Sparks | SorcererSpellbladeRunemaster | 1 | Active: 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
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| Enchant Weapon | Mage | Spellblade | Fulminate | SorcererSpellbladeRunemaster | 5 | Passive: You have a chance to shock enemies with melee attacks. Active: This effect is doubled.- Melee Shock Chance +10% per point
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| Enchant Weapon | Mage | Spellblade | Icicle Strike | SorcererSpellbladeRunemaster | 4 | Passive: 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
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| Enchant Weapon | Mage | Spellblade | Immolating Strike | SorcererSpellbladeRunemaster | 5 | Passive: You have a chance to ignite enemies with melee attacks. Active: This effect is doubled.- Melee Ignite Chance +10% per point
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| Enchant Weapon | Mage | Spellblade | Kindling Blade | SorcererSpellbladeRunemaster | 1 | When you directly use a melee attack, Enchant Weapon will automatically activate if it is not on cooldown.- Automatically Casts on Melee Attack
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| Enchant Weapon | Mage | Spellblade | Molten Steel | SorcererSpellbladeRunemaster | 5 | Active: 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
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| Enchant Weapon | Mage | Spellblade | Overloaded | SorcererSpellbladeRunemaster | 1 | Activating Enchant Weapon causes your next melee elemental attack to be free.- Free Melee Elemental Attack
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| Enchant Weapon | Mage | Spellblade | Power Vent | SorcererSpellbladeRunemaster | 2 | Active: You gain stacks of Fire Aura every second.- Fire Aura Stacks Per Second +1 per point
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| Enchant Weapon | Mage | Spellblade | Searing Conflagration | SorcererSpellbladeRunemaster | 4 | Ignites consumed by Conflagrate deal significantly more damage (multiplicative with other modifiers).- Conflagrate Damage +50% per point
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| Enchant Weapon | Mage | Spellblade | Shivering Blade | SorcererSpellbladeRunemaster | 5 | Passive: 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
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| Enchant Weapon | Mage | Spellblade | Thundering | SorcererSpellbladeRunemaster | 5 | Active: 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
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| Enchant Weapon | Mage | Spellblade | To The Bone | SorcererSpellbladeRunemaster | 1 | Active: Ice Shards fires 2 additional projectiles.- Ice Shards Projectiles +2
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| Enchant Weapon | Mage | Spellblade | Unstable Enchantment | SorcererSpellbladeRunemaster | 1 | Enchant 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%
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| Firebrand | Mage | Spellblade | Arcane Sharpshooter | Spellblade | 3 | Firebrand grants global spell critical strike multiplier per stack of Firebrand.- Spell Critical Multiplier +5% per point
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| Firebrand | Mage | Spellblade | Ardent Branding | Spellblade | 1 | Firebrand 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%
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| Firebrand | Mage | Spellblade | Brand of Arcanus | Spellblade | 1 | Stacks of Firebrand now also grant added spell fire damage.- Spell Fire Damage per Stack 5
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| Firebrand | Mage | Spellblade | Charring | Spellblade | 3 | Firebrand deals more melee damage per stack of Firebrand (multiplicative with other modifiers).- Melee Damage Per Stack +4% per point
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| Firebrand | Mage | Spellblade | Conflagrate | Spellblade | 1 | You gain an additional stack of Firebrand when attacking, but Firebrand costs more mana.- Stacks Per Attack +1
- Mana Cost +3
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| Firebrand | Mage | Spellblade | Crossfire | Spellblade | 4 | Each stack of Firebrand grants you global Ignite Chance.- Ignite Chance Per Stack +10% per point
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| Firebrand | Mage | Spellblade | Electrostatic | Spellblade | 3 | Gain stacks of Static if Firebrand hits at least one enemy.- Static Charges +5 per point
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| Firebrand | Mage | Spellblade | Everflames | Spellblade | 1 | You refresh the duration of all stacks of Firebrand when gaining a new stack. |
| Firebrand | Mage | Spellblade | Excitation | Spellblade | 1 | While 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
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| Firebrand | Mage | Spellblade | Exothermic | Spellblade | 3 | Using Flame Reave consumes stacks of Firebrand to gain Ignite Chance per stack consumed.- Stacks Consumed 3 per point
- Ignite Chance Per Stack +100%
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| Firebrand | Mage | Spellblade | Fading Flame | Spellblade | 3 | You gain ward when a stack of Firebrand expires or is consumed.- Ward Per Stack Consumed or Expired 15 per point
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| Firebrand | Mage | Spellblade | Firebrand | Spellblade | 0 | A 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. |
| Firebrand | Mage | Spellblade | Flare | Spellblade | 4 | Firebrand has a chance to ignite enemies.- Ignite Chance +25% per point
|
| Firebrand | Mage | Spellblade | Fulmination | Spellblade | 3 | Firebrand attacks faster per stack of Firebrand, up to a maximum.- Attack Speed Per Stack +3% per point
- Maximum Added Speed 15% per point
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| Firebrand | Mage | Spellblade | Galvanize | Spellblade | 1 | Firebrands'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
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| Firebrand | Mage | Spellblade | Heat Wave | Spellblade | 3 | Directly 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
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| Firebrand | Mage | Spellblade | Hypothermia | Spellblade | 3 | Using Shatter Strike consumes stacks of Firebrand to gain Frostbite Chance per stack consumed.- Frostbite Chance Per Stack +100%
- Stacks Consumed 3 per point
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| Firebrand | Mage | Spellblade | Illuminating Fire | Spellblade | 3 | Consuming 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
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| Firebrand | Mage | Spellblade | Incineration | Spellblade | 1 | Your 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%
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| Firebrand | Mage | Spellblade | Inferno | Spellblade | 3 | Firebrand 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
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| Firebrand | Mage | Spellblade | Inflame | Spellblade | 4 | Firebrand has additional melee critical strike multiplier per stack of Firebrand.- Melee Critical Multiplier +5% per point
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| Firebrand | Mage | Spellblade | Insulation | Spellblade | 5 | Firebrand grants additional armor and fire resistance per stack of Firebrand.- Armor Per Stack +15 per point
- Fire Resistance Per Stack 8% per point
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| Firebrand | Mage | Spellblade | Kindling | Spellblade | 4 | Firebrand has increased melee critical strike chance per stack of Firebrand.- Increased Melee Crit Chance Per Stack 10% per point
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| Firebrand | Mage | Spellblade | Pyre | Spellblade | 1 | If 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
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| Firebrand | Mage | Spellblade | Pyroshielding | Spellblade | 5 | You gain ward when Firebrand hits at least one enemy. |
| Firebrand | Mage | Spellblade | Searing Brand | Spellblade | 5 | Firebrand deals more damage (multiplicative with other modifiers). |
| Firebrand | Mage | Spellblade | Triple Strike | Spellblade | 1 | Firebrand now shoots three lines instead of one in a cone in front of you, but costs more mana.- Firebrand lines 3
- Mana Cost +3
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| Firebrand | Mage | Spellblade | Undying Fire | Spellblade | 5 | Stacks of Firebrand last longer.- Stack Duration +15% per point
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| Firebrand | Mage | Spellblade | Warding Flames | Spellblade | 3 | You gain ward per second per stack of Firebrand.- Ward Per Second Per Stack 3 per point
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| Firebrand | Mage | Spellblade | Wildfire | Spellblade | 2 | Firebrand can have more maximum stacks.- Maximum Stacks +1 per point
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| Flame Reave | Mage | Spellblade | Accelerando | SorcererSpellbladeRunemaster | 3 | Flame 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
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| Flame Reave | Mage | Spellblade | Arcane Severance | SorcererSpellbladeRunemaster | 4 | Flame 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
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| Flame Reave | Mage | Spellblade | Ashen Waste | SorcererSpellbladeRunemaster | 2 | Flame Reave's critical strikes deal more damage.- Critical Multiplier +25% per point
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| Flame Reave | Mage | Spellblade | Catalyst of Ash | SorcererSpellbladeRunemaster | 2 | When 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%
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| Flame Reave | Mage | Spellblade | Chaos Flare | SorcererSpellbladeRunemaster | 4 | Flame Reave melee hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).- More Crit Chance Against Ignited 20% per point
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| Flame Reave | Mage | Spellblade | Dancing Flames | SorcererSpellbladeRunemaster | 5 | Flame 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
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| Flame Reave | Mage | Spellblade | Ember Infusion | SorcererSpellbladeRunemaster | 4 | Flame Reave deals more melee damage (multiplicative with other modifiers).- Melee Damage +12% per point
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| Flame Reave | Mage | Spellblade | Engulfing Flames | SorcererSpellbladeRunemaster | 4 | Flame 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
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| Flame Reave | Mage | Spellblade | Flame Caller | SorcererSpellbladeRunemaster | 1 | Flame Reave returns to you. This can hit the same enemy again. |
| Flame Reave | Mage | Spellblade | Flame Reave | SorcererSpellbladeRunemaster | 0 | A 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 Reave | Mage | Spellblade | Frenzied Flame | SorcererSpellbladeRunemaster | 4 | Flame 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
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| Flame Reave | Mage | Spellblade | Heat Wave | SorcererSpellbladeRunemaster | 5 | Flame Reave deals more fire damage (multiplicative with other modifiers)- Fire Damage +10% per point
|
| Flame Reave | Mage | Spellblade | Infernal Alchemy | SorcererSpellbladeRunemaster | 3 | When you attack with Flame Reave and critically strike at least one enemy you gain ward. |
| Flame Reave | Mage | Spellblade | Infernal Calling | SorcererSpellbladeRunemaster | 1 | Each time Flame Reave returns, it pulls enemies to you and grants you Haste for a duration.- Pulls Enemies On Return
- Haste Duration (seconds) 1
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| Flame Reave | Mage | Spellblade | Kindling | SorcererSpellbladeRunemaster | 2 | Flame 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
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| Flame Reave | Mage | Spellblade | Lingering Embers | SorcererSpellbladeRunemaster | 2 | You 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
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| Flame Reave | Mage | Spellblade | Naurcrist | SorcererSpellbladeRunemaster | 4 | Flame Reave hits deal additional melee fire damage per equipped sword.- Melee Fire Damage Per Sword +5 per point
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| Flame Reave | Mage | Spellblade | Precise Destruction | SorcererSpellbladeRunemaster | 3 | Flame Reave has additional critical strike chance, but deals damage in a narrower area.- Crit Chance +4% per point
- Width -8% per point
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| Flame Reave | Mage | Spellblade | Reflash | SorcererSpellbladeRunemaster | 1 | Flame 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
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| Flame Reave | Mage | Spellblade | Rhythm of Fire | SorcererSpellbladeRunemaster | 1 | Using 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%
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| Flame Reave | Mage | Spellblade | Rolling Flames | SorcererSpellbladeRunemaster | 2 | Flame Reave travels faster, increasing its range. |
| Flame Reave | Mage | Spellblade | Rolling Thunder | SorcererSpellbladeRunemaster | 1 | Half 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
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| Flame Reave | Mage | Spellblade | Scorched Earth | SorcererSpellbladeRunemaster | 1 | When 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%
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| Flame Reave | Mage | Spellblade | Scorching Tide | SorcererSpellbladeRunemaster | 3 | Flame Reave hits deal more melee damage against ignited enemies (multiplicative with other modifiers).- Melee Damage vs Ignited +20% per point
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| Flame Reave | Mage | Spellblade | Slash and Burn | SorcererSpellbladeRunemaster | 4 | Flame Reave hits have a chance to ignite enemies.- Ignite Chance +25% per point
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| Flame Reave | Mage | Spellblade | Thermopile | SorcererSpellbladeRunemaster | 1 | When 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 Reave | Mage | Spellblade | Unbound Flames | SorcererSpellbladeRunemaster | 3 | Flame Reave deals damage in a larger area. |
| Flame Reave | Mage | Spellblade | Versatility | SorcererSpellbladeRunemaster | 1 | Directly 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
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| Flame Reave | Mage | Spellblade | Worldfire | SorcererSpellbladeRunemaster | 1 | Flame 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%
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| Shatter Strike | Mage | Spellblade | Absolute Zero | Spellblade | 4 | Shatter Strike deals more damage, but has less attack speed (both multiplicative with other modifiers).- Damage +15% per point
- Attack Speed -5% per point
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| Shatter Strike | Mage | Spellblade | Acclimated | Spellblade | 2 | You 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
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| Shatter Strike | Mage | Spellblade | Arctic Blast | Spellblade | 1 | Shatter Strike pulls enemies towards a point in front of you. |
| Shatter Strike | Mage | Spellblade | Breadth of Cold | Spellblade | 3 | Shatter Strike deals more damage (multiplicative with other modifiers) and has increased area of effect.- Damage +10% per point
- Area +10% per point
|
| Shatter Strike | Mage | Spellblade | Chillflame | Spellblade | 1 | Shatter Strike hits convert all stacks of ignite on enemies into Frostbite. |
| Shatter Strike | Mage | Spellblade | Clash of Lightning | Spellblade | 1 | Shatter 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
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| Shatter Strike | Mage | Spellblade | Cold Presence | Spellblade | 4 | Shatter 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
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| Shatter Strike | Mage | Spellblade | Cold Steel | Spellblade | 4 | Shatter Strike’s critical strikes deal more damage per equipped sword.- Critical Multiplier Per Sword +20% per point
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| Shatter Strike | Mage | Spellblade | Frigid Efficacy | Spellblade | 3 | Ice 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
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| Shatter Strike | Mage | Spellblade | Frigid Zephyr | Spellblade | 1 | Shatter Strike grants Haste for two seconds when it kills a frozen enemy. |
| Shatter Strike | Mage | Spellblade | Frostbitten | Spellblade | 4 | Shatter Strike has a chance to inflict enemies with Frostbite.- Frostbite Chance +25% per point
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| Shatter Strike | Mage | Spellblade | Frozen Shrapnel | Spellblade | 1 | Shatter 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
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| Shatter Strike | Mage | Spellblade | Glacial Smash | Spellblade | 4 | Shatter 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
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| Shatter Strike | Mage | Spellblade | Hoarfrost | Spellblade | 4 | Shatter Strike hits grant ward. This effect is doubled for hits against frozen enemies.- Ward Gained +3 per point
- Doubled Against Frozen
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| Shatter Strike | Mage | Spellblade | Ice Barrier | Spellblade | 3 | Shatter 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
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| Shatter Strike | Mage | Spellblade | Iceblink | Spellblade | 4 | Shatter 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
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| Shatter Strike | Mage | Spellblade | Icy Flow | Spellblade | 4 | Shatter Strike costs less mana and grants ward on hit.- Mana Efficiency +12% per point
- Ward Gained +3 per point
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| Shatter Strike | Mage | Spellblade | Lingering Chill | Spellblade | 4 | You 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
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| Shatter Strike | Mage | Spellblade | Obliteration | Spellblade | 2 | Shatter 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
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| Shatter Strike | Mage | Spellblade | Razor Ice | Spellblade | 4 | Frostbite inflicted by Shatter Strike has additional Cold Penetration.- Cold Penetration with Frostbite +15% per point
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| Shatter Strike | Mage | Spellblade | Rimestrike | Spellblade | 1 | Shatter Strike chills enemies, and has additional freeze rate based on its chill chance.- Chill Chance +100%
- Freeze Rate per 10% Chill Chance +1
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| Shatter Strike | Mage | Spellblade | Shatter Strike | Spellblade | 0 | A 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 Strike | Mage | Spellblade | Shiver | Spellblade | 5 | Shatter Strike deals damage in a larger area and penetrates enemy cold resistance.- Area +20% per point
- Cold Penetration +5% per point
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| Shatter Strike | Mage | Spellblade | Solidify | Spellblade | 4 | Shatter Strike has a higher chance to freeze enemies and costs less mana.- Freeze Rate Multiplier +50% per point
- Mana Efficiency +8% per point
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| Shatter Strike | Mage | Spellblade | Stormfused | Spellblade | 2 | Shatter Strike deals more lightning damage per stack of shock on the target.- Lightning Damage per Shock +2% per point
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| Shatter Strike | Mage | Spellblade | Unrelenting Winter | Spellblade | 4 | Ice 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%
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| Shatter Strike | Mage | Spellblade | Whiteout | Spellblade | 2 | Shatter 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
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| Shatter Strike | Mage | Spellblade | Winter's Boon | Spellblade | 1 | Shatter Strike grants mana when it kills an enemy, doubled if that enemy was frozen.- Mana Gain on Kill +1
- Doubled for Frozen Enemies
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| Surge | Mage | Spellblade | Capacitator | Spellblade | 3 | You gain Static Charges on hit with Surge.- Static Charges +1 per point
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| Surge | Mage | Spellblade | Charged Movement | Spellblade | 4 | Surge has a chance to apply a Spark Charge on enemies.- Spark Charge +25% per point
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| Surge | Mage | Spellblade | Coldfront | Spellblade | 1 | Surge causes a Tidal Wave to continue past the arrival point, dealing spell cold damage and chills enemies.- Tidal Wave On Arrival
- Chill Chance 100%
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| Surge | Mage | Spellblade | Concentrated Current | Spellblade | 2 | Surge deals more damage (multiplicative with other modifiers) but you travel a shorter distance.- Damage +20% per point
- Distance -20% per point
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| Surge | Mage | Spellblade | Conduit | Spellblade | 3 | Surge deals more lightning damage per 4 Static Charges you have when you use Surge (multiplicative with other modifiers).- Lightning Damage +1% per point
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| Surge | Mage | Spellblade | Crackling Blades | Spellblade | 2 | Shock 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
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| Surge | Mage | Spellblade | Cryomantic Path | Spellblade | 5 | Surge 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
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| Surge | Mage | Spellblade | Discharge | Spellblade | 1 | You cast Static on arrival with Surge. |
| Surge | Mage | Spellblade | Dynamics | Spellblade | 2 | Surge has increased duration, causing you to move slower. |
| Surge | Mage | Spellblade | Effluence | Spellblade | 5 | Improves 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
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| Surge | Mage | Spellblade | Electropulse | Spellblade | 3 | You now cast Lightning Blasts while travelling with Surge. This uses Lightning Blast's mana cost.- Lightning Blasts While Travelling +1 per point
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| Surge | Mage | Spellblade | Expanse | Spellblade | 5 | Surge deals damage in a larger area. |
| Surge | Mage | Spellblade | Flaming Surge | Spellblade | 1 | Surge'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
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| Surge | Mage | Spellblade | Fulmination | Spellblade | 4 | You have a chance to cast Fire Aura when you consume a stack of Dormant Energy.- Fire Aura Chance 25% per point
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| Surge | Mage | Spellblade | Glacial Assault | Spellblade | 1 | Surge'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
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| Surge | Mage | Spellblade | Insulation | Spellblade | 3 | Consuming stacks of Dormant Energy grants you ward per stack consumed.- Ward Gain Per Stack 10 per point
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| Surge | Mage | Spellblade | Jolt | Spellblade | 3 | Surge shocks enemies and has an increased chance to stun.- Shock Chance +100% per point
- Increased Stun Chance 50% per point
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| Surge | Mage | Spellblade | Lightning Rush | Spellblade | 3 | Surge deals more damage per 1% of movement speed (multiplicative with other modifiers). |
| Surge | Mage | Spellblade | Longstrider | Spellblade | 5 | You travel further with Surge.- Travel Distance +10% per point
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| Surge | Mage | Spellblade | Pyroclasm | Spellblade | 1 | Surge 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. |
| Surge | Mage | Spellblade | Ride the Lightning | Spellblade | 1 | Surge 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%
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| Surge | Mage | Spellblade | Shielding Advance | Spellblade | 1 | You are invulnerable while Surging.- Invulnerability While Surging
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| Surge | Mage | Spellblade | Shielding Efflux | Spellblade | 5 | You gain ward on hit with Surge. |
| Surge | Mage | Spellblade | Shocking Blows | Spellblade | 5 | Surge deals additional melee lightning damage.- Melee Lightning Damage +10 per point
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| Surge | Mage | Spellblade | Stagnant | Spellblade | 3 | Surge Immobilizes enemies hit for a short duration.- Immobilize Duration (seconds) 1 per point
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| Surge | Mage | Spellblade | Static Buildup | Spellblade | 5 | Gain Static Charges when you use Surge.- Static Charges +6 per point
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| Surge | Mage | Spellblade | Storm Aegis | Spellblade | 5 | You gain ward if Surge hits at least one enemy. |
| Surge | Mage | Spellblade | Storm Battery | Spellblade | 5 | While 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%
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| Surge | Mage | Spellblade | Stormbringer | Spellblade | 1 | You now cast Lightning Blast on arrival with Surge. This uses Lightning Blast's mana cost.- Lightning Blast On Arrival
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| Surge | Mage | Spellblade | Surge | Spellblade | 0 | Quick fixed distance dash which hits all enemies in the path with a lightning melee attack. |
| Eterra's Blessing | Primalist | Primalist | Ancestral Renewal | BeastmasterShamanDruid | 3 | When 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
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| Eterra's Blessing | Primalist | Primalist | Ardent Touch | BeastmasterShamanDruid | 5 | When 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
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| Eterra's Blessing | Primalist | Primalist | Binding Heal | BeastmasterShamanDruid | 4 | When 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
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| Eterra's Blessing | Primalist | Primalist | Boon of the Shifter | BeastmasterShamanDruid | 4 | Eterra's Blessing heals for more if you have transformed recently (last 4 seconds).- Increased Healing If Recently Transformed +50% per point
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| Eterra's Blessing | Primalist | Primalist | Caustic Renewal | BeastmasterShamanDruid | 5 | When 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
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| Eterra's Blessing | Primalist | Primalist | Conservation | BeastmasterShamanDruid | 5 | Eterra's Blessing costs less mana.- Mana Efficiency +10% per point
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| Eterra's Blessing | Primalist | Primalist | Efflorescence | BeastmasterShamanDruid | 1 | Eterra's Blessing heals half of its value immediately, and half of its value over 4 seconds.- Eterra's Blessing Heals Over Time
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| Eterra's Blessing | Primalist | Primalist | Embolden | BeastmasterShamanDruid | 4 | Your next spell after casting Eterra's Blessing deals increased damage.- Increased Spell Damage On Next Cast 25% per point
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| Eterra's Blessing | Primalist | Primalist | Encourage | BeastmasterShamanDruid | 4 | When 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
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| Eterra's Blessing | Primalist | Primalist | Eterra's Blessing | BeastmasterShamanDruid | 0 | The 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 Blessing | Primalist | Primalist | Eterra's Furor | BeastmasterShamanDruid | 1 | When 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
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| Eterra's Blessing | Primalist | Primalist | Improved Blessing | BeastmasterShamanDruid | 5 | Eterra's Blessing has increased healing effectiveness.- Increased Healing +20% per point
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| Eterra's Blessing | Primalist | Primalist | Lifestream | BeastmasterShamanDruid | 2 | After 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
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| Eterra's Blessing | Primalist | Primalist | Natural Affinity | BeastmasterShamanDruid | 1 | When cast on a minion, Eterra's Blessing grants stun immunity for 4 seconds. |
| Eterra's Blessing | Primalist | Primalist | Overgrowth | BeastmasterShamanDruid | 4 | Eterra'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
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| Eterra's Blessing | Primalist | Primalist | Purge | BeastmasterShamanDruid | 1 | Eterra's Blessing cleanses all ailments on its target. |
| Eterra's Blessing | Primalist | Primalist | Rebuke | BeastmasterShamanDruid | 3 | Eterra's Blessing knocks back enemies a given distance from its target.- Knockback Distance (Meters) 1 per point
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| Eterra's Blessing | Primalist | Primalist | Regrowth | BeastmasterShamanDruid | 1 | When Efflorescence's heal over time expires, heal again for half of Eterra's Blessing's value.- Heal Again When Efflorescence Expires
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| Eterra's Blessing | Primalist | Primalist | Rosebloom | BeastmasterShamanDruid | 1 | Whenever you directly cast Thorn Shield, you also cast Eterra's Blessing on the same target. Consumes Eterra's Blessing's mana cost as rage. |
| Eterra's Blessing | Primalist | Primalist | Safeguard | BeastmasterShamanDruid | 5 | Eterra's Blessing grants elemental and poison resistance.- Elemental Resistance +15% per point
- Poison Resistance +15% per point
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| Eterra's Blessing | Primalist | Primalist | Savage Boon | BeastmasterShamanDruid | 4 | When 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
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| Eterra's Blessing | Primalist | Primalist | Skyboon | BeastmasterShamanDruid | 1 | When 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
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| Eterra's Blessing | Primalist | Primalist | Soul Bond | BeastmasterShamanDruid | 4 | When 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
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| Eterra's Blessing | Primalist | Primalist | Swift Recovery | BeastmasterShamanDruid | 1 | When Eterra's Blessing targets a downed companion, it heals them for a portion of their maximum downed duration.- Companion Down Duration Healed 30%
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| Eterra's Blessing | Primalist | Primalist | Symbiosis | BeastmasterShamanDruid | 3 | When 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
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| Eterra's Blessing | Primalist | Primalist | Tranquil Spirit | BeastmasterShamanDruid | 1 | When 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
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| Eterra's Blessing | Primalist | Primalist | Triage | BeastmasterShamanDruid | 1 | Eterra'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
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| Fury Leap | Primalist | Primalist | Ambush Predator | BeastmasterShamanDruid | 5 | Fury Leap hits deal more damage against enemies at full health (multiplicative with other modifiers).- Hit Damage Against Enemies At Full Health +30% per point
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| Fury Leap | Primalist | Primalist | Aspect of the Mantis | BeastmasterShamanDruid | 1 | Fury 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
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| Fury Leap | Primalist | Primalist | Battle Bloom | BeastmasterShamanDruid | 1 | When you land you cleanse all ailments on you and your minions.- Ailments Cleansed on Landing
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| Fury Leap | Primalist | Primalist | Brutal Impact | BeastmasterShamanDruid | 5 | Fury Leap's critical strikes deal more damage.- Critical Strike Multiplier +20% per point
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| Fury Leap | Primalist | Primalist | Crater | BeastmasterShamanDruid | 4 | Fury Leap's deals damage in a larger area and costs less mana.- Area +25% per point
- Mana Cost -2 per point
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| Fury Leap | Primalist | Primalist | Crushing Impact | BeastmasterShamanDruid | 5 | Fury 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
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| Fury Leap | Primalist | Primalist | Frenzied Onslaught | BeastmasterShamanDruid | 1 | When you land, you and your minions gain Frenzy for 3 seconds, which increases attack and cast speed. Frenzy cannot stack.- Frenzy Duration (Seconds) 3
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| Fury Leap | Primalist | Primalist | Fury Leap | BeastmasterShamanDruid | 0 | Leap to the target location, dealing damage to nearby enemies when you hit the ground. |
| Fury Leap | Primalist | Primalist | Gravity | BeastmasterShamanDruid | 1 | Fury Leap pulls enemies when you land. |
| Fury Leap | Primalist | Primalist | Heorot's Protection | BeastmasterShamanDruid | 1 | You are immune to damage while leaping. |
| Fury Leap | Primalist | Primalist | Lagon's Wrath | BeastmasterShamanDruid | 1 | Fury Leap creates Storm Bolts while you are leaping.- Fury Leap Casts Storm Bolt
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| Fury Leap | Primalist | Primalist | Pack Leader | BeastmasterShamanDruid | 1 | Your Wolf, Sabertooth, and Raptor companions leap with you. |
| Fury Leap | Primalist | Primalist | Panther Strike | BeastmasterShamanDruid | 4 | Fury Leap deals more damage (multiplicative with other modifiers) and has a shorter cooldown.- Damage +6% per point
- Cooldown Recovery Speed +6% per point
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| Fury Leap | Primalist | Primalist | Poisonous Thicket | BeastmasterShamanDruid | 4 | Fury Leap has a chance to cast Summon Vines where you land.- Chance To Cast Summon Vines At Arrival 25% per point
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| Fury Leap | Primalist | Primalist | Regain Stamina | BeastmasterShamanDruid | 4 | You 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
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| Fury Leap | Primalist | Primalist | Rejuvenating Storms | BeastmasterShamanDruid | 1 | You 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%
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| Fury Leap | Primalist | Primalist | Rise | BeastmasterShamanDruid | 4 | Fury Leap has a chance to cast Summon Vines where you leap from.- Chance To Cast Summon Vines At Departure 25% per point
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| Fury Leap | Primalist | Primalist | Savage Impact | BeastmasterShamanDruid | 5 | Fury 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
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| Fury Leap | Primalist | Primalist | Storm Bringer | BeastmasterShamanDruid | 5 | Storm Bolts occur with increased frequency.- Storm Bolt Frequency +20% per point
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| Fury Leap | Primalist | Primalist | Unshackled | BeastmasterShamanDruid | 1 | While you are below half health, Fury Leap always critically strikes.- Critical Chance Below Half Health 100%
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| Fury Leap | Primalist | Primalist | Violent Upheaval | BeastmasterShamanDruid | 1 | When 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
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| Fury Leap | Primalist | Primalist | Warrior's Entrance | BeastmasterShamanDruid | 5 | When 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
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| Fury Leap | Primalist | Primalist | Wind Hammer | BeastmasterShamanDruid | 3 | Fury Leap deals more damage based on how far you leap.- Damage per Meter Travelled +1% per point
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| Fury Leap | Primalist | Primalist | Wings of Endurance | BeastmasterShamanDruid | 3 | When you land, you and your minions are healed.- Health Restored on Landing 50 per point
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| Gathering Storm | Primalist | Primalist | A Storm Gathers | BeastmasterShamanDruid | 3 | Whenever you expend a Storm Stack you have a chance to gain a stack instead of losing one.- Chance To Gain Stack 6% per point
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| Gathering Storm | Primalist | Primalist | Clouds on the Horizon | BeastmasterShamanDruid | 2 | Storm Bolts target enemies from farther away.- Target Area +25% per point
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| Gathering Storm | Primalist | Primalist | Concentrated Storm | BeastmasterShamanDruid | 4 | Gathering 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
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| Gathering Storm | Primalist | Primalist | Earth Smasher | BeastmasterShamanDruid | 1 | Gathering 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
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| Gathering Storm | Primalist | Primalist | Energized by the Skies | BeastmasterShamanDruid | 3 | Gathering 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
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| Gathering Storm | Primalist | Primalist | Excited Bolts | BeastmasterShamanDruid | 1 | Storm 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%
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| Gathering Storm | Primalist | Primalist | Friends of the Tempest | BeastmasterShamanDruid | 5 | If 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
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| Gathering Storm | Primalist | Primalist | Frostbringer | BeastmasterShamanDruid | 1 | Gathering 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
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| Gathering Storm | Primalist | Primalist | Gathering Storm | BeastmasterShamanDruid | 0 | Strike 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 Storm | Primalist | Primalist | In the Eye of the Storm | BeastmasterShamanDruid | 2 | Whenever you expend a Storm Stack you have a chance to cast Maelstrom.- Maelstrom Chance 5% per point
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| Gathering Storm | Primalist | Primalist | Island Cleaver | BeastmasterShamanDruid | 4 | Gathering 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
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| Gathering Storm | Primalist | Primalist | Jolting Strikes | BeastmasterShamanDruid | 4 | Storm 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
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| Gathering Storm | Primalist | Primalist | Lagonian Diplomacy | BeastmasterShamanDruid | 1 | While 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
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| Gathering Storm | Primalist | Primalist | Lightning Gale | BeastmasterShamanDruid | 1 | Whenever you expend a Storm Stack you have a chance to gain Haste. |
| Gathering Storm | Primalist | Primalist | Lightning Strikes Twice | BeastmasterShamanDruid | 1 | Whenever 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%
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| Gathering Storm | Primalist | Primalist | Looming Clouds | BeastmasterShamanDruid | 4 | Whenever you expend a Storm Stack you have a chance to cast Storm Bolt at an additional enemy.- Storm Bolt Chance +8% per point
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| Gathering Storm | Primalist | Primalist | Manafused Storm | BeastmasterShamanDruid | 1 | Whenever 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
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| Gathering Storm | Primalist | Primalist | Of Ice and Snow | BeastmasterShamanDruid | 3 | Gathering 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
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| Gathering Storm | Primalist | Primalist | Rending Vortex | BeastmasterShamanDruid | 1 | Gathering Storm has improved base critical strike chance per stack of Maelstrom on you from any source.- Crit Chance Per Maelstrom +1%
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| Gathering Storm | Primalist | Primalist | Seismic Crash | BeastmasterShamanDruid | 1 | Gathering Storm deals additional melee damage per Strength while wielding a 2 handed weapon.- Melee Damage Per Strength +1
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| Gathering Storm | Primalist | Primalist | Tempest Weapon | BeastmasterShamanDruid | 2 | Gathering 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%
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| Gathering Storm | Primalist | Primalist | The Typhoon | BeastmasterShamanDruid | 2 | You 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
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| Gathering Storm | Primalist | Primalist | Thunderous Strikes | BeastmasterShamanDruid | 4 | Gathering Storm penetrates enemy lightning resistance.- Lightning Penetration +10% per point
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| Gathering Storm | Primalist | Primalist | Two Eyed Storm | BeastmasterShamanDruid | 1 | Whenever 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
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| Gathering Storm | Primalist | Primalist | Whirlwind Tactics | BeastmasterShamanDruid | 4 | Whenever 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%
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| Gathering Storm | Primalist | Primalist | Windfury Blows | BeastmasterShamanDruid | 3 | Gathering Storm has increased attack speed.- Attack Speed +5% per point
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| Gathering Storm | Primalist | Primalist | Wings of Lightning | BeastmasterShamanDruid | 4 | Whenever 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
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| Gathering Storm | Primalist | Primalist | Winter Comes | BeastmasterShamanDruid | 1 | Gathering 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%
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| Maelstrom | Primalist | Primalist | Arctic Blast | BeastmasterShamanDruid | 5 | Maelstrom has an increased chance to freeze enemies each second.- Freeze Rate Multiplier +40% per point
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| Maelstrom | Primalist | Primalist | Arctic Chill | BeastmasterShamanDruid | 5 | Maelstrom has a chance to chill enemies each second.- Chill Chance Per Second +20% per point
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| Maelstrom | Primalist | Primalist | Beneath The Waves | BeastmasterShamanDruid | 3 | If 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
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| Maelstrom | Primalist | Primalist | Calm | BeastmasterShamanDruid | 4 | Maelstrom costs less mana.- Mana Efficiency +15% per point
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| Maelstrom | Primalist | Primalist | Cyclone | BeastmasterShamanDruid | 1 | Maelstrom'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
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| Maelstrom | Primalist | Primalist | Energized | BeastmasterShamanDruid | 3 | Storm Bolt from the Power of the Storm node is cast at additional targets.- Additional Targets +1 per point
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| Maelstrom | Primalist | Primalist | Essence of Debris | BeastmasterShamanDruid | 4 | Each stack of Maelstrom grants you an increased chance to stun enemies.- Global Increased Stun Chance Per Stack +8% per point
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| Maelstrom | Primalist | Primalist | Eye of the Storm | BeastmasterShamanDruid | 4 | Maelstrom deals more damage (multiplicative with other modifiers), but in a smaller area.- Damage +25% per point
- Area -10% per point
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| Maelstrom | Primalist | Primalist | Frozen Abyss | BeastmasterShamanDruid | 4 | Maelstrom deals more damage to chilled or frozen enemies (multiplicative with other modifiers).- Damage to Chilled +10% per point
- Damage to Frozen +30% per point
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| Maelstrom | Primalist | Primalist | Grip of Chaos | BeastmasterShamanDruid | 1 | When 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%
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| Maelstrom | Primalist | Primalist | Growing Storm | BeastmasterShamanDruid | 5 | You 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
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| Maelstrom | Primalist | Primalist | Healing Winds | BeastmasterShamanDruid | 3 | Maelstrom also heals allies in its area of effect each second.- Healing Per Second 2 per point
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| Maelstrom | Primalist | Primalist | Maelstrom | BeastmasterShamanDruid | 0 | Surrounds 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. |
| Maelstrom | Primalist | Primalist | Power of the Storm | BeastmasterShamanDruid | 1 | While 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
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| Maelstrom | Primalist | Primalist | Sleet-Footed | BeastmasterShamanDruid | 3 | Each stack of Maelstrom grants you increased dodge chance.- Increased Dodge Rating Per Maelstrom Stack 3% per point
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| Maelstrom | Primalist | Primalist | Storm's Aid | BeastmasterShamanDruid | 1 | You can choose to cast Maelstrom on your minions instead of yourself. |
| Maelstrom | Primalist | Primalist | Strong Tides | BeastmasterShamanDruid | 3 | Power of The Storm's stack requirement is reduced.- Stacks Required To Cast Lightning -1 per point
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| Maelstrom | Primalist | Primalist | Tsunami | BeastmasterShamanDruid | 1 | After every fifth Maelstrom stack gained, you release a Tsunami, a cold spell that deals damage in an area around you.- Tsunami Every Fifth Stack
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| Maelstrom | Primalist | Primalist | Turbulence | BeastmasterShamanDruid | 5 | Maelstrom 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
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| Maelstrom | Primalist | Primalist | Turmoil | BeastmasterShamanDruid | 4 | Maelstrom deals damage in a larger area. |
| Maelstrom | Primalist | Primalist | Typhoon | BeastmasterShamanDruid | 3 | Tsunami 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
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| Maelstrom | Primalist | Primalist | Violent Squall | BeastmasterShamanDruid | 1 | Maelstrom 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
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| Maelstrom | Primalist | Primalist | Vortex | BeastmasterShamanDruid | 5 | Maelstrom deals more damage when cast on a totem (multiplicative with other modifiers).- Damage When Cast On Totem +60% per point
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| Maelstrom | Primalist | Primalist | Whirlpool | BeastmasterShamanDruid | 4 | Maelstrom stacks have a longer duration.- Stack Duration +10% per point
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| Maelstrom | Primalist | Primalist | Windfury | BeastmasterShamanDruid | 1 | If you have 6 stacks of Maelstrom or more, you gain Frenzy.- Frenzy At 6 Or More Stacks
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| Maelstrom | Primalist | Primalist | Windswept | BeastmasterShamanDruid | 1 | If you have 6 stacks of Maelstrom or more, you gain Haste.- Haste At 6 Or More Stacks
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| Serpent Strike | Primalist | Primalist | Biting Winds | BeastmasterShamanDruid | 3 | Frosbite inflicted by Serpent Strike lasts longer and has additional cold penetration- Cold Penetration with Frostbite +15% per point
- Frostbite Duration +15% per point
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| Serpent Strike | Primalist | Primalist | Cobra Lunge | BeastmasterShamanDruid | 1 | When 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
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| Serpent Strike | Primalist | Primalist | Coldfang | BeastmasterShamanDruid | 5 | Serpent Strike hits have a higher chance to freeze enemies.- Freeze Rate +20 per point
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| Serpent Strike | Primalist | Primalist | Constrictor | BeastmasterShamanDruid | 5 | You 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
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| Serpent Strike | Primalist | Primalist | Corrosive Venom | BeastmasterShamanDruid | 5 | Serpent Strike hits have a chance to shred enemy armor and posion resistance.- Armour Shred Chance +20% per point
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| Serpent Strike | Primalist | Primalist | Culling Point | BeastmasterShamanDruid | 3 | Serpent 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
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| Serpent Strike | Primalist | Primalist | Devour Prey | BeastmasterShamanDruid | 2 | You 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
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| Serpent Strike | Primalist | Primalist | Dread Fang | BeastmasterShamanDruid | 3 | Ailments applied by Serpent Strike and Primal Serpents have additional poison penetration.- Poison Penetration +15% per point
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| Serpent Strike | Primalist | Primalist | Emerald Fangs | BeastmasterShamanDruid | 3 | Primal 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
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| Serpent Strike | Primalist | Primalist | Eye of the Viper | BeastmasterShamanDruid | 3 | Serpent Strike's critical strikes deal more damage.- Critical Multiplier +25% per point
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| Serpent Strike | Primalist | Primalist | Fast Acting Toxins | BeastmasterShamanDruid | 1 | Serpent 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%
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| Serpent Strike | Primalist | Primalist | Frostwyrm's Fury | BeastmasterShamanDruid | 1 | Serpent 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
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| Serpent Strike | Primalist | Primalist | Gouging Spear | BeastmasterShamanDruid | 5 | Serpent Strike hits have a chance to cause enemies to bleed.- Bleed Chance +20% per point
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| Serpent Strike | Primalist | Primalist | Guardian Spear | BeastmasterShamanDruid | 1 | Instead 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
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| Serpent Strike | Primalist | Primalist | Hydra Strikes | BeastmasterShamanDruid | 3 | Serpent Strike has increased attack speed.- Attack Speed +5% per point
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| Serpent Strike | Primalist | Primalist | Iron Scales | BeastmasterShamanDruid | 3 | Primal Serpents have more health (multiplicative with other modifiers) and additional armour- Primal Serpent Health +60% per point
- Primal Serpent Armour +160 per point
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| Serpent Strike | Primalist | Primalist | Mussurana | BeastmasterShamanDruid | 3 | Each 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
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| Serpent Strike | Primalist | Primalist | Poison Tipped | BeastmasterShamanDruid | 5 | Serpent 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
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| Serpent Strike | Primalist | Primalist | Primal Serpent | BeastmasterShamanDruid | 1 | When 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%
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| Serpent Strike | Primalist | Primalist | Sapping Coils | BeastmasterShamanDruid | 2 | You regain mana when you consume a stack of Constrictor.- Mana per Stack Consumed 1 per point
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| Serpent Strike | Primalist | Primalist | Serpent Strike | BeastmasterShamanDruid | 0 | Requires a spear. A melee attack with 140% poison chance. Poisons inflicted by serpent strike last 40% longer. |
| Serpent Strike | Primalist | Primalist | Serpent Venom | BeastmasterShamanDruid | 2 | Serpent 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
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| Serpent Strike | Primalist | Primalist | Shattered Immunity | BeastmasterShamanDruid | 3 | Serpent 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
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| Serpent Strike | Primalist | Primalist | Shroud of Winter | BeastmasterShamanDruid | 1 | You have additional dodge rating per cold resistance, for each stack of the Slither buff.- Dodge Rating Per 1% Cold Resistance +1
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| Serpent Strike | Primalist | Primalist | Slither | BeastmasterShamanDruid | 3 | You 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
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| Serpent Strike | Primalist | Primalist | Spirit Viper | BeastmasterShamanDruid | 1 | Serpent 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
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| Serpent Strike | Primalist | Primalist | Steel Eater | BeastmasterShamanDruid | 1 | Armour Shred inflicted by Serpent Strike has an increased effect based on your Dexterity.- Armour Shred Effect per Dexterity +4%
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| Serpent Strike | Primalist | Primalist | Swirling Carnage | BeastmasterShamanDruid | 1 | Each 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%
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| Serpent Strike | Primalist | Primalist | Venomous Union | BeastmasterShamanDruid | 1 | When 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
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| Serpent Strike | Primalist | Primalist | Vicious Strikes | BeastmasterShamanDruid | 3 | Primal 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
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| Summon Storm Crows | Primalist | Primalist | Arborist | BeastmasterShamanDruid | 1 | Wisdom of the Storm no longer has a cooldown, but can now only target totems.- No Cooldown
- Wisdom of the Storm On Totems
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| Summon Storm Crows | Primalist | Primalist | Arctic Breath | BeastmasterShamanDruid | 5 | Storm Crows have a higher chance to freeze enemies.- Freeze Rate Multiplier +70% per point
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| Summon Storm Crows | Primalist | Primalist | Aspect of the Crow | BeastmasterShamanDruid | 3 | Storm 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
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| Summon Storm Crows | Primalist | Primalist | Avis | BeastmasterShamanDruid | 3 | Storm 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
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| Summon Storm Crows | Primalist | Primalist | Charged Feathers | BeastmasterShamanDruid | 5 | Storm 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
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| Summon Storm Crows | Primalist | Primalist | Expansive Pulse | BeastmasterShamanDruid | 5 | Crowstorm 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
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| Summon Storm Crows | Primalist | Primalist | Feathered Storm | BeastmasterShamanDruid | 1 | Storm 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%
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| Summon Storm Crows | Primalist | Primalist | Forager | BeastmasterShamanDruid | 3 | Storm Crows are able to use Goodberries more frequently.- Increased Cooldown Recovery Speed 40% per point
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| Summon Storm Crows | Primalist | Primalist | Frigid Wings | BeastmasterShamanDruid | 1 | Storm 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
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| Summon Storm Crows | Primalist | Primalist | Fulminating Caw | BeastmasterShamanDruid | 5 | Your increases to lightning damage also apply to your Storm Crows, but at reduced effectiveness.- Lightning Damage Effectiveness 30% per point
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| Summon Storm Crows | Primalist | Primalist | Goodberries | BeastmasterShamanDruid | 4 | Storm 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
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| Summon Storm Crows | Primalist | Primalist | Huntsman | BeastmasterShamanDruid | 4 | Your 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. |
| Summon Storm Crows | Primalist | Primalist | Murder of Crows | BeastmasterShamanDruid | 5 | Storm Crows deal more damage per active crow (multiplicative with other modifiers).- Damage Per Crow +4% per point
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| Summon Storm Crows | Primalist | Primalist | Navigator | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Storm Crows | Primalist | Primalist | Nimbleness | BeastmasterShamanDruid | 5 | Storm Crows have additional dodge chance and increased dodge chance.- Added Dodge Rating +80 per point
- Increased Dodge Rating +40% per point
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| Summon Storm Crows | Primalist | Primalist | Observe and Learn | BeastmasterShamanDruid | 5 | Your 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
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| Summon Storm Crows | Primalist | Primalist | Ornithology | BeastmasterShamanDruid | 5 | You are granted additional Intelligence per active Storm Crow.- Intelligence Per Crow +2 per point
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| Summon Storm Crows | Primalist | Primalist | Pincers | BeastmasterShamanDruid | 5 | Storm Crows' critical strikes deal more damage.- Critical Multiplier 10% per point
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| Summon Storm Crows | Primalist | Primalist | Power Claw | BeastmasterShamanDruid | 3 | Storm 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
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| Summon Storm Crows | Primalist | Primalist | Shatterbolt | BeastmasterShamanDruid | 5 | Storm Crows deal more damage (multiplicative with other modifiers) and have increased critical strike chance.- Damage +5% per point
- Increased Crit Chance 10% per point
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| Summon Storm Crows | Primalist | Primalist | Shocking Display | BeastmasterShamanDruid | 5 | Storm Crows have a chance to shock enemies and have additional lightning resistance.- Shock Chance +15% per point
- Lightning Resistance +15% per point
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| Summon Storm Crows | Primalist | Primalist | Shredding Beaks | BeastmasterShamanDruid | 5 | Storm Crows hits have a chance to shred enemy armor.- Armor Shred Chance +20% per point
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| Summon Storm Crows | Primalist | Primalist | Silverberries | BeastmasterShamanDruid | 4 | Goodberries now also grants the companion ward. The amount of ward gained is increased by healing effectiveness. |
| Summon Storm Crows | Primalist | Primalist | Sky Passage | BeastmasterShamanDruid | 1 | When 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
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| Summon Storm Crows | Primalist | Primalist | Storm Breath | BeastmasterShamanDruid | 3 | Storm 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
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| Summon Storm Crows | Primalist | Primalist | Summon Storm Crows | BeastmasterShamanDruid | 0 | Summons 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 Crows | Primalist | Primalist | Thundering Strike | BeastmasterShamanDruid | 3 | Crowstorm 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
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| Summon Storm Crows | Primalist | Primalist | Thunderous Blast | BeastmasterShamanDruid | 2 | Crowstorm 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
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| Summon Storm Crows | Primalist | Primalist | Thunderstruck | BeastmasterShamanDruid | 5 | Storm Crows' basic lightning spell has a chance to chain to up to 2 additional targets.- Chain Lightning Chance 5% per point
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| Summon Storm Crows | Primalist | Primalist | Winds of Restoration | BeastmasterShamanDruid | 1 | Storm Crows can now also fly to and heal you with Goodberries. |
| Summon Storm Crows | Primalist | Primalist | Winged Raptor | BeastmasterShamanDruid | 1 | You 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
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| Summon Storm Crows | Primalist | Primalist | Wisdom of the Storm | BeastmasterShamanDruid | 1 | Every 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
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| Summon Thorn Totem | Primalist | Primalist | Ancient Power | BeastmasterShamanDruid | 4 | Thorn Totem deals more damage, but has less cast speed (both multiplicative with other modifiers).- Damage +25% per point
- Cast Speed -5% per point
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| Summon Thorn Totem | Primalist | Primalist | Eternal Forest | BeastmasterShamanDruid | 4 | Thorn Totems last longer and have more health (multiplicative with other modifiers)- Duration (seconds) +1 per point
- Health +15% per point
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| Summon Thorn Totem | Primalist | Primalist | Forested Expanse | BeastmasterShamanDruid | 4 | You can have additional Thorn Totems active, but Summon Thorn Totem costs more mana.- Maximum Thorn Totems +1 per point
- Mana Cost +25% per point
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| Summon Thorn Totem | Primalist | Primalist | Frenetic Attunement | BeastmasterShamanDruid | 3 | You summon Thorn Totem faster and all Thorn Totems have increased cast speed.- Summoning Speed +10% per point
- Thorn Totem Cast Speed +3% per point
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| Summon Thorn Totem | Primalist | Primalist | Frost Attunement | BeastmasterShamanDruid | 1 | Thorn 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%
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| Summon Thorn Totem | Primalist | Primalist | Grove Mind | BeastmasterShamanDruid | 1 | You 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
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| Summon Thorn Totem | Primalist | Primalist | Guided Thorns | BeastmasterShamanDruid | 1 | Thorn Totem's thorns now seek nearby targets, but Thorn Totem has less cast speed (multiplicative with other modifiers). |
| Summon Thorn Totem | Primalist | Primalist | Impale | BeastmasterShamanDruid | 3 | Thorn Totem's thorns have a chance to deal double damage on hit.- Chance For Double Damage 17% per point
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| Summon Thorn Totem | Primalist | Primalist | Lasting Affliction | BeastmasterShamanDruid | 4 | Poison and Frostbite inflicted by Thorn Totem last longer.- Poison Duration +12% per point
- Frostbite Duration +12% per point
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| Summon Thorn Totem | Primalist | Primalist | Lethal Thicket | BeastmasterShamanDruid | 4 | Thorn 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
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| Summon Thorn Totem | Primalist | Primalist | Memories of Eterra | BeastmasterShamanDruid | 4 | You regain mana when a Thorn Totem dies or is unsummoned. |
| Summon Thorn Totem | Primalist | Primalist | Nightshade Briar | BeastmasterShamanDruid | 1 | Thorn 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%
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| Summon Thorn Totem | Primalist | Primalist | Oaken Protection | BeastmasterShamanDruid | 5 | Thorn Totems have more health (multiplicative with other modifiers) and additional physical resistance.- Maximum Health +20% per point
- Physical Resistance +10% per point
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| Summon Thorn Totem | Primalist | Primalist | On Astral Winds | BeastmasterShamanDruid | 4 | Thorn 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
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| Summon Thorn Totem | Primalist | Primalist | Pillars of Heorot | BeastmasterShamanDruid | 1 | Thorn 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%
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| Summon Thorn Totem | Primalist | Primalist | Rotten Core | BeastmasterShamanDruid | 1 | When 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
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| Summon Thorn Totem | Primalist | Primalist | Shred Armor | BeastmasterShamanDruid | 5 | Thorn Totem hits have a chance to shred enemy armor.- Armor Shred Chance +20% per point
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| Summon Thorn Totem | Primalist | Primalist | Spriggans' Wrath | BeastmasterShamanDruid | 4 | Thorn Totem's thorns can pierce enemies up to a maximum- Maximum Enemies Pierced 1 per point
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| Summon Thorn Totem | Primalist | Primalist | Summon Thorn Totem | BeastmasterShamanDruid | 0 | Summons a totem that fires thorns at nearby enemies. You can have a maximum of two thorn totems by default. |
| Summon Thorn Totem | Primalist | Primalist | Titan's Bane | BeastmasterShamanDruid | 1 | Thorn 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
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| Summon Thorn Totem | Primalist | Primalist | Torrent of Thorns | BeastmasterShamanDruid | 3 | Thorn Totems have a chance to release twice as many thorns with each burst.- Double Projectiles Chance 7% per point
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| Summon Thorn Totem | Primalist | Primalist | Totemic Wisdom | BeastmasterShamanDruid | 5 | Summon Thorn Totem costs less mana.- Mana Efficiency +15% per point
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| Summon Thorn Totem | Primalist | Primalist | Venom Tipped Thorns | BeastmasterShamanDruid | 4 | Thorn Totem hits have a chance to poison enemies.- Poison Chance +25% per point
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| Summon Thorn Totem | Primalist | Primalist | Winged Thorns | BeastmasterShamanDruid | 3 | Thorn Totem's thorns travel faster and farther.- Speed and Range +20% per point
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| Summon Thorn Totem | Primalist | Primalist | Winterwood | BeastmasterShamanDruid | 5 | Thorn Totem deals additional spell cold damage, including its own thorns.- Spell Cold Damage +4 per point
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| Summon Wolf | Primalist | Primalist | Battlecry | BeastmasterShamanDruid | 2 | The 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
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| Summon Wolf | Primalist | Primalist | Call of the Wind | BeastmasterShamanDruid | 3 | Your Wolves' Howl also grant Haste for a short duration.- Seconds of Haste on Howl 1 per point
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| Summon Wolf | Primalist | Primalist | Canine Agility | BeastmasterShamanDruid | 4 | Your 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
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| Summon Wolf | Primalist | Primalist | Cloud Runners | BeastmasterShamanDruid | 5 | Your Wolves deal more lightning damage (multiplicative with other modifiers).- Lightning Damage +30% per point
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| Summon Wolf | Primalist | Primalist | Crippling Wounds | BeastmasterShamanDruid | 4 | Bleed 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
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| Summon Wolf | Primalist | Primalist | Earthborn | BeastmasterShamanDruid | 3 | Wolves 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
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| Summon Wolf | Primalist | Primalist | Frozen Fangs | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Wolf | Primalist | Primalist | Howl of Might | BeastmasterShamanDruid | 4 | Wolves 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
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| Summon Wolf | Primalist | Primalist | Leap Attack | BeastmasterShamanDruid | 1 | Your Wolves gain a Leap Attack to close the gap on distant enemies. Leap Attack has a 10 second cooldown. |
| Summon Wolf | Primalist | Primalist | Legendary Bite | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Wolf | Primalist | Primalist | Lone Wolf | BeastmasterShamanDruid | 1 | While 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
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| Summon Wolf | Primalist | Primalist | Lupine Endurance | BeastmasterShamanDruid | 5 | Your Wolves have more health (multiplicative with other modifiers). |
| Summon Wolf | Primalist | Primalist | On the Hunt | BeastmasterShamanDruid | 5 | Wolves have increased attack and move speed.- Attack Speed +8% per point
- Movespeed +12% per point
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| Summon Wolf | Primalist | Primalist | Patient Hunters | BeastmasterShamanDruid | 4 | Wolves 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
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| Summon Wolf | Primalist | Primalist | Permanent Bond | BeastmasterShamanDruid | 1 | You have an additional wolf companion at all times. This wolf does not count towards your companion limit.- Additional Wolf Companion
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| Summon Wolf | Primalist | Primalist | Relentless | BeastmasterShamanDruid | 1 | Your Wolves cannot be stunned. |
| Summon Wolf | Primalist | Primalist | Safety In Numbers | BeastmasterShamanDruid | 1 | You can summon Wolves up to your maximum number of companions.- Wolves Up To Companion Limit
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| Summon Wolf | Primalist | Primalist | Savage Hunters | BeastmasterShamanDruid | 5 | Wolves deal more damage (multiplicative with other modifiers). |
| Summon Wolf | Primalist | Primalist | Serrated Claws | BeastmasterShamanDruid | 4 | Wolves have a chance to cause enemies to bleed with their melee attacks.- Melee Bleed Chance +25% per point
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| Summon Wolf | Primalist | Primalist | Shaman's Bond | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Wolf | Primalist | Primalist | Snarl | BeastmasterShamanDruid | 2 | When 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
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| Summon Wolf | Primalist | Primalist | Storm Caller's Reprisal | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Wolf | Primalist | Primalist | Storm Jaws | BeastmasterShamanDruid | 4 | Your Wolves' melee attacks deal additional lightning damage.- Melee Lightning Damage +5 per point
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| Summon Wolf | Primalist | Primalist | Stormborn | BeastmasterShamanDruid | 5 | Your 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
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| Summon Wolf | Primalist | Primalist | Summon Wolf | BeastmasterShamanDruid | 0 | Summons 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 Wolf | Primalist | Primalist | Tundra Stalkers | BeastmasterShamanDruid | 5 | Wolves 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
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| Summon Wolf | Primalist | Primalist | Victory Howl | BeastmasterShamanDruid | 3 | Wolves 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
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| Summon Wolf | Primalist | Primalist | Winterborn | BeastmasterShamanDruid | 4 | Wolves have a chance to chill enemies on hit.- Chill Chance +10% per point
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| Summon Wolf | Primalist | Primalist | Wolfen Recovery | BeastmasterShamanDruid | 4 | Wolves have additional base health regeneration and increased health regeneration.- Health Regen +4 per point
- Increased Health Regen 80% per point
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| Swipe | Primalist | Primalist | Aspect of the Panther | BeastmasterShamanDruid | 5 | When 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%
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| Swipe | Primalist | Primalist | Avatar of Stone | BeastmasterShamanDruid | 3 | When 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
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| Swipe | Primalist | Primalist | Blood Beast | BeastmasterShamanDruid | 5 | Swipe hits have a chance to cause enemies to bleed.- Bleed Chance +20% per point
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| Swipe | Primalist | Primalist | Claws of Stone | BeastmasterShamanDruid | 3 | You 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
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| Swipe | Primalist | Primalist | Claws of the Bear | BeastmasterShamanDruid | 1 | Swipe deals significantly more damage (multiplicative with other modifiers) and slows enemies, but has a cooldown.- Damage +85%
- Slow Chance 100%
- Cooldown 2
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| Swipe | Primalist | Primalist | Culling | BeastmasterShamanDruid | 2 | Swipe 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
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| Swipe | Primalist | Primalist | Duality of Nature | BeastmasterShamanDruid | 3 | When 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
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| Swipe | Primalist | Primalist | Feline Hunter | BeastmasterShamanDruid | 1 | While 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%
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| Swipe | Primalist | Primalist | Lagon's Fury | BeastmasterShamanDruid | 1 | The cooldown for the effect of the Storm Claw node is reset if you summon a Totem.- Storm Claw Cooldown Reset on Totem Summon
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| Swipe | Primalist | Primalist | Lion's Strength | BeastmasterShamanDruid | 2 | Aspect 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
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| Swipe | Primalist | Primalist | Lupine Attunement | BeastmasterShamanDruid | 1 | When 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
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| Swipe | Primalist | Primalist | Primal Resonance | BeastmasterShamanDruid | 1 | When 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%
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| Swipe | Primalist | Primalist | Rending | BeastmasterShamanDruid | 4 | Swipe has a chance to shred physical resistance on hit.- Physical Shred Chance 25% per point
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| Swipe | Primalist | Primalist | Sabertooth's Endurance | BeastmasterShamanDruid | 5 | Each 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
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| Swipe | Primalist | Primalist | Storm Claw | BeastmasterShamanDruid | 1 | Swipe 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%
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| Swipe | Primalist | Primalist | Storm Scour | BeastmasterShamanDruid | 1 | Swipe has additional lightning penetration based on your Attunement- Lightning Penetration per Attunement +2%
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| Swipe | Primalist | Primalist | Swipe | BeastmasterShamanDruid | 0 | A melee attack that hits all enemies in an area in front of you. Unaffected by weapon range. |
| Swipe | Primalist | Primalist | Trapper | BeastmasterShamanDruid | 3 | Swipe hits deal more damage against slowed enemies (multiplicative with other modifiers)- Hit Damage vs Slowed +20% per point
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| Swipe | Primalist | Primalist | Twin Fangs | BeastmasterShamanDruid | 3 | While 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
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| Swipe | Primalist | Primalist | Umjol's Guidance | BeastmasterShamanDruid | 5 | Swipe 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
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| Swipe | Primalist | Primalist | Way of the Hunt | BeastmasterShamanDruid | 5 | Swipe 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
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| Swipe | Primalist | Primalist | Wengarian Reach | BeastmasterShamanDruid | 5 | Swipe deals more damage (multiplicative with other modifiers) in a larger area.- Damage +6% per point
- Area +18% per point
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| Swipe | Primalist | Primalist | Wild Calling | BeastmasterShamanDruid | 3 | When 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
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| Swipe | Primalist | Primalist | Wrath of the Wild | BeastmasterShamanDruid | 3 | Swipe 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
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| Tempest Strike | Primalist | Primalist | Ancestral Swiftness | BeastmasterShamanDruid | 4 | Tempest Strike has increased attack speed and costs less mana.- Attack Speed +4% per point
- Mana Cost -2 per point
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| Tempest Strike | Primalist | Primalist | Attuned Slam | BeastmasterShamanDruid | 4 | Tempest 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
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| Tempest Strike | Primalist | Primalist | Blizzard's Wrath | BeastmasterShamanDruid | 4 | You have a chance to also cast Frigid Tempest when you attack with lightning or physical Tempest Strike.- Frigid Tempest Chance 10% per point
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| Tempest Strike | Primalist | Primalist | Bulwark of Nature | BeastmasterShamanDruid | 3 | Whenever you cast a Tempest you also regain a portion of your Endurance Threshold as health.- Endurance Threshold -> Health Regain 1% per point
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| Tempest Strike | Primalist | Primalist | Calm Seas | BeastmasterShamanDruid | 1 | Tempest 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
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| Tempest Strike | Primalist | Primalist | Ceaseless Tyhoon | BeastmasterShamanDruid | 1 | Whenever 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%
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| Tempest Strike | Primalist | Primalist | Cloudburst Conduit | BeastmasterShamanDruid | 1 | Whenever you cast Thunder Tempest you also cast it around your nearest Storm Totem.- Thunder Tempest Around Storm Totem
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| Tempest Strike | Primalist | Primalist | Coldest Night | BeastmasterShamanDruid | 3 | Frigid 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
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| Tempest Strike | Primalist | Primalist | Crashing Waves | BeastmasterShamanDruid | 1 | Tempest 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
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| Tempest Strike | Primalist | Primalist | Devastating Whirlwind | BeastmasterShamanDruid | 3 | Tornados 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
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| Tempest Strike | Primalist | Primalist | Druid's Call | BeastmasterShamanDruid | 5 | While 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%
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| Tempest Strike | Primalist | Primalist | Firm Grip | BeastmasterShamanDruid | 3 | Tempest 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
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| Tempest Strike | Primalist | Primalist | Fulminating Strikes | BeastmasterShamanDruid | 3 | Thunder 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
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| Tempest Strike | Primalist | Primalist | Gladiator of Lagon | BeastmasterShamanDruid | 4 | The 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
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| Tempest Strike | Primalist | Primalist | Grand Cyclone | BeastmasterShamanDruid | 4 | You have a chance to also cast Wind Tempest when you attack with lightning or cold Tempest Strike.- Wind Tempest Chance 10% per point
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| Tempest Strike | Primalist | Primalist | Grounded Refuge | BeastmasterShamanDruid | 1 | Tempest 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
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| Tempest Strike | Primalist | Primalist | Heorot's Arsenal | BeastmasterShamanDruid | 4 | Tempest 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
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| Tempest Strike | Primalist | Primalist | Lagonian Shamanism | BeastmasterShamanDruid | 1 | You now have a chance to gain a stack of Gladiator of Lagon when you cast a Tempest.- Gladiator of Lagon Chance 30%
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| Tempest Strike | Primalist | Primalist | Looming Gale | BeastmasterShamanDruid | 1 | You 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
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| Tempest Strike | Primalist | Primalist | Nature's Storm | BeastmasterShamanDruid | 1 | If 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 Strike | Primalist | Primalist | Resurgence of the Land | BeastmasterShamanDruid | 1 | You 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
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| Tempest Strike | Primalist | Primalist | Rousing Symbols | BeastmasterShamanDruid | 2 | Your 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
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| Tempest Strike | Primalist | Primalist | Scheme of the Architect | BeastmasterShamanDruid | 1 | Gladiator 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%
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| Tempest Strike | Primalist | Primalist | Sky Opener | BeastmasterShamanDruid | 1 | You 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%
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| Tempest Strike | Primalist | Primalist | Soaring Blows | BeastmasterShamanDruid | 1 | Tempest 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%
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| Tempest Strike | Primalist | Primalist | Stormriding Companions | BeastmasterShamanDruid | 1 | Tempest 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%
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| Tempest Strike | Primalist | Primalist | Tempest Strike | BeastmasterShamanDruid | 0 | A 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 Strike | Primalist | Primalist | Tempestuous Legend | BeastmasterShamanDruid | 4 | Frigid 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
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| Tempest Strike | Primalist | Primalist | Thunderous Storm | BeastmasterShamanDruid | 4 | You have a chance to also cast Thunder Tempest when you attack with cold or physical Tempest Strike.- Thunder Tempest Chance 10% per point
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| Tempest Strike | Primalist | Primalist | Warm Shelter | BeastmasterShamanDruid | 1 | Tempest 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
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| Tempest Strike | Primalist | Primalist | Wind Booster | BeastmasterShamanDruid | 3 | Whenever 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
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| Tempest Strike | Primalist | Primalist | Windfury Force | BeastmasterShamanDruid | 4 | Tempest Strike deals more damage (multiplicative with other modifiers) in a larger area.- Damage +3% per point
- Area +10% per point
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| Tempest Strike | Primalist | Primalist | Wrath of the Mountain | BeastmasterShamanDruid | 1 | While channeling Avalanche you now also cast Frigid Tempest every second.- Frigid Tempest Each Second During Avalanche
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| Upheaval | Primalist | Primalist | Brutish Engagement | BeastmasterShamanDruid | 5 | Upheaval 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
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| Upheaval | Primalist | Primalist | Cold Front | BeastmasterShamanDruid | 5 | Upheaval has additional freeze rate and has additional chance to inflict Frostbite on hit.- Freeze Rate +20 per point
- Frostbite Chance +20% per point
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| Upheaval | Primalist | Primalist | Crust Rupture | BeastmasterShamanDruid | 4 | Upheaval critical strikes deal more damage.- Critical Multiplier +25% per point
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| Upheaval | Primalist | Primalist | Earthbreaker | BeastmasterShamanDruid | 1 | Upheaval 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
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| Upheaval | Primalist | Primalist | Erupting Earth | BeastmasterShamanDruid | 1 | Upheaval now travels in 5 fault lines in a star around you. |
| Upheaval | Primalist | Primalist | Excavating Blow | BeastmasterShamanDruid | 1 | Upheaval 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%
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| Upheaval | Primalist | Primalist | Frozen Collision | BeastmasterShamanDruid | 5 | Upheaval 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
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| Upheaval | Primalist | Primalist | Glacial Cascade | BeastmasterShamanDruid | 1 | Upheaval'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
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| Upheaval | Primalist | Primalist | Glacial Crash | BeastmasterShamanDruid | 4 | Upheaval 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
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| Upheaval | Primalist | Primalist | Hindering Tremors | BeastmasterShamanDruid | 3 | Upheaval 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
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| Upheaval | Primalist | Primalist | Inexhaustible | BeastmasterShamanDruid | 3 | Upheaval costs less mana and has a chance to shred enemy armor.- Mana Cost -2 per point
- Armor Shred Chance +10% per point
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| Upheaval | Primalist | Primalist | Maiming Rubble | BeastmasterShamanDruid | 3 | Upheaval 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
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| Upheaval | Primalist | Primalist | Mantle Strike | BeastmasterShamanDruid | 1 | Improves Upheaval's base critical strike chance and it cannot be dodged.- Base Crit Chance +2%
- Cannot Be Dodged
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| Upheaval | Primalist | Primalist | Master of the Totem | BeastmasterShamanDruid | 1 | Upheaval 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%
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| Upheaval | Primalist | Primalist | Mountain Fortress | BeastmasterShamanDruid | 1 | You can now create an additional maximum Upheaval Totem and you have an additional charge.- Maximum Upheaval Totems +1
- Additional Charges +1
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| Upheaval | Primalist | Primalist | Natural Weapons | BeastmasterShamanDruid | 3 | Upheaval 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
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| Upheaval | Primalist | Primalist | Primal Bulwark | BeastmasterShamanDruid | 3 | When 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
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| Upheaval | Primalist | Primalist | Quarry Maker | BeastmasterShamanDruid | 2 | Upheaval 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
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| Upheaval | Primalist | Primalist | Rejuvenating Splinters | BeastmasterShamanDruid | 1 | Upheaval 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
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| Upheaval | Primalist | Primalist | Rock Upsurge | BeastmasterShamanDruid | 4 | When Upheaval hits your totems it has a chance to release a Shockwave from the totem.- Shockwave Chance On Totem Hit +25% per point
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| Upheaval | Primalist | Primalist | Stonethorn Pillars | BeastmasterShamanDruid | 1 | Creating 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
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| Upheaval | Primalist | Primalist | Strengthened Roots | BeastmasterShamanDruid | 3 | Upheaval Totems last longer, and they deal more damage (multiplicative with other modifiers).- Duration (seconds) +2 per point
- Damage +8% per point
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| Upheaval | Primalist | Primalist | Sublimation | BeastmasterShamanDruid | 1 | You cast Shatter on enemies you kill with Upheaval, a spell subskill dealing cold damage in an area. |
| Upheaval | Primalist | Primalist | Sundering Strike | BeastmasterShamanDruid | 3 | When 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
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| Upheaval | Primalist | Primalist | Terraforming Clash | BeastmasterShamanDruid | 3 | Upheaval travels further. |
| Upheaval | Primalist | Primalist | Terrain Delving | BeastmasterShamanDruid | 4 | Upheaval deals damage in a wider area. |
| Upheaval | Primalist | Primalist | Through Muck and Clay | BeastmasterShamanDruid | 1 | While 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
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| Upheaval | Primalist | Primalist | Tremblor | BeastmasterShamanDruid | 3 | When 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%
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| Upheaval | Primalist | Primalist | Unstoppable Strength | BeastmasterShamanDruid | 5 | Upheaval 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
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| Upheaval | Primalist | Primalist | Upheaval | BeastmasterShamanDruid | 0 | Sunders the ground in a line in front of you, dealing damage to enemies along the path. |
| Upheaval | Primalist | Primalist | Upheaval Totems | BeastmasterShamanDruid | 1 | You 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%
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| Warcry | Primalist | Primalist | Apprehend | BeastmasterShamanDruid | 1 | Warcry now pulls enemies instead of knocking them back.- Pull Instead Of Knockback
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| Warcry | Primalist | Primalist | Battle Cry | BeastmasterShamanDruid | 4 | You and allies affected by Warcry gain increased crit chance for 4 seconds.- Increased Crit Chance 25% per point
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| Warcry | Primalist | Primalist | Berserker | BeastmasterShamanDruid | 1 | You 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
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| Warcry | Primalist | Primalist | Bloodthirst | BeastmasterShamanDruid | 1 | Berserk now also affects your Raptor and Bear.- Berserk Affects Raptor And Bear
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| Warcry | Primalist | Primalist | Breath of Eterra | BeastmasterShamanDruid | 3 | Warcry now also restores your health. The amount of healing is increased by healing effectiveness and is doubled if used while on low health. |
| Warcry | Primalist | Primalist | Bringer of Winter | BeastmasterShamanDruid | 1 | You 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%
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| Warcry | Primalist | Primalist | Brutality | BeastmasterShamanDruid | 5 | Berserk has increased duration and additional maximum stacks.- Berserk Duration +14% per point
- Maximum Stacks +1 per point
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| Warcry | Primalist | Primalist | Challenging Might | BeastmasterShamanDruid | 2 | Warcry now also taunts affected enemies for a short duration.- Taunt Duration (seconds) 3 per point
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| Warcry | Primalist | Primalist | Debilitating Shout | BeastmasterShamanDruid | 5 | Warcry applies one stack of Frailty to affected enemies for a short duration.- Frailty On Hit
- Duration (seconds) 2 per point
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| Warcry | Primalist | Primalist | Deep Roar | BeastmasterShamanDruid | 5 | Warcry affects a larger area. |
| Warcry | Primalist | Primalist | Energized Charge | BeastmasterShamanDruid | 5 | Warcry costs less mana and Haste gained from Hastily Advance lasts longer.- Mana Efficiency +30% per point
- Haste Duration +30% per point
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| Warcry | Primalist | Primalist | Eviscerating Howl | BeastmasterShamanDruid | 5 | Warcry causes enemies to bleed. |
| Warcry | Primalist | Primalist | Ferocity | BeastmasterShamanDruid | 1 | While 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 | Primalist | Primalist | Frightful Presence | BeastmasterShamanDruid | 1 | Warcry now fears enemies for 2 seconds instead of stunning them. |
| Warcry | Primalist | Primalist | Frigid Breath | BeastmasterShamanDruid | 1 | Enemies frozen by Warcry take increased damage from hits.- Hit Damage Taken While Frozen +15%
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| Warcry | Primalist | Primalist | Frost Claw | BeastmasterShamanDruid | 5 | You and allies affected by Warcry deal increased cold damage for 4 seconds.- Increased Cold Damage 50% per point
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| Warcry | Primalist | Primalist | Fury Strikes | BeastmasterShamanDruid | 3 | Berserk 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
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| Warcry | Primalist | Primalist | Hastily Advance | BeastmasterShamanDruid | 1 | If Warcry hits at least one enemy, you gain Haste for 1 second.- Haste Duration (seconds) 1
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| Warcry | Primalist | Primalist | Heart of Rime | BeastmasterShamanDruid | 5 | Warcry inflicts stacks of Frostbite to affected enemies.- Frostbite Stacks +2 per point
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| Warcry | Primalist | Primalist | Horrifying Cry | BeastmasterShamanDruid | 2 | Fear 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
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| Warcry | Primalist | Primalist | Invigorate | BeastmasterShamanDruid | 1 | Warcry 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. |
| Warcry | Primalist | Primalist | Jormun's Wrath | BeastmasterShamanDruid | 1 | Warcry 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
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| Warcry | Primalist | Primalist | Juggernaut | BeastmasterShamanDruid | 1 | You are invulnerable for 1 second after using Warcry.- Invulnerable After Warcry
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| Warcry | Primalist | Primalist | Kinetic Scream | BeastmasterShamanDruid | 1 | Warcry now hits enemies and deals spell physical damage. |
| Warcry | Primalist | Primalist | Purging Shout | BeastmasterShamanDruid | 1 | Warcry now cleanses negative ailments on you. |
| Warcry | Primalist | Primalist | Raging Frenzy | BeastmasterShamanDruid | 1 | You gain Frenzy for the same duration as you have Haste from Hastily Advance. |
| Warcry | Primalist | Primalist | Shallow Breath | BeastmasterShamanDruid | 1 | Warcry 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
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| Warcry | Primalist | Primalist | Staggering Roar | BeastmasterShamanDruid | 4 | Warcry knocks enemies further back.- Knockback Distance +25% per point
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| Warcry | Primalist | Primalist | Totemic Heart | BeastmasterShamanDruid | 1 | You 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
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| Warcry | Primalist | Primalist | Toxic Companions | BeastmasterShamanDruid | 5 | For 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
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| Warcry | Primalist | Primalist | Warcry | BeastmasterShamanDruid | 0 | Unleash 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. |
| Warcry | Primalist | Primalist | Whirlpool | BeastmasterShamanDruid | 4 | You 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%
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| Summon Bear | Primalist | Beastmaster | Armored Bears | BeastmasterShamanDruid | 5 | Your bear has additional armor based on your strength.- Armor per Strength +10 per point
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| Summon Bear | Primalist | Beastmaster | Barbed Thorns | BeastmasterShamanDruid | 4 | Thorn 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
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| Summon Bear | Primalist | Beastmaster | Bellowing Roar | BeastmasterShamanDruid | 3 | Your bear's Roar has increased area and healing effectiveness.- Roar Area +10% per point
- Healing Effectiveness +30% per point
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| Summon Bear | Primalist | Beastmaster | Bestial Fury | BeastmasterShamanDruid | 4 | Your bear has increased attack speed.- Attack Speed +8% per point
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| Summon Bear | Primalist | Beastmaster | Endless Rampage | BeastmasterShamanDruid | 1 | Your bear has increased movement speed and cannot be stunned.- Movespeed +10%
- Stun Immunity
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| Summon Bear | Primalist | Beastmaster | Forceful Swipes | BeastmasterShamanDruid | 1 | Your 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
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| Summon Bear | Primalist | Beastmaster | Frighten | BeastmasterShamanDruid | 3 | Your bear's Roar inflicts Frailty on enemies.- Roar Frailty Stacks 1 per point
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| Summon Bear | Primalist | Beastmaster | Groundshaking Might | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Bear | Primalist | Beastmaster | Guardian | BeastmasterShamanDruid | 2 | Your 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
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| Summon Bear | Primalist | Beastmaster | Lacerating Claws | BeastmasterShamanDruid | 5 | Your 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
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| Summon Bear | Primalist | Beastmaster | Mother Bear | BeastmasterShamanDruid | 4 | Your bear's Roar also grants itself and your minions less damage taken for 6 seconds.- Roar Grants Less Damage Taken +10% per point
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| Summon Bear | Primalist | Beastmaster | Primal Precision | BeastmasterShamanDruid | 3 | Your bear has additional critical strike chance.- Crit Chance +4% per point
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| Summon Bear | Primalist | Beastmaster | Rapid Swipes | BeastmasterShamanDruid | 3 | Your bear's Swipe has a shorter cooldown.- Swipe Cooldown Recovery Speed +40% per point
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| Summon Bear | Primalist | Beastmaster | Renewed Force | BeastmasterShamanDruid | 1 | Your 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
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| Summon Bear | Primalist | Beastmaster | Shredding Thorns | BeastmasterShamanDruid | 3 | Thorn Burst has a chance to shred armor on hit.- Armor Shred Chance +34# per point
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| Summon Bear | Primalist | Beastmaster | Storm Beast | BeastmasterShamanDruid | 1 | The 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
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| Summon Bear | Primalist | Beastmaster | Summon Bear | BeastmasterShamanDruid | 0 | Summons 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 Bear | Primalist | Beastmaster | Thick Hide | BeastmasterShamanDruid | 5 | Your 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
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| Summon Bear | Primalist | Beastmaster | Thorn Bear | BeastmasterShamanDruid | 1 | Your bear's basic attack releases a Thorn Burst, a spell that deals physical damage around the bear.- Bear Attacks Cause Thorn Burst
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| Summon Bear | Primalist | Beastmaster | Thorn Eruption | BeastmasterShamanDruid | 3 | Your 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
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| Summon Bear | Primalist | Beastmaster | Thorned Fur | BeastmasterShamanDruid | 3 | Your 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
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| Summon Bear | Primalist | Beastmaster | Toxic Growths | BeastmasterShamanDruid | 4 | Thorn 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
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| Summon Bear | Primalist | Beastmaster | Unflinching | BeastmasterShamanDruid | 5 | Your 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
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| Summon Bear | Primalist | Beastmaster | Unstoppable Force | BeastmasterShamanDruid | 4 | Your 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
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| Summon Bear | Primalist | Beastmaster | Ursine Dominion | BeastmasterShamanDruid | 4 | Your bear's abilities have increased area of effect. |
| Summon Bear | Primalist | Beastmaster | Vicious Strikes | BeastmasterShamanDruid | 4 | Your 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
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| Summon Bear | Primalist | Beastmaster | Wounded Prey | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Frenzy Totem | Primalist | Beastmaster | Bestial Frenzy | Beastmaster | 5 | When you summon Frenzy Totem, your companions are granted additional melee physical damage for 4 seconds.- Companion Melee Physical Damage +4 per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Dig Deep | Beastmaster | 5 | You have additional critical strike multiplier while tethered.- Crit Multiplier while Tethered +18% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Dig In | Beastmaster | 3 | You 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
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| Summon Frenzy Totem | Primalist | Beastmaster | Frenzy Totem | Beastmaster | 0 | Summons a totem that grants Frenzy to all nearby allies. Frenzy increases attack and cast speed by 20%. |
| Summon Frenzy Totem | Primalist | Beastmaster | Furious Cry | Beastmaster | 1 | Summoning Frenzy Totem refreshes companion ability cooldowns.- Frenzy Totem Refreshes Companion Abilities
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| Summon Frenzy Totem | Primalist | Beastmaster | Grounded | Beastmaster | 5 | Frenzy 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
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| Summon Frenzy Totem | Primalist | Beastmaster | Healing Pulse | Beastmaster | 4 | While 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
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| Summon Frenzy Totem | Primalist | Beastmaster | Improved Thorn Idol | Beastmaster | 4 | Frenzy Totem also stores a percentage of the damage taken by you.- Percent Of Player Damage Taken Stored By Totem 1% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Invigorated Renewal | Beastmaster | 1 | Whenever you revive a downed companion, Frenzy Totem casts Healing Nova.- Healing Nova Cast When Companion Is Revived
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| Summon Frenzy Totem | Primalist | Beastmaster | Lash Out | Beastmaster | 3 | Frenzy Totem has a chance to cast Ice Thorns when hit by enemies.- Ice Thorns Chance When Hit 5% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Lead The Pack | Beastmaster | 5 | While 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
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| Summon Frenzy Totem | Primalist | Beastmaster | Maim | Beastmaster | 1 | While Frenzy Totem is active, your Sabertooth's Flurry Swipes casts an additional time when used.- Sabertooth Ability Doublecast
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| Summon Frenzy Totem | Primalist | Beastmaster | Mortuary Totem | Beastmaster | 2 | While affected by Frenzy Totem, you revive downed companions faster.- Companion Revival Speed +30% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Rabidity | Beastmaster | 3 | Frenzy Totem's Frenzy buff is more effective.- Increased Frenzy Effect +8% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Reach | Beastmaster | 5 | Frenzy Totem affects allies or enemies in a larger area. |
| Summon Frenzy Totem | Primalist | Beastmaster | Reckless Frenzy | Beastmaster | 3 | When 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%
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| Summon Frenzy Totem | Primalist | Beastmaster | Reinforced Totem | Beastmaster | 5 | Frenzy Totem has more health (multiplicative with other modifiers) and lasts longer.- Health +15% per point
- Duration +15% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Revitalizing Totem | Beastmaster | 5 | Allies affected by Frenzy Totem are granted increased health regeneration.- Health Regen Granted +25% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Sloth Totem | Beastmaster | 1 | Frenzy 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
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| Summon Frenzy Totem | Primalist | Beastmaster | Symbol of Haste | Beastmaster | 3 | When 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
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| Summon Frenzy Totem | Primalist | Beastmaster | Symbol of Selflessness | Beastmaster | 1 | Frenzy Totem's buffs are more effective, but Frenzy Totem now affects only companions.- Buff Effect +30%
- Frenzy Totem Affects Only Companions
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| Summon Frenzy Totem | Primalist | Beastmaster | Thorn Idol | Beastmaster | 4 | Frenzy 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
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| Summon Frenzy Totem | Primalist | Beastmaster | Totemic Reach | Beastmaster | 4 | Frenzy Totem's tether has a higher range.- Tether Range +30% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Venom Spray | Beastmaster | 5 | While Frenzy Totem is active, your Scorpion's Venom Nova hits in a larger area.- Scorpion Venom Nova Area +30% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Venomous Intent | Beastmaster | 5 | Allies affected by Frenzy Totem are granted a chance to poison enemies.- Global Poison Chance +10% per point
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| Summon Frenzy Totem | Primalist | Beastmaster | Warding Totem | Beastmaster | 3 | Companions affected by Frenzy Totem have higher physical and elemental resistance.- Companion Physical Resistance +20% per point
- Companion Elemental Resistance +20% per point
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| Summon Raptor | Primalist | Beastmaster | Acidic Bile | Beastmaster | 4 | Your 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
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| Summon Raptor | Primalist | Beastmaster | Brilliant Display | Beastmaster | 1 | Your 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
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| Summon Raptor | Primalist | Beastmaster | Broken Tooth | Beastmaster | 1 | Your 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%
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| Summon Raptor | Primalist | Beastmaster | Brutal Shredding | Beastmaster | 4 | Your 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
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| Summon Raptor | Primalist | Beastmaster | Challenger | Beastmaster | 1 | Your 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%
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| Summon Raptor | Primalist | Beastmaster | Clever Girl | Beastmaster | 4 | Your raptor has increased cooldown recovery speed for its abilities.- Increased Cooldown Recovery Speed +15% per point
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| Summon Raptor | Primalist | Beastmaster | Cornered | Beastmaster | 3 | Your 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
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| Summon Raptor | Primalist | Beastmaster | Dripping Blood | Beastmaster | 1 | When 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%
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| Summon Raptor | Primalist | Beastmaster | Eager | Beastmaster | 3 | Rampage costs less mana.- Rampage Mana Efficiency +40% per point
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| Summon Raptor | Primalist | Beastmaster | Earsplitting Roar | Beastmaster | 4 | Screech'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
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| Summon Raptor | Primalist | Beastmaster | Hot Streak | Beastmaster | 1 | Rampage also resets the cooldown of Fire Breath.- Rampage Resets Fire Breath Cooldown
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| Summon Raptor | Primalist | Beastmaster | In for the Kill | Beastmaster | 1 | When 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%
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| Summon Raptor | Primalist | Beastmaster | Iridescent Plumage | Beastmaster | 4 | Your raptor has additional elemental resistance and have additional dodge chance.- Elemental Resistance +12% per point
- Dodge Rating +100 per point
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| Summon Raptor | Primalist | Beastmaster | Menacing Aura | Beastmaster | 2 | While 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
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| Summon Raptor | Primalist | Beastmaster | Molten Lungs | Beastmaster | 4 | Fire 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
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| Summon Raptor | Primalist | Beastmaster | Predator | Beastmaster | 4 | Your raptor has additional critical strike chance.- Critical Strike Chance +3% per point
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| Summon Raptor | Primalist | Beastmaster | Primal Rage | Beastmaster | 1 | Rampage also grants your raptor less damage taken for the duration.- Rampage Less Damage Taken 20%
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| Summon Raptor | Primalist | Beastmaster | Ravage | Beastmaster | 3 | Your 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%
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| Summon Raptor | Primalist | Beastmaster | Razor Wings | Beastmaster | 4 | Your 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
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| Summon Raptor | Primalist | Beastmaster | Scent of Blood | Beastmaster | 4 | Your raptor deals more melee damage (multiplicative with other modifiers).- Melee Damage +10% per point
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| Summon Raptor | Primalist | Beastmaster | Screech | Beastmaster | 1 | Your 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
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| Summon Raptor | Primalist | Beastmaster | Sharp Claws | Beastmaster | 5 | Your raptor deals more damage over time (multiplicative with other modifiers).- Damage Over Time +20% per point
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| Summon Raptor | Primalist | Beastmaster | Summon Raptor | Beastmaster | 0 | Summons 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 Raptor | Primalist | Beastmaster | Taste for Flesh | Beastmaster | 3 | Your 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
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| Summon Raptor | Primalist | Beastmaster | Tear Flesh | Beastmaster | 5 | Your raptor's melee attacks have a chance to cause enemies to bleed.- Melee Bleed Chance +40% per point
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| Summon Raptor | Primalist | Beastmaster | Vexation | Beastmaster | 4 | Rampage's duration is increased.- Rampage Duration +25% per point
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| Summon Raptor | Primalist | Beastmaster | Vicious Rampage | Beastmaster | 4 | Your raptor gains increased effect from Rampage.- Increased Rampage Effect 20% per point
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| Summon Raptor | Primalist | Beastmaster | Volcanic Adaptation | Beastmaster | 1 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Agile and Deadly | Beastmaster | 4 | Your sabertooth has increased attack speed.- Melee Attack Speed +8% per point
- Movespeed +6% per point
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| Summon Sabertooth | Primalist | Beastmaster | Ancestral Favor | Beastmaster | 1 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Ancestral Hunter | Beastmaster | 1 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Ancient Bond | Beastmaster | 3 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Camouflage | Beastmaster | 4 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Cornered Beast | Beastmaster | 1 | Your 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%
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| Summon Sabertooth | Primalist | Beastmaster | Destructive Power | Beastmaster | 4 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Earthshaking Entrance | Beastmaster | 1 | When your sabertooth leaps, it uses Upheaval when it lands |
| Summon Sabertooth | Primalist | Beastmaster | Ferocity | Beastmaster | 5 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Frenzy | Beastmaster | 1 | Your sabertooth gains Frenzy for 2 seconds after using Flurry Swipes.- Frenzy Duration After Flurry Swipes (seconds) 2
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| Summon Sabertooth | Primalist | Beastmaster | From the Brink | Beastmaster | 2 | While 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
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| Summon Sabertooth | Primalist | Beastmaster | Frost Fang | Beastmaster | 4 | Your sabertooth deals additional cold damage with spells and melee attacks. |
| Summon Sabertooth | Primalist | Beastmaster | Frozen Fur | Beastmaster | 3 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Gouging Claws | Beastmaster | 3 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Heavy Paws | Beastmaster | 1 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Hunter's Trail | Beastmaster | 4 | When your sabertooth leaps you gain Haste for a duration.- You gain Haste when your Sabertooth Leaps
- Haste Duration (Seconds) 1.5 per point
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| Summon Sabertooth | Primalist | Beastmaster | Ice Bringer | Beastmaster | 3 | Your sabertooth has a a chance to inflict frostbite and chill on hit.- Frostbite Chance +34# per point
- Chill Chance +10% per point
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| Summon Sabertooth | Primalist | Beastmaster | Ice Tiger | Beastmaster | 1 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Keen Senses | Beastmaster | 5 | Your sabertooth has additional critical strike chance.- Critical Chance +3% per point
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| Summon Sabertooth | Primalist | Beastmaster | King of the Tundra | Beastmaster | 3 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Northwind | Beastmaster | 1 | Your sabertooth deals additional cold melee damage based on your dexterity.- Cold Melee Damage per 2 Dexterity +1
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| Summon Sabertooth | Primalist | Beastmaster | Opportunistic Hunter | Beastmaster | 4 | Your sabertooth has additional critical strike multiplier.- Critical Multiplier +25% per point
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| Summon Sabertooth | Primalist | Beastmaster | Patient Predator | Beastmaster | 5 | Your sabertooth deals more damage over time (multiplicative with other modifiers).- Damage Over Time +30% per point
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| Summon Sabertooth | Primalist | Beastmaster | Prowling Juggernaut | Beastmaster | 4 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Rhyme Heart | Beastmaster | 3 | Your sabertooth deals more melee damage (multiplicative with other modifiers) per stack of chill on the target.- Melee Damage per Chill +8% per point
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| Summon Sabertooth | Primalist | Beastmaster | Sabermaw | Beastmaster | 4 | Your 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
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| Summon Sabertooth | Primalist | Beastmaster | Savage Catalyst | Beastmaster | 4 | When 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
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| Summon Sabertooth | Primalist | Beastmaster | Shatterhide | Beastmaster | 1 | All 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%
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| Summon Sabertooth | Primalist | Beastmaster | Summon Sabertooth | Beastmaster | 0 | Summons 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 Scorpion | Primalist | Beastmaster | Blood Poisoning | BeastmasterShamanDruid | 5 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Brood Invigoration | BeastmasterShamanDruid | 4 | Poison 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
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| Summon Scorpion | Primalist | Beastmaster | Chromatic Carapace | BeastmasterShamanDruid | 4 | Your Scorpion has additional elemental resistance, and its abilities have increased area of effect.- Elemental Resistance +15% per point
- Area +15% per point
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| Summon Scorpion | Primalist | Beastmaster | Cold-Blooded | BeastmasterShamanDruid | 1 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Deeper Puddle | BeastmasterShamanDruid | 1 | Venom 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
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| Summon Scorpion | Primalist | Beastmaster | Envenomed Prey | BeastmasterShamanDruid | 1 | Your Scorpion deals more hit damage (multiplicative with other modifiers) per stack of Poison on the target (up to 30).- Hit Damage per Poison +1%
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| Summon Scorpion | Primalist | Beastmaster | Frozen Winds | BeastmasterShamanDruid | 4 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Ice Sting | BeastmasterShamanDruid | 4 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Ironclad | BeastmasterShamanDruid | 1 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Maternal Instinct | BeastmasterShamanDruid | 3 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Miasma | BeastmasterShamanDruid | 5 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Noxious Carapace | BeastmasterShamanDruid | 5 | Your Scorpion deals more poison damage (multiplicative with other modifiers).- Poison Damage +30% per point
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| Summon Scorpion | Primalist | Beastmaster | Pinches and Pokes | BeastmasterShamanDruid | 3 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Pus Sacks | BeastmasterShamanDruid | 3 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Rest for the WIcked | BeastmasterShamanDruid | 3 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Reverberating Strike | BeastmasterShamanDruid | 1 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Scurry | BeastmasterShamanDruid | 4 | Baby Scorpions have increased attack and movement speed.- Baby Scorpion Attack Speed +15% per point
- Baby Scorpion Movespeed +15% per point
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| Summon Scorpion | Primalist | Beastmaster | Shock and Claw | BeastmasterShamanDruid | 5 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Small Target | BeastmasterShamanDruid | 2 | Baby Scorpions have more dodge rating (multiplicative with other modifiers).- Baby Scorpion Dodge Rating +50% per point
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| Summon Scorpion | Primalist | Beastmaster | Steel Carapace | BeastmasterShamanDruid | 4 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Storm Conduit | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Scorpion | Primalist | Beastmaster | Summon Scorpion | BeastmasterShamanDruid | 0 | Summons 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 Scorpion | Primalist | Beastmaster | Sweet Release | BeastmasterShamanDruid | 3 | Activating your Scorpion's ability summons additional Baby Scorpions.- Baby Scorpions Summoned 1 per point
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| Summon Scorpion | Primalist | Beastmaster | Temper Tantrum | BeastmasterShamanDruid | 4 | Baby 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
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| Summon Scorpion | Primalist | Beastmaster | Thunder Stinger | BeastmasterShamanDruid | 1 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Venomous Maw | BeastmasterShamanDruid | 4 | Your 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
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| Summon Scorpion | Primalist | Beastmaster | Winternid Jaws | BeastmasterShamanDruid | 1 | Your 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%
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| Entangling Roots | Primalist | Druid | Blooming Magic | Druid | 5 | Root 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
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| Entangling Roots | Primalist | Druid | Bramblewood Wardens | Druid | 1 | Entangling 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
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| Entangling Roots | Primalist | Druid | Briarthorn's Wrath | Druid | 1 | When 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
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| Entangling Roots | Primalist | Druid | Bush Stalkers | Druid | 5 | Root 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
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| Entangling Roots | Primalist | Druid | Earthy Puffball | Druid | 1 | Seeds 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
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| Entangling Roots | Primalist | Druid | Entangling Roots | Druid | 0 | Call 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 Roots | Primalist | Druid | Entrapped | Druid | 4 | Root Wave immobilizes enemies for a longer duration.- Immobilize Duration +15% per point
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| Entangling Roots | Primalist | Druid | Frenzying Thorns | Druid | 5 | Entanging 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
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| Entangling Roots | Primalist | Druid | Iceshard Roots | Druid | 1 | Root 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
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| Entangling Roots | Primalist | Druid | Inescapable Thicket | Druid | 1 | Root Wave cannot be dodged. |
| Entangling Roots | Primalist | Druid | Kobra Vines | Druid | 1 | Rooted enemies are also blinded. |
| Entangling Roots | Primalist | Druid | Lethal Spines | Druid | 5 | Entangling Roots damage accelerates over time, dealing more damage each second (multiplicative with other modifiers).- Roots Damage Every 0.25 Seconds +5% per point
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| Entangling Roots | Primalist | Druid | Nectar of Rejuvenation | Druid | 1 | Seeds 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
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| Entangling Roots | Primalist | Druid | Nourishment Surge | Druid | 3 | Root 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
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| Entangling Roots | Primalist | Druid | Noxious Grasp | Druid | 5 | Entangling Roots deal more damage over time (multiplicative with other modifiers).- Roots Damage Over Time +12% per point
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| Entangling Roots | Primalist | Druid | Overgrown Garden | Druid | 1 | You 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
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| Entangling Roots | Primalist | Druid | Poisonous Seeds | Druid | 5 | Entangling 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
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| Entangling Roots | Primalist | Druid | Rampant Growth | Druid | 1 | Seeds will now grow Vines when they burst. |
| Entangling Roots | Primalist | Druid | Reclamation | Druid | 3 | Entangling Roots leeches a portion of the damage it deals as health to you.- Roots Health Leech +2% per point
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| Entangling Roots | Primalist | Druid | Renewing Pollen | Druid | 4 | The spores from Seeds now heal you and your allies. This effect is tripled for minions.- Healing From Seeds +50 per point
- Tripled For Minions
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| Entangling Roots | Primalist | Druid | Rooted System | Druid | 1 | Entangling Roots is now cast from the nearest totem to your cursor. |
| Entangling Roots | Primalist | Druid | Shredding Vines | Druid | 5 | Root Wave hits shred enemy physical resistance.- Physical Res Shred Stacks +1 per point
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| Entangling Roots | Primalist | Druid | Thick Growth | Druid | 4 | Root 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
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| Entangling Roots | Primalist | Druid | Thicket of Frost | Druid | 5 | Root Wave gains additional freeze rate per character level.- Freeze Rate Per Level +1 per point
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| Entangling Roots | Primalist | Druid | Toxic Envelopment | Druid | 5 | Root Wave hits have a chance to poison enemies.- Root Wave Poison Chance +40% per point
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| Entangling Roots | Primalist | Druid | Venomous Briar | Druid | 1 | Entangling 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
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| Entangling Roots | Primalist | Druid | Venomsting | Druid | 5 | Root 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
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| Entangling Roots | Primalist | Druid | Wild Weapons | Druid | 2 | Root 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
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| Entangling Roots | Primalist | Druid | Winternid Thorns | Druid | 1 | Entangling 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
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| Spriggan Form | Primalist | Druid | Ancestral Call | BeastmasterShamanDruid | 3 | You 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
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| Spriggan Form | Primalist | Druid | Barbed Thicket | BeastmasterShamanDruid | 4 | You 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
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| Spriggan Form | Primalist | Druid | Blades of the Forest | BeastmasterShamanDruid | 1 | After 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
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| Spriggan Form | Primalist | Druid | Branch Storm | BeastmasterShamanDruid | 4 | Spirit 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
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| Spriggan Form | Primalist | Druid | Briar Shell | BeastmasterShamanDruid | 5 | Thorn Shield reflects additional flat damage to attackers.- Damage Reflected +20 per point
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| Spriggan Form | Primalist | Druid | Bulb Growth | BeastmasterShamanDruid | 3 | Thorn Shield has a chance to recast itself on the same target when it expires.- Thorn Shield Recast Chance +10% per point
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| Spriggan Form | Primalist | Druid | Creeping Underbrush | BeastmasterShamanDruid | 5 | You 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
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| Spriggan Form | Primalist | Druid | Cycle of Life | BeastmasterShamanDruid | 3 | Your Healing Totems have a chance to summon a Vale Spirit when they die.- Vale Spirit Chance On Healing Totem Death +20% per point
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| Spriggan Form | Primalist | Druid | Deep Roots | BeastmasterShamanDruid | 3 | Thorn Shield lasts longer.- Thorn Shield Duration +30% per point
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| Spriggan Form | Primalist | Druid | Eterra's Bulwark | BeastmasterShamanDruid | 5 | Thorn Shield grants additional armor and increased armor.- Armour With Shield +20 per point
- Increased Armor With Shield 3% per point
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| Spriggan Form | Primalist | Druid | Friend of the Forest | BeastmasterShamanDruid | 1 | You 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
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| Spriggan Form | Primalist | Druid | Garden of Rage | BeastmasterShamanDruid | 3 | Your 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%
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| Spriggan Form | Primalist | Druid | Glacial Grove | BeastmasterShamanDruid | 3 | You now also have a chance to cast Maelstrom when you directly cast Thorn Shield.- Chance To Cast Maelstrom On Thorn Shield +15% per point
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| Spriggan Form | Primalist | Druid | Great Vine | BeastmasterShamanDruid | 1 | You 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
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| Spriggan Form | Primalist | Druid | Guardian of Nature | BeastmasterShamanDruid | 4 | Healing Totems have increased healing effectiveness.- Totem Increased Healing 30% per point
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| Spriggan Form | Primalist | Druid | Huntersbane | BeastmasterShamanDruid | 1 | Your 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
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| Spriggan Form | Primalist | Druid | Ice Branch | BeastmasterShamanDruid | 1 | Spirit 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
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| Spriggan Form | Primalist | Druid | Introspection | BeastmasterShamanDruid | 1 | Thorn Shield can now only target you and can no longer attach to other allies.- Thorn Shield Can Only Target You
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| Spriggan Form | Primalist | Druid | Ire of Trees | BeastmasterShamanDruid | 1 | Healing 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
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| Spriggan Form | Primalist | Druid | Ironbark | BeastmasterShamanDruid | 5 | You have additional armor and increased armor while in Spriggan Form.- Armor +40 per point
- Increased Armor 10% per point
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| Spriggan Form | Primalist | Druid | Leaf Barrier | BeastmasterShamanDruid | 1 | You gain ward equal to your armor when you enter Spriggan Form. |
| Spriggan Form | Primalist | Druid | Nightshade | BeastmasterShamanDruid | 5 | Your 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
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| Spriggan Form | Primalist | Druid | Overgrowth | BeastmasterShamanDruid | 5 | Vines deal more damage and have more health (both multiplicative with other modifiers).- Vine Damage +20% per point
- Vine Health +20% per point
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| Spriggan Form | Primalist | Druid | Roar of the Woodland | BeastmasterShamanDruid | 1 | After 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
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| Spriggan Form | Primalist | Druid | Rose Meadow | BeastmasterShamanDruid | 3 | Spirit Thorns and Thorn Shield deal more damage (multiplicative with other modifiers).- Spirit Thorns Damage +8% per point
- Thorn Burst Damage +8% per point
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| Spriggan Form | Primalist | Druid | Spikeburst | BeastmasterShamanDruid | 5 | Thorn Burst deals more damage (multiplicative with other modifiers) in a larger area.- Thorn Burst Damage +12% per point
- Thorn Burst Area +12% per point
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| Spriggan Form | Primalist | Druid | Spiked Totems | BeastmasterShamanDruid | 1 | Healing 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
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| Spriggan Form | Primalist | Druid | Spirit Vortex | BeastmasterShamanDruid | 3 | You have a chance to cast Maelstrom on you when you directly cast Spirit Thorns.- Maelstrom Chance On Spirit Thorns +15% per point
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| Spriggan Form | Primalist | Druid | Spiritwhisperer | BeastmasterShamanDruid | 3 | You 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
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| Spriggan Form | Primalist | Druid | Spriggan Form | BeastmasterShamanDruid | 0 | Transform 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 Form | Primalist | Druid | Stinging Bramble | BeastmasterShamanDruid | 5 | Thorn 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
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| Spriggan Form | Primalist | Druid | Totem Warden | BeastmasterShamanDruid | 4 | Your 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
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| Spriggan Form | Primalist | Druid | Unbound Garden | BeastmasterShamanDruid | 3 | You now always summon 3 Healing Totems and you can have additional maximum Healing Totems.- Additional Max Totems +1 per point
- Always Summon 3 Totems
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| Spriggan Form | Primalist | Druid | Valetide | BeastmasterShamanDruid | 3 | When 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
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| Spriggan Form | Primalist | Druid | Wrath of the Glade | BeastmasterShamanDruid | 1 | You 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%
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| Summon Spriggan | Primalist | Druid | Arboreal Vitality | BeastmasterShamanDruid | 5 | Your Spriggan has more health (multiplicative with other modifiers). |
| Summon Spriggan | Primalist | Druid | Attuned Vines | BeastmasterShamanDruid | 5 | Your 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
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| Summon Spriggan | Primalist | Druid | Aura of Evasion | BeastmasterShamanDruid | 1 | Your 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
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| Summon Spriggan | Primalist | Druid | Aura of Hordes | BeastmasterShamanDruid | 2 | Your 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
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| Summon Spriggan | Primalist | Druid | Aura of Kinship | BeastmasterShamanDruid | 3 | Your Spriggan's Healing Aura now also grants allies additional spell damage.- Spell Damage +5 per point
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| Summon Spriggan | Primalist | Druid | Aura of Life | BeastmasterShamanDruid | 5 | Your Spriggan's Healing Aura and Rejuvenating Wind restore more health.- Aura Healing +40% per point
- Rejuvenating Wind Healing +40% per point
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| Summon Spriggan | Primalist | Druid | Aura of Loyalty | BeastmasterShamanDruid | 4 | Your Spriggan's Healing Aura restores significantly more health to minions.- Aura Healing To Minions +100% per point
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| Summon Spriggan | Primalist | Druid | Aura of Retribution | BeastmasterShamanDruid | 4 | Your 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
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| Summon Spriggan | Primalist | Druid | Aura of Voracity | BeastmasterShamanDruid | 3 | Your 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
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| Summon Spriggan | Primalist | Druid | Barbed Assault | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Spriggan | Primalist | Druid | Barbed Roots | BeastmasterShamanDruid | 4 | Your Spriggan's Ensnaring Roots deals more damage (multiplicative with other modifiers).- Ensnaring Roots Damage +25% per point
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| Summon Spriggan | Primalist | Druid | Branches of Winter | BeastmasterShamanDruid | 1 | Thorn 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
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| Summon Spriggan | Primalist | Druid | Briar Summoner | BeastmasterShamanDruid | 1 | Your 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
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| Summon Spriggan | Primalist | Druid | Brutal Mire | BeastmasterShamanDruid | 4 | Your 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
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| Summon Spriggan | Primalist | Druid | Creeping Roots | BeastmasterShamanDruid | 1 | Your 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
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| Summon Spriggan | Primalist | Druid | Deadly Thicket | BeastmasterShamanDruid | 5 | Your Spriggan's summoned Vines deal more damage (multiplicative with other modifiers).- Vine Damage +20% per point
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| Summon Spriggan | Primalist | Druid | Floral Ascendance | BeastmasterShamanDruid | 5 | Your Spriggan deals more spell damage (multiplicative with other modifiers).- Spell Damage +12% per point
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| Summon Spriggan | Primalist | Druid | Forest Raiser | BeastmasterShamanDruid | 1 | Your 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%
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| Summon Spriggan | Primalist | Druid | Frostleaf | BeastmasterShamanDruid | 5 | Your 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
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| Summon Spriggan | Primalist | Druid | Garden of Nourishment | BeastmasterShamanDruid | 4 | Your Spriggan's Ensnaring Roots now heals allies it hits.- Ensnaring Roots Healing 200 per point
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| Summon Spriggan | Primalist | Druid | Invading Underbrush | BeastmasterShamanDruid | 1 | Your Spriggan's Ensnaring Roots can no longer be dodged. |
| Summon Spriggan | Primalist | Druid | Lasting Roots | BeastmasterShamanDruid | 4 | Your Spriggan's Ensnaring Roots lasts longer.- Ensnaring Roots Duration +25% per point
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| Summon Spriggan | Primalist | Druid | Nature’s Reach | BeastmasterShamanDruid | 3 | Your Spriggan's Ensnaring Roots has a shorter cooldown.- Ensnaring Roots Cooldown Recovery Speed +20% per point
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| Summon Spriggan | Primalist | Druid | Protective Roots | BeastmasterShamanDruid | 1 | Your 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
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| Summon Spriggan | Primalist | Druid | Summon Spriggan | BeastmasterShamanDruid | 0 | Summon 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 Spriggan | Primalist | Druid | Thorn Barrage | BeastmasterShamanDruid | 4 | Your Spriggan's Thorn Volley has a chance to fire 2 extra Thorns.- Chance For 2 Extra Thorns +7% per point
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| Summon Spriggan | Primalist | Druid | Thorny Stalks | BeastmasterShamanDruid | 3 | For each Spriggan you control, you and your Spriggans reflect flat damage to attackers per point of Vitality.- Damage Reflected Per Vitality +6 per point
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| Summon Spriggan | Primalist | Druid | Vile Bramble | BeastmasterShamanDruid | 3 | Your Spriggan's Thorn Volley hits deal more damage to poisoned enemies (multiplicative with other modifiers).- Thorn Hit Damage To Poisoned Enemies +20% per point
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| Summon Spriggan | Primalist | Druid | Vine Mastery | BeastmasterShamanDruid | 4 | Your Spriggan's Summon Vine ability has a shorter cooldown.- Summon Vine Cooldown Recovery Speed +30% per point
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| Summon Spriggan | Primalist | Druid | Warding Bark | BeastmasterShamanDruid | 5 | Your Spriggan has additional armor and physical resistance.- Armor +100 per point
- Physical Resistance +15% per point
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| Swarmblade Form | Primalist | Druid | Army of the Tempest | Druid | 2 | Reduce 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
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| Swarmblade Form | Primalist | Druid | Bloodlust Swarm | Druid | 1 | When 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%
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| Swarmblade Form | Primalist | Druid | Bountiful Hibernacula | Druid | 3 | When 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
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| Swarmblade Form | Primalist | Druid | Carnage | Druid | 5 | Swarm 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
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| Swarmblade Form | Primalist | Druid | Chitin Sleet Storm | Druid | 5 | You and your Locusts have a higher chance of freezing enemies per point of Attunement.- Freeze Rate Multiplier Per Attunement +6% per point
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| Swarmblade Form | Primalist | Druid | Death by a Thousand Wings | Druid | 5 | Your 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
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| Swarmblade Form | Primalist | Druid | Earth Stinger | Druid | 5 | You 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
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| Swarmblade Form | Primalist | Druid | Endless Pressure | Druid | 3 | You 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
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| Swarmblade Form | Primalist | Druid | Feverous Stings | Druid | 5 | Yours and your Locusts' hits have a chance to poison enemies.- Poison Chance +20% per point
- Locust Poison Chance +20% per point
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| Swarmblade Form | Primalist | Druid | Frost Bites | Druid | 1 | The 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
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| Swarmblade Form | Primalist | Druid | Grand Colony | Druid | 3 | You can control additional Locusts and your Hives contain additional Locusts.- Maximum Locusts +1 per point
- Summoned Locusts From Hives +1 per point
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| Swarmblade Form | Primalist | Druid | Grasshopper's Frenzy | Druid | 2 | You regain Rage when you or your Locusts critically hit.- Rage Gain When You Or Locusts Crit +1 per point
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| Swarmblade Form | Primalist | Druid | Hive Mind | Druid | 3 | Hives 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
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| Swarmblade Form | Primalist | Druid | Hornet Nest | Druid | 1 | You 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%
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| Swarmblade Form | Primalist | Druid | Inspiring Swarm | Druid | 1 | A random active companion uses its active ability after you directly use Swarm Strike.- Random Companion Ability After Swarm Strike
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| Swarmblade Form | Primalist | Druid | Ironclad Beetle | Druid | 1 | All of your dodge rating is converted to armor while in Swarmblade Form.- Dodge Rating -> Armor 100%
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| Swarmblade Form | Primalist | Druid | Locust Agility | Druid | 5 | You 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
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| Swarmblade Form | Primalist | Druid | Locust Master | Druid | 1 | When you use Armblade Slashes you now summon a Locust instead of doing a melee attack. |
| Swarmblade Form | Primalist | Druid | Needle-Like Sting | Druid | 5 | You 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
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| Swarmblade Form | Primalist | Druid | Neverending Drove | Druid | 4 | Locust 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
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| Swarmblade Form | Primalist | Druid | Plague of Locusts | Druid | 3 | Your 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
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| Swarmblade Form | Primalist | Druid | Release the Horde | Druid | 3 | Your Armblade Slash can now hit your own Hives which causes them to release Locusts.- Locusts On Hive Hit +1 per point
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| Swarmblade Form | Primalist | Druid | Slashing Spiral | Druid | 5 | Your 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
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| Swarmblade Form | Primalist | Druid | Soaring Scourge | Druid | 1 | Locust Swarm now scales with your minion damage rather than your damage.- Locust Swarm Damage -> Minion Damage
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| Swarmblade Form | Primalist | Druid | Spiked Vespiary | Druid | 1 | Your 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
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| Swarmblade Form | Primalist | Druid | Springer's Fury | Druid | 2 | You gain Rage when you dodge.- Rage Gain On Dodge +2 per point
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| Swarmblade Form | Primalist | Druid | Swarm's Fury | Druid | 1 | After 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
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| Swarmblade Form | Primalist | Druid | Swarmblade Form | Druid | 0 | Transform 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 Form | Primalist | Druid | Swarmkeeper's Call | Druid | 1 | After 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
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| Swarmblade Form | Primalist | Druid | Vampiric Mandibles | Druid | 5 | Your Locust Swarm leeches a portion of the damage it deals as health to you.- Locust Swarm Health Leech +3% per point
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| Swarmblade Form | Primalist | Druid | Viper's Call | Druid | 1 | Your 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
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| Swarmblade Form | Primalist | Druid | Wasp Flight | Druid | 5 | You have increased attack and cast speed while in Swarmblade form.- Attack Speed +5% per point
- Cast Speed +5% per point
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| Swarmblade Form | Primalist | Druid | Water Strider | Druid | 4 | You 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
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| Swarmblade Form | Primalist | Druid | Windfury Strikes | Druid | 1 | You 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
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| Werebear Form | Primalist | Druid | Apex Predator | Druid | 3 | Rampage 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
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| Werebear Form | Primalist | Druid | Army Sunderer | Druid | 5 | Rampage and Maul hits shred enemy armor.- Armor Shred Stacks +1 per point
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| Werebear Form | Primalist | Druid | Barrage of the Swarm | Druid | 1 | After 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
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| Werebear Form | Primalist | Druid | Bloodthirst | Druid | 5 | Your 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
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| Werebear Form | Primalist | Druid | Bringer of Storms | Druid | 1 | Maul 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
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| Werebear Form | Primalist | Druid | Crackling Assault | Druid | 5 | You cast Storm Bolts from the sky a number of times each second while Rampaging.- Lightning Strikes Per Second While Rampaging 1 per point
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| Werebear Form | Primalist | Druid | Dauntless | Druid | 3 | Rampage 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
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| Werebear Form | Primalist | Druid | Enrage | Druid | 5 | You 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
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| Werebear Form | Primalist | Druid | Eterra's Renewal | Druid | 1 | When you leave Werebear Form you cleanse all negative ailments and gain Haste for 3 seconds.- Cleanses Ailments When Leaving Form
- Haste When Leaving Form
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| Werebear Form | Primalist | Druid | Frenzied Strikes | Druid | 4 | You regain additional Rage if you hit at least one enemy with Swipe.- Rage Gained On Hit +1 per point
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| Werebear Form | Primalist | Druid | Fury of the Maul | Druid | 2 | Maul has a shorter cooldown.- Maul Cooldown Recovery Speed +10% per point
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| Werebear Form | Primalist | Druid | Insatiable | Druid | 4 | Maul 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
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| Werebear Form | Primalist | Druid | Intimidating Cry | Druid | 1 | After using Rampage, you now Roar. This consumes Warcry's mana cost as Rage and puts it on cooldown. |
| Werebear Form | Primalist | Druid | Invigoration | Druid | 4 | You 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
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| Werebear Form | Primalist | Druid | Pummel and Bash | Druid | 5 | Maul 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
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| Werebear Form | Primalist | Druid | Relentless Thunder | Druid | 5 | For 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
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| Werebear Form | Primalist | Druid | Rip and Tear | Druid | 5 | Maul and Rampage deal more damage (multiplicative with other modifiers).- Maul And Rampage Damage +12% per point
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| Werebear Form | Primalist | Druid | Ruthless | Druid | 4 | Your Rage decays slower while in Werebear Form.- Rage Decay Rate -12% per point
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| Werebear Form | Primalist | Druid | Skull Crusher | Druid | 1 | Your 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
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| Werebear Form | Primalist | Druid | Territorial | Druid | 5 | Maul and Roar affects a larger area.- Area For Maul And Roar +15% per point
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| Werebear Form | Primalist | Druid | Tremor Slam | Druid | 1 | After using Maul, you now use Upheaval towards your target. This consumes Upheaval's mana cost. |
| Werebear Form | Primalist | Druid | Unending Storm | Druid | 1 | Rampage 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%
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| Werebear Form | Primalist | Druid | Ursine Heart | Druid | 4 | You have additional endurance and endurance threshold while in Werebear Form.- Endurance +6% per point
- Endurance Threshold +40 per point
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| Werebear Form | Primalist | Druid | Ursine Storm | Druid | 4 | You 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
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| Werebear Form | Primalist | Druid | Voice of the Thicket | Druid | 1 | After 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
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| Werebear Form | Primalist | Druid | Werebear Form | Druid | 0 | Transform 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 Form | Primalist | Druid | Wild Command | Druid | 5 | When 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
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| Werebear Form | Primalist | Druid | Wisened Claws | Druid | 1 | You gain additional spell damage per point of Strength while in Werebear Form.- Spell Damage per Strength +1
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| Werebear Form | Primalist | Druid | Woodland Bear | Druid | 1 | After using Maul, you now cast Entangling Roots. This consumes Entangling Roots' mana cost as Rage.- Entangling Roots After Maul
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| Avalanche | Primalist | Shaman | Absorption | Shaman | 3 | When 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
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| Avalanche | Primalist | Shaman | Alpine Guide | Shaman | 3 | Improves 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
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| Avalanche | Primalist | Shaman | Avalanche | Shaman | 0 | Summon 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. |
| Avalanche | Primalist | Shaman | Crater | Shaman | 1 | Avalanche'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%
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| Avalanche | Primalist | Shaman | Dead of Winter | Shaman | 4 | Avalanche hits have an increased chance to freeze enemies.- Freeze Rate Multiplier +50% per point
- Cold Damage +8% per point
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| Avalanche | Primalist | Shaman | Elemental Bond | Shaman | 3 | Large 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
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| Avalanche | Primalist | Shaman | Excavation | Shaman | 2 | Avalanche 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%
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| Avalanche | Primalist | Shaman | Explosive Impact | Shaman | 3 | Avalanche boulders fall in a larger area, and each boulder has a larger area of impact.- Avalanche And Boulder Impact Area +25% per point
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| Avalanche | Primalist | Shaman | Frost | Shaman | 1 | Avalanche'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
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| Avalanche | Primalist | Shaman | Frost Touch | Shaman | 2 | Avalanche'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
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| Avalanche | Primalist | Shaman | Frosted Font | Shaman | 2 | Frozen 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
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| Avalanche | Primalist | Shaman | Grounding | Shaman | 3 | Avalanche hits deal more damage (multiplicative with other modifiers) while you have at least one active totem.- Hit Damage While Totem Active +15% per point
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| Avalanche | Primalist | Shaman | Hailstorm | Shaman | 1 | The persisting Avalanche is now cast around you and follows your movement. The large boulders will automatically target enemies within 6 meters. |
| Avalanche | Primalist | Shaman | Harsh Winter | Shaman | 4 | Avalanche deals more damage (multiplicative with other modifiers). |
| Avalanche | Primalist | Shaman | Intensity | Shaman | 4 | Small boulders have a chance to be replaced by large boulders.- Large Boulder Chance 5% per point
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| Avalanche | Primalist | Shaman | Mountain Peak | Shaman | 1 | Avalanche is now channeled, creating 1 large boulder and 5 small boulders every second, but has a channeling cost every second.- Channeled
- Channel Cost 24
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| Avalanche | Primalist | Shaman | Mountain's Fury | Shaman | 4 | Avalanche boulders have a larger area of impact.- Boulder Impact Area +15% per point
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| Avalanche | Primalist | Shaman | Naturaly Occuring | Shaman | 3 | Avalanche costs less mana.- Mana Efficiency +15% per point
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| Avalanche | Primalist | Shaman | Precision | Shaman | 2 | Small 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%
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| Avalanche | Primalist | Shaman | Pummeling | Shaman | 1 | Large 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
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| Avalanche | Primalist | Shaman | Rockfall | Shaman | 1 | Avalanche'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
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| Avalanche | Primalist | Shaman | Shatter Shot | Shaman | 3 | Avalanche hits deal more damage (multiplicative with other modifiers). This effect is doubled against frozen enemies.- Hit Damage +10% per point
- Doubled Against Frozen Enemies
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| Avalanche | Primalist | Shaman | Snow Storm | Shaman | 3 | Avalanche 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
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| Avalanche | Primalist | Shaman | Storm Slide | Shaman | 1 | While in range of a Storm Totem, Avalanche hits deal additional lightning damage.- Lightning Damage In Range Of Storm Totem +10
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| Avalanche | Primalist | Shaman | Stormcaller | Shaman | 3 | Boulder hits have a chance to grant you a Storm Stack.- Storm Stack Chance 15% per point
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| Avalanche | Primalist | Shaman | Unpredictability | Shaman | 2 | Boulders fall in a larger area. This reduces your chance to hit single targets.- Avalanche Area +40% per point
- Harder To Hit Single Targets
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| Avalanche | Primalist | Shaman | Unyielding Storm | Shaman | 2 | Avalance 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
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| Avalanche | Primalist | Shaman | Winter Buildup | Shaman | 4 | Avalanche costs less mana. If it's channeled l it will reduce the channel cost instead. |
| Earthquake | Primalist | Shaman | Amplitude | BeastmasterShamanDruid | 3 | Aftershocks have a larger area of effect.- Aftershock Area +35% per point
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| Earthquake | Primalist | Shaman | Buffet | BeastmasterShamanDruid | 3 | Earthquake 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
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| Earthquake | Primalist | Shaman | Cataclysm | BeastmasterShamanDruid | 1 | Earthquake'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
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| Earthquake | Primalist | Shaman | Concussion | BeastmasterShamanDruid | 4 | Earthquake'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
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| Earthquake | Primalist | Shaman | Crushing Wake | BeastmasterShamanDruid | 4 | Aftershocks 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
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| Earthquake | Primalist | Shaman | Deep Impact | BeastmasterShamanDruid | 1 | Earthquake's initial slam can't be dodged. |
| Earthquake | Primalist | Shaman | Divining Totem | BeastmasterShamanDruid | 1 | Aftershocks appear around your totems instead if they are nearby.- Aftershocks Appear Around Totems
|
| Earthquake | Primalist | Shaman | Dust Storm | BeastmasterShamanDruid | 1 | Aftershocks blind enemies within their area of effect.- Aftershocks Blind Enemies
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| Earthquake | Primalist | Shaman | Earthquake | BeastmasterShamanDruid | 0 | Slam the ground with your weapon damaging enemies in a large area and creating 2 to 4 aftershocks nearby. |
| Earthquake | Primalist | Shaman | Fury Of The Elements | BeastmasterShamanDruid | 2 | Casting 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
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| Earthquake | Primalist | Shaman | Ground Slam | BeastmasterShamanDruid | 1 | Using 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
|
| Earthquake | Primalist | Shaman | Lethargy | BeastmasterShamanDruid | 4 | Earthquake and its Aftershocks have a chance to slow enemies in their area of effect.- Slow Chance +50% per point
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| Earthquake | Primalist | Shaman | Magnitude | BeastmasterShamanDruid | 2 | Earthquake can cast more maximum possible Aftershocks.- Maximum Possible Aftershocks +1 per point
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| Earthquake | Primalist | Shaman | Outbreak | BeastmasterShamanDruid | 3 | Earthquake and its Aftershocks have a larger area of effect. |
| Earthquake | Primalist | Shaman | Overwhelm | BeastmasterShamanDruid | 3 | Casting Earthquake grants you Haste and Frenzy for a duration.- Haste Duration 2 per point
- Frenzy Duration 2 per point
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| Earthquake | Primalist | Shaman | Potency | BeastmasterShamanDruid | 3 | Earthquake'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
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| Earthquake | Primalist | Shaman | Rupture | BeastmasterShamanDruid | 5 | Earthquake's initial slam deals more damage (multiplicative with other modifiers).- Initial Slam Damage +8% per point
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| Earthquake | Primalist | Shaman | Seismic Smash | BeastmasterShamanDruid | 1 | Modifiers 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
|
| Earthquake | Primalist | Shaman | Seismic Tide | BeastmasterShamanDruid | 1 | Earthquake'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
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| Earthquake | Primalist | Shaman | Shattered Earth | BeastmasterShamanDruid | 5 | Aftershocks have a chance when they hit to cast another Aftershock. Maximum of one additional Aftershock.- Chance To Cast Another Aftershock 20% per point
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| Earthquake | Primalist | Shaman | Shattered Resolve | BeastmasterShamanDruid | 3 | Stuns caused by Earthquake and its Aftershocks last longer, but Earthquake has a longer cooldown.- Increased Stun Duration +50% per point
- Cooldown +10% per point
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| Earthquake | Primalist | Shaman | Shatterquake | BeastmasterShamanDruid | 4 | Earthquake 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
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| Earthquake | Primalist | Shaman | Snowcrash | BeastmasterShamanDruid | 4 | Aftershock 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
|
| Earthquake | Primalist | Shaman | Staggering Force | BeastmasterShamanDruid | 1 | Earthquake'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
|
| Earthquake | Primalist | Shaman | Storm Rift | BeastmasterShamanDruid | 1 | Earthquake 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
|
| Earthquake | Primalist | Shaman | Sunder | BeastmasterShamanDruid | 5 | Earthquake's initial slam reduces enemy armor.- Stacks Of Armor Shred Applied 2 per point
|
| Earthquake | Primalist | Shaman | The Harder They Fall | BeastmasterShamanDruid | 5 | Earthquake'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
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| Earthquake | Primalist | Shaman | Thunderblight | BeastmasterShamanDruid | 4 | Earthquake'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
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| Earthquake | Primalist | Shaman | Torpor | BeastmasterShamanDruid | 3 | Slows caused by Earthquake and its Aftershocks last longer.- Slow Duration +50% per point
|
| Earthquake | Primalist | Shaman | Tremors | BeastmasterShamanDruid | 3 | Earthquake can cast more minimum possible Aftershocks. Each enemy can only be targeted by one Aftershock.- Minimum Possible Aftershocks +1 per point
|
| Earthquake | Primalist | Shaman | Unabating | BeastmasterShamanDruid | 4 | Aftershocks deal more damage over time (multiplicative with other modifiers) and last longer.- Aftershock Damage Over Time +15% per point
- Aftershock Duration +15% per point
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| Earthquake | Primalist | Shaman | Upheaval | BeastmasterShamanDruid | 1 | Aftershocks are now damage over time, dealing their normal hit damage each second. Aftershocks last 3 seconds.- Aftershock Hits -> Damage Over Time
|
| Summon Storm Totem | Primalist | Shaman | Blizzard | Shaman | 1 | Storm 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 Totem | Primalist | Shaman | Chill to the Bone | Shaman | 3 | Storm Totem hits have a chance to chill enemies.- Chill Chance +20% per point
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| Summon Storm Totem | Primalist | Shaman | Direct Current | Shaman | 3 | Improves Storm Totem's base critical strike chance.- Base Crit Chance +3% per point
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| Summon Storm Totem | Primalist | Shaman | Discharge | Shaman | 1 | Storm Totem casts Lightning Nova when it dies.- Lightning Nova Cast On Death
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| Summon Storm Totem | Primalist | Shaman | Exploit Weaknesses | Shaman | 3 | Storm Totem hits deal more damage to shocked enemies (multiplicative with other modifiers).- Hit Damage Against Shocked Enemies +15% per point
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| Summon Storm Totem | Primalist | Shaman | Frostbite | Shaman | 3 | Blizzard has a chance to inflict enemies with Frostbite each second.- Frostbite Chance +40% per point
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| Summon Storm Totem | Primalist | Shaman | Fulgurite Core | Shaman | 2 | Storm 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
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| Summon Storm Totem | Primalist | Shaman | Grounding Conduit | Shaman | 3 | You deal increased lightning damage if a Storm Totem has hit a shocked an enemy recently.- Lightning Damage +15% per point
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| Summon Storm Totem | Primalist | Shaman | Heavy Impact | Shaman | 3 | Storm 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
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| Summon Storm Totem | Primalist | Shaman | Icicles | Shaman | 5 | Storm Totem deals additional cold spell damage.- Cold Spell Damage +4 per point
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| Summon Storm Totem | Primalist | Shaman | Intensity | Shaman | 5 | Storm Totem deals more damage (multiplicative with other modifiers), but cost more mana.- Damage +15% per point
- Mana Cost +8% per point
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| Summon Storm Totem | Primalist | Shaman | Lightning Raider | Shaman | 4 | Storm Totem has more cast speed (multiplicative with other modifiers).- Cast Speed +15% per point
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| Summon Storm Totem | Primalist | Shaman | Limited Resistance | Shaman | 4 | Storm Totem costs less mana to summon.- Mana Efficiency +35% per point
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| Summon Storm Totem | Primalist | Shaman | Overstimulation | Shaman | 1 | Enemies hit by Storm Totem recently have reduced movement speed. |
| Summon Storm Totem | Primalist | Shaman | Piercing Winds | Shaman | 3 | Frostbite inflicted by Blizzard has additional Cold Penetration.- Cold Penetration with Frostbite +15% per point
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| Summon Storm Totem | Primalist | Shaman | Power Shunt | Shaman | 3 | Storm Totem critical strikes deal more damage.- Critical Multiplier +30% per point
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| Summon Storm Totem | Primalist | Shaman | Press Your Advantage | Shaman | 4 | Storm Totem has more critical strike chance against shocked enemies (multiplicative with other modifiers).- More Crit Chance Against Shocked Enemies 10% per point
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| Summon Storm Totem | Primalist | Shaman | Shielding Totem | Shaman | 2 | Allies near your Storm Totem have additional lightning resistance.- Lightning Resistance +20% per point
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| Summon Storm Totem | Primalist | Shaman | Shockfury | Shaman | 5 | Allies near your Storm Totem are granted additional melee lightning damage.- Melee Lightning Damage +3 per point
|
| Summon Storm Totem | Primalist | Shaman | Static Field | Shaman | 3 | Storm Totem attacks have a chance to shock enemies.- Shock Chance +10% per point
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| Summon Storm Totem | Primalist | Shaman | Steel Plating | Shaman | 4 | Storm Totem has increased health.- Increased Health 25% per point
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| Summon Storm Totem | Primalist | Shaman | Storm Totem | Shaman | 0 | Summons 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 Totem | Primalist | Shaman | Storm's Reach | Shaman | 5 | Storm Totem's individual lightning strikes damage enemies in a larger area |
| Summon Storm Totem | Primalist | Shaman | Stormrider | Shaman | 4 | You have increased movement speed if Storm Totem has hit a shocked an enemy recently (last 4 seconds). |
| Summon Storm Totem | Primalist | Shaman | Thunder Totem | Shaman | 1 | If 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
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| Summon Storm Totem | Primalist | Shaman | Unmatched Storms | Shaman | 1 | Your 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%
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| Tornado | Primalist | Shaman | Aspect of the Storm | BeastmasterShamanDruid | 1 | Casting Tornado grants Aspect of the Storm for 2 seconds, which grants 10% increased movespeed.- Tornado Aspect of the Storm
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| Tornado | Primalist | Shaman | Charged Storm | BeastmasterShamanDruid | 1 | Tornado casts Storm Bolt at an enemy within 8 meters every 2 seconds.- Tornadoes Cast Storm Bolt
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| Tornado | Primalist | Shaman | Churning Orbs | BeastmasterShamanDruid | 1 | Tornado now create a Storm Orb every second, but Tornado has less cast speed (multiplicative with other modifiers).- Tornadoes Cast Storm Orb
- Cast Speed -20%
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| Tornado | Primalist | Shaman | Debris | BeastmasterShamanDruid | 4 | Tornado deals more damage (multiplicative with other modifiers), but costs more mana.- Damage +25% per point
- Mana Cost +5% per point
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| Tornado | Primalist | Shaman | Druidic Control | BeastmasterShamanDruid | 1 | Tornado is now stationary, but deals less damage (multiplicative with other modifiers).- Stationary Tornadoes
- Damage -20%
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| Tornado | Primalist | Shaman | Eye of the Storm | BeastmasterShamanDruid | 1 | Tornado 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
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| Tornado | Primalist | Shaman | Fire Tornado | BeastmasterShamanDruid | 1 | Tornados' 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%
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| Tornado | Primalist | Shaman | Frequent Lightning | BeastmasterShamanDruid | 4 | Tornado casts Storm Bolt more frequently.- Lightning Frequency +35% per point
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| Tornado | Primalist | Shaman | Gust of Renewal | BeastmasterShamanDruid | 4 | Tornado 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
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| Tornado | Primalist | Shaman | Hurricane | BeastmasterShamanDruid | 4 | When 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
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| Tornado | Primalist | Shaman | Igniting Swirl | BeastmasterShamanDruid | 1 | Tornado ignites nearby enemies every second. |
| Tornado | Primalist | Shaman | Inferno | BeastmasterShamanDruid | 4 | Tornado 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
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| Tornado | Primalist | Shaman | Lasting Storm | BeastmasterShamanDruid | 4 | Tornado lasts longer. |
| Tornado | Primalist | Shaman | Overcast Skies | BeastmasterShamanDruid | 4 | Storm Bolts target enemies from further away.- Lightning Range +35% per point
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| Tornado | Primalist | Shaman | Shelter of the Storm | BeastmasterShamanDruid | 4 | While 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
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| Tornado | Primalist | Shaman | Snap Gale | BeastmasterShamanDruid | 1 | Tornado 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
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| Tornado | Primalist | Shaman | Storm Dervish | BeastmasterShamanDruid | 3 | Aspect 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
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| Tornado | Primalist | Shaman | Storm Soul | BeastmasterShamanDruid | 6 | Tornado has a shorter cooldown and deals more damage (multiplicative with other modifiers).- Cooldown Recovery Speed +25% per point
- Damage +5% per point
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| Tornado | Primalist | Shaman | Stormbringer | BeastmasterShamanDruid | 4 | Tornado has increased cast speed and area of effect.- Cast Speed +5% per point
- Area +10% per point
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| Tornado | Primalist | Shaman | Strength of Air | BeastmasterShamanDruid | 4 | Tornado has increased pull strength.- Pull Strength +25% per point
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| Tornado | Primalist | Shaman | Swift Wings | BeastmasterShamanDruid | 5 | Aspect of the Storm lasts longer.- Aspect of the Storm Duration +30% per point
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| Tornado | Primalist | Shaman | Tornado | BeastmasterShamanDruid | 0 | Conjures a tornado that moves at random, pulling in nearby enemies and dealing physical damage to them. |
| Tornado | Primalist | Shaman | Trail of Storms | BeastmasterShamanDruid | 5 | Tornadoes cast Storm Orbs more frequently.- Storm Orb Frequency +25% per point
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| Tornado | Primalist | Shaman | Voices of the Wind | BeastmasterShamanDruid | 1 | Tornado 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
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| Acid Flask | Rogue | Rogue | Acid Flask | BladedancerMarksmanFalconer | 0 | Throw a flask of acid that explodes dealing physical damage on impact, poisoning enemies and reducing their armor. |
| Acid Flask | Rogue | Rogue | Alchemical Proficiency | BladedancerMarksmanFalconer | 5 | Acid Flask costs less mana and deals more damage (multiplicative with other modifiers).- Mana Efficiency +10% per point
- Damage +8% per point
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| Acid Flask | Rogue | Rogue | Alchemist's Gift | BladedancerMarksmanFalconer | 1 | Acid 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
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| Acid Flask | Rogue | Rogue | Amatoxic Pools | BladedancerMarksmanFalconer | 4 | Poison 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
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| Acid Flask | Rogue | Rogue | Barrage | BladedancerMarksmanFalconer | 1 | When 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%
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| Acid Flask | Rogue | Rogue | Blinding Mixture | BladedancerMarksmanFalconer | 2 | Acid Flask has a chance to blind enemies hit for 4 seconds.- Blind Chance +50% per point
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| Acid Flask | Rogue | Rogue | Castigate | BladedancerMarksmanFalconer | 3 | You 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
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| Acid Flask | Rogue | Rogue | Caustic Concoction | BladedancerMarksmanFalconer | 4 | Acid Flask has additional chance to poison enemies on hit.- Poison Chance +50% per point
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| Acid Flask | Rogue | Rogue | Cluster Bomb | BladedancerMarksmanFalconer | 1 | When 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%
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| Acid Flask | Rogue | Rogue | Contamination | BladedancerMarksmanFalconer | 4 | Acid Flask has a chance to shred enemy poison resistance on hit.- Poison Resistance Shred Chance +150% per point
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| Acid Flask | Rogue | Rogue | Corrosive | BladedancerMarksmanFalconer | 4 | Acid Flask deals more damage (multiplicative with other modifiers). |
| Acid Flask | Rogue | Rogue | Debilitate | BladedancerMarksmanFalconer | 2 | Acid Flask has a chance to apply Frailty to enemies hit, causing them to deal less damage.- Frailty Chance +50% per point
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| Acid Flask | Rogue | Rogue | Elixir of Speed | BladedancerMarksmanFalconer | 4 | Acid Flask has a chance to grant Haste on use for a short duration.- Haste Chance +25% per point
- Haste Duration (seconds) 2
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| Acid Flask | Rogue | Rogue | Explosive Flask | BladedancerMarksmanFalconer | 1 | Acid 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
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| Acid Flask | Rogue | Rogue | Firebomb Cocktail | BladedancerMarksmanFalconer | 4 | Acid Flask deals additional throwing fire damage.- Throwing Fire Damage +12 per point
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| Acid Flask | Rogue | Rogue | Flammable Concoction | BladedancerMarksmanFalconer | 4 | Acid Flask has a chance to ignite enemies.- Ignite Chance +25% per point
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| Acid Flask | Rogue | Rogue | Hindering Mixture | BladedancerMarksmanFalconer | 4 | Acid 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
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| Acid Flask | Rogue | Rogue | Hydrochloric Acid | BladedancerMarksmanFalconer | 5 | You have a chance to poison enemies while standing in your Poison Pools.- Global Poison Chance In Pool +20% per point
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| Acid Flask | Rogue | Rogue | Knowledge of Immunity | BladedancerMarksmanFalconer | 3 | Acid Flask penetrates poison resistance based on your own uncapped Poison Resistance- Poison Penetration per 5% Uncapped Poison Resistance 1% per point
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| Acid Flask | Rogue | Rogue | Lasting Sickness | BladedancerMarksmanFalconer | 4 | Acid Flask has increased poison duration.- Poison Duration +10% per point
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| Acid Flask | Rogue | Rogue | Lightweight | BladedancerMarksmanFalconer | 2 | Acid Flask travels faster.- Travel Speed +15% per point
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| Acid Flask | Rogue | Rogue | Lingering Toxicity | BladedancerMarksmanFalconer | 3 | Poison Pools last longer.- Pool Duration (seconds) +1 per point
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| Acid Flask | Rogue | Rogue | Piercing Debris | BladedancerMarksmanFalconer | 4 | Acid Flask has increased critical strike chance and critical strikes deal more damage.- Increased Crit Chance 50% per point
- Critical Strike Multiplier +50% per point
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| Acid Flask | Rogue | Rogue | Poison Pools | BladedancerMarksmanFalconer | 1 | Acid 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
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| Acid Flask | Rogue | Rogue | Quick Draw | BladedancerMarksmanFalconer | 4 | Acid Flask has increased throwing speed.- Throwing Speed +6% per point
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| Acid Flask | Rogue | Rogue | Smoulder | BladedancerMarksmanFalconer | 1 | Converts Armor Shred from all sources that Acid Flask would apply to Fire Resistance Shred. |
| Acid Flask | Rogue | Rogue | Splash Zone | BladedancerMarksmanFalconer | 4 | Acid Flask deals damage in a larger area.- Increased Area 30% per point
|
| Acid Flask | Rogue | Rogue | Tempered Glass | BladedancerMarksmanFalconer | 4 | Acid Flask has a chance to shred enemy armor.- Armor Shred Chance +100% per point
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| Acid Flask | Rogue | Rogue | Toxic Salvo | BladedancerMarksmanFalconer | 1 | When 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
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| Ballista | Rogue | Rogue | Acidulous Mixture | BladedancerMarksmanFalconer | 4 | Ballista has a chance to slow enemies.- Slow Chance +15% per point
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| Ballista | Rogue | Rogue | Agile Engineering | BladedancerMarksmanFalconer | 1 | Ballista 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%
|
| Ballista | Rogue | Rogue | Armed Construction | BladedancerMarksmanFalconer | 4 | Ballista 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
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| Ballista | Rogue | Rogue | Ballista | BladedancerMarksmanFalconer | 0 | Summons a ballista that fires bolts at nearby enemies. |
| Ballista | Rogue | Rogue | Bodkin Bolts | BladedancerMarksmanFalconer | 5 | Ballista bolts pierces enemies (continue through targets they hit).- Enemies Pierced +1 per point
|
| Ballista | Rogue | Rogue | Bolt Rain | BladedancerMarksmanFalconer | 3 | Ballista has a chance to shoot extra projectiles.- Extra Projectiles Chance 25%
- Extra Projectiles +2 per point
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| Ballista | Rogue | Rogue | Care Package | BladedancerMarksmanFalconer | 1 | Ballistae 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%
|
| Ballista | Rogue | Rogue | Contaminating Shots | BladedancerMarksmanFalconer | 3 | Your ailment modifiers also apply to your Ballista, but at a reduced ratio.- Ailment Stat Ratio +25% per point
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| Ballista | Rogue | Rogue | Efficient Construction | BladedancerMarksmanFalconer | 2 | Ballista costs significantly less mana, but has a shorter duration.- Mana Cost -25% per point
- Duration (seconds) -20% per point
|
| Ballista | Rogue | Rogue | Elixir of Construction | BladedancerMarksmanFalconer | 3 | Ballista deals more damage (multiplicative with other modifiers) if constructed within 4 seconds of using a potion. |
| Ballista | Rogue | Rogue | Explosive Delivery | BladedancerMarksmanFalconer | 1 | Ballista'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%
|
| Ballista | Rogue | Rogue | Flaming Shots | BladedancerMarksmanFalconer | 5 | Ballista 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
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| Ballista | Rogue | Rogue | Frigid Barrage | BladedancerMarksmanFalconer | 1 | The 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
|
| Ballista | Rogue | Rogue | Harpoon Shot | BladedancerMarksmanFalconer | 1 | Every 5 seconds Ballista shoots a Harpoon Shot, that sticks into an enemy and pulls them towards the Ballista. |
| Ballista | Rogue | Rogue | Heavy Bolts | BladedancerMarksmanFalconer | 3 | Ballista 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
|
| Ballista | Rogue | Rogue | Light Bolts | BladedancerMarksmanFalconer | 5 | Ballista 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
|
| Ballista | Rogue | Rogue | Perfect Aim | BladedancerMarksmanFalconer | 4 | Your 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
|
| Ballista | Rogue | Rogue | Practical Build | BladedancerMarksmanFalconer | 1 | Ballista 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%
|
| Ballista | Rogue | Rogue | Quickload | BladedancerMarksmanFalconer | 1 | Ballista gains increased attack speed with each hit. |
| Ballista | Rogue | Rogue | Rapid Fire | BladedancerMarksmanFalconer | 4 | Ballista has increased attack speed.- Attack Speed +6% per point
|
| Ballista | Rogue | Rogue | Serrated Edges | BladedancerMarksmanFalconer | 5 | Ballista has a chance to shred enemy armor.- Armor Shred Chance +10% per point
|
| Ballista | Rogue | Rogue | Shared Enhancements | BladedancerMarksmanFalconer | 3 | Your damage modifiers also apply to your Ballista, but at a reduced ratio.- Damage Stat Ratio +25% per point
|
| Ballista | Rogue | Rogue | Sharpened Tips | BladedancerMarksmanFalconer | 2 | Improves Ballista's base critical strike chance.- Base Crit Chance +3% per point
|
| Ballista | Rogue | Rogue | Shields Up | BladedancerMarksmanFalconer | 1 | Ballista now has shields in front of it. |
| Ballista | Rogue | Rogue | Siege Commander | BladedancerMarksmanFalconer | 1 | Your Ballistae gain Frenzy while you are standing near them. |
| Ballista | Rogue | Rogue | Sturdy Foundation | BladedancerMarksmanFalconer | 3 | Ballista has more health and lasts longer.- Health +25% per point
- Duration +15% per point
|
| Ballista | Rogue | Rogue | Tainted Ammunition | BladedancerMarksmanFalconer | 4 | Hitting 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
|
| Ballista | Rogue | Rogue | Tripwire | BladedancerMarksmanFalconer | 1 | When 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
|
| Ballista | Rogue | Rogue | Twinned Bolts | BladedancerMarksmanFalconer | 4 | Ballista has a chance to fire twice in quick succession.- Double Shot Chance +10% per point
|
| Ballista | Rogue | Rogue | Wide Protection | BladedancerMarksmanFalconer | 3 | Ballista shields are wider.- Shields Width +30% per point
|
| Bladestorm | Rogue | Rogue | Alloy Animation | BladedancerMarksmanFalconer | 1 | Bladestorms 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%
|
| Bladestorm | Rogue | Rogue | Armed Response | BladedancerMarksmanFalconer | 2 | You and allies hit by Blade Detonation gain Haste for a duration.- Haste Duration (seconds) 1 per point
|
| Bladestorm | Rogue | Rogue | Blade Detonation | BladedancerMarksmanFalconer | 1 | When your Bladestorms collide, they are destroyed and each cause a Blade Detonation.- Blade Detonation when Bladestorms Collide
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| Bladestorm | Rogue | Rogue | Blade Frenzy | BladedancerMarksmanFalconer | 2 | Each 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
|
| Bladestorm | Rogue | Rogue | Efficient Manufacturing | BladedancerMarksmanFalconer | 4 | Bladestorms have an increased duration and lower mana cost.- Duration +15% per point
- Mana Cost -1 per point
|
| Bladestorm | Rogue | Rogue | Flay | BladedancerMarksmanFalconer | 0 | Throw 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. |
| Bladestorm | Rogue | Rogue | Frostblade | BladedancerMarksmanFalconer | 1 | Bladestorm'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
|
| Bladestorm | Rogue | Rogue | Heavy Weapon | BladedancerMarksmanFalconer | 4 | Bladestorm deals more damage (multiplicative with other modifiers). |
| Bladestorm | Rogue | Rogue | High Carbon Steel | BladedancerMarksmanFalconer | 4 | Bladestorms have a chance to shred armor on hit.- Armor Shred Chance +25% per point
|
| Bladestorm | Rogue | Rogue | Hurricane | BladedancerMarksmanFalconer | 1 | Bladestorms have increased movement speed based on your dexterity.- Bladestorm Movement Speed per 1 Dexterity +1%
|
| Bladestorm | Rogue | Rogue | Lingering Fragments | BladedancerMarksmanFalconer | 3 | Blade 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
|
| Bladestorm | Rogue | Rogue | Longsword Slash | BladedancerMarksmanFalconer | 3 | Bladestorm has increased area and increased attack speed.- Area +15% per point
- Attack Speed +8% per point
|
| Bladestorm | Rogue | Rogue | Low Slash | BladedancerMarksmanFalconer | 3 | Bladestorm has a chance to slow enemies on hit.- Slow Chance +34% per point
|
| Bladestorm | Rogue | Rogue | Magnetic Grip | BladedancerMarksmanFalconer | 1 | Bladestorm slowly seeks out enemies. |
| Bladestorm | Rogue | Rogue | Momentum | BladedancerMarksmanFalconer | 2 | Bladestorms 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
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| Bladestorm | Rogue | Rogue | Nightblade | BladedancerMarksmanFalconer | 4 | Bladestorm 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
|
| Bladestorm | Rogue | Rogue | Open the Armory | BladedancerMarksmanFalconer | 2 | Bladestorm 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
|
| Bladestorm | Rogue | Rogue | Razorain | BladedancerMarksmanFalconer | 1 | Directly 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
|
| Bladestorm | Rogue | Rogue | Recovered Fragments | BladedancerMarksmanFalconer | 1 | You gain mana each time you are hit by one of your own Blade Detonations.- Mana Gain When Hit By Blade Shatter 2
|
| Bladestorm | Rogue | Rogue | Sawtooth Blade | BladedancerMarksmanFalconer | 4 | Bladestorm has a chance to inflict bleed on hit.- Bleed Chance +25% per point
|
| Bladestorm | Rogue | Rogue | Shadowstorm | BladedancerMarksmanFalconer | 1 | Bladestorms hit by Shadow Cascade will instantly hit enemies in their area.- Bladestorms Instantly Hit when Hit by Shadow Cascade
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| Bladestorm | Rogue | Rogue | Shattering | BladedancerMarksmanFalconer | 3 | Acid 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
|
| Bladestorm | Rogue | Rogue | Shuriken Storm | BladedancerMarksmanFalconer | 1 | Bladestorms 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
|
| Bladestorm | Rogue | Rogue | Slagstorm | BladedancerMarksmanFalconer | 1 | Each 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
|
| Bladestorm | Rogue | Rogue | Steelshaper's Grit | BladedancerMarksmanFalconer | 3 | Bladestorm has additional critical strike chance.- Critical Chance +2% per point
|
| Bladestorm | Rogue | Rogue | Strength of Arms | BladedancerMarksmanFalconer | 2 | Bladestorm 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
|
| Bladestorm | Rogue | Rogue | Surge of Steel | BladedancerMarksmanFalconer | 4 | Bladestorms cast Shurikens with increased frequency.- Shurikens Frequency +12% per point
|
| Bladestorm | Rogue | Rogue | Tempered Steel | BladedancerMarksmanFalconer | 3 | Bladestorm deals more hit damage (multiplicative with other modifiers) and has a lower mana cost.- Hit Damage +4% per point
- Mana Cost -1 per point
|
| Bladestorm | Rogue | Rogue | Toxin Dipped | BladedancerMarksmanFalconer | 1 | Bleed chance from all sources is converted to poison chance for Bladestorm. This node has no effect if Frostblade is allocated.- Bleed -> Poison Conversion
|
| Cinder Strike | Rogue | Rogue | Blast Wave | BladedancerMarksmanFalconer | 4 | Cinder 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 Strike | Rogue | Rogue | Cauterize | BladedancerMarksmanFalconer | 5 | Cinder 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 Strike | Rogue | Rogue | Cinder Strike | BladedancerMarksmanFalconer | 0 | A 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 Strike | Rogue | Rogue | Coated Darts | BladedancerMarksmanFalconer | 5 | Oil Coating now also grants additional throwing fire damage.- Throwing Fire Damage +1 per point
|
| Cinder Strike | Rogue | Rogue | Combustible | BladedancerMarksmanFalconer | 3 | If 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 Strike | Rogue | Rogue | Eagerness | BladedancerMarksmanFalconer | 3 | Cinder Strike's second and third attacks have increased attack speed.- Attack Speed +8% per point
|
| Cinder Strike | Rogue | Rogue | Elemental Vulnerability | BladedancerMarksmanFalconer | 1 | Oil Coating now grants you increased elemental damage rather than just fire damage. |
| Cinder Strike | Rogue | Rogue | Elusive | BladedancerMarksmanFalconer | 5 | You have additional chance to dodge and additional fire resistance per stack of Oil Coating.- Dodge Rating +10 per point
- Fire Resistance +3% per point
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| Cinder Strike | Rogue | Rogue | Explosive Impact | BladedancerMarksmanFalconer | 3 | Volatile Flask deals more explosion damage (multiplicative with other modifiers).- Explosion Damage +40% per point
|
| Cinder Strike | Rogue | Rogue | Explosive Lash | BladedancerMarksmanFalconer | 4 | Cinder Strike has a chance to cause an explosion on kill. This counts as a Volatile Flask explosion.- Explosion On Kill Chance +8% per point
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| Cinder Strike | Rogue | Rogue | Fire Eater | BladedancerMarksmanFalconer | 3 | Oil 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 Strike | Rogue | Rogue | Fire Walker | BladedancerMarksmanFalconer | 2 | Cinder Strike deals increased fire damage over time per point of Dexterity.- Fire Damage Over Time per Dex +3% per point
|
| Cinder Strike | Rogue | Rogue | Firebreathing | BladedancerMarksmanFalconer | 1 | You 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
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| Cinder Strike | Rogue | Rogue | Flame Alchemist | BladedancerMarksmanFalconer | 2 | When 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 Strike | Rogue | Rogue | Flaming Fury | BladedancerMarksmanFalconer | 5 | Burning 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 Strike | Rogue | Rogue | Flammable Toxins | BladedancerMarksmanFalconer | 1 | Poison chance from all sources is converted to ignite chance for Cinder Strike. |
| Cinder Strike | Rogue | Rogue | Ignition | BladedancerMarksmanFalconer | 5 | Cinder 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
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| Cinder Strike | Rogue | Rogue | Incinerate | BladedancerMarksmanFalconer | 4 | Cinder 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 Strike | Rogue | Rogue | Inferno | BladedancerMarksmanFalconer | 5 | Cinder 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
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| Cinder Strike | Rogue | Rogue | Kindling | BladedancerMarksmanFalconer | 5 | Cinder Strike has a chance to shred enemy fire resistance.- Fire Res Shred Chance +20% per point
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| Cinder Strike | Rogue | Rogue | Molten Arsenal | BladedancerMarksmanFalconer | 1 | If 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. |
| Cinder Strike | Rogue | Rogue | Oil Coating | BladedancerMarksmanFalconer | 5 | If 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 Strike | Rogue | Rogue | Overexertion | BladedancerMarksmanFalconer | 1 | Cinder 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 Strike | Rogue | Rogue | Pocket Sand | BladedancerMarksmanFalconer | 1 | Blind chance from all sources is converted to Critical Vulnerability chance for Cinder Strike.- Blind -> Critical Vulnerability Chance
|
| Cinder Strike | Rogue | Rogue | Searing Blows | BladedancerMarksmanFalconer | 5 | Cinder 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 Strike | Rogue | Rogue | Soot and Ash | BladedancerMarksmanFalconer | 5 | Cinder 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
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| Cinder Strike | Rogue | Rogue | Tireless | BladedancerMarksmanFalconer | 3 | Cinder Strike costs less mana.- Mana Efficiency +20% per point
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| Cinder Strike | Rogue | Rogue | Umbral Conflagration | BladedancerMarksmanFalconer | 1 | All 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
|
| Decoy | Rogue | Rogue | Acid Fumes | BladedancerMarksmanFalconer | 1 | Small 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
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| Decoy | Rogue | Rogue | Ambush | BladedancerMarksmanFalconer | 1 | When 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
|
| Decoy | Rogue | Rogue | Backup Buddy | BladedancerMarksmanFalconer | 1 | Decoy can store an additional charge. |
| Decoy | Rogue | Rogue | Boom | BladedancerMarksmanFalconer | 5 | Decoy'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
|
| Decoy | Rogue | Rogue | Burning Oil | BladedancerMarksmanFalconer | 5 | Decoy's final explosion ignites enemies.- Ignite Stacks Applied +1 per point
|
| Decoy | Rogue | Rogue | Decoy | BladedancerMarksmanFalconer | 0 | Throw a device to create a Decoy that taunts enemies around it for 2.5 seconds before exploding. |
| Decoy | Rogue | Rogue | Ear Shatter | BladedancerMarksmanFalconer | 5 | Sonic 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
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| Decoy | Rogue | Rogue | Efficient Construction | BladedancerMarksmanFalconer | 3 | Decoy costs less mana.- Mana Efficiency +30% per point
|
| Decoy | Rogue | Rogue | Embedded Spikes | BladedancerMarksmanFalconer | 5 | Decoy reflects a percentage of damage to attackers.- Damage Reflected 10% per point
|
| Decoy | Rogue | Rogue | Excessive Explosives | BladedancerMarksmanFalconer | 5 | All explosions from Decoy deal more damage (multiplicative with other modifiers).- All Explosion Damage +20% per point
|
| Decoy | Rogue | Rogue | Explosive Charges | BladedancerMarksmanFalconer | 3 | Decoy has a chance to cause a small explosion when hit, up to a maximum of 2 explosions.- Small Explosion Chance +15% per point
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| Decoy | Rogue | Rogue | Freezing Blast | BladedancerMarksmanFalconer | 5 | All explosions have a higher chance to freeze enemies.- Freeze Rate Multiplier +50% per point
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| Decoy | Rogue | Rogue | Frostfire Powder | BladedancerMarksmanFalconer | 1 | All 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
|
| Decoy | Rogue | Rogue | Grand Diversion | BladedancerMarksmanFalconer | 2 | Throw additional Decoys near the target location. Decoy location is slightly randomised.- Extra Decoys Thrown +1 per point
|
| Decoy | Rogue | Rogue | Harrowing Noise | BladedancerMarksmanFalconer | 2 | Sonic Wave Fears enemies for a duration.- Fear Duration (seconds) +1 per point
|
| Decoy | Rogue | Rogue | Into the Shadows | BladedancerMarksmanFalconer | 4 | You have additional dodge chance while the decoy exists.- Dodge Rating With Active Decoy +50 per point
|
| Decoy | Rogue | Rogue | Kelthan Oil | BladedancerMarksmanFalconer | 4 | The Decoy has increased ignite frequency.- Ignite Frequency +50% per point
|
| Decoy | Rogue | Rogue | Lasting Presence | BladedancerMarksmanFalconer | 5 | Decoy lasts longer, but has a longer cooldown.- Duration +10% per point
- Final Explosion Damage +10% per point
- Cooldown +10% per point
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| Decoy | Rogue | Rogue | Meticulous Construction | BladedancerMarksmanFalconer | 5 | Decoy'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
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| Decoy | Rogue | Rogue | On Fire | BladedancerMarksmanFalconer | 1 | The Decoy is on fire and ignites nearby enemies each second, but costs more mana.- Ignites Nearby Enemies
- Mana Cost +15
|
| Decoy | Rogue | Rogue | Remote Detonator | BladedancerMarksmanFalconer | 1 | Decoy 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
|
| Decoy | Rogue | Rogue | Rewired Detonator | BladedancerMarksmanFalconer | 4 | Detonation costs less mana.- Detonation Mana Cost -25% per point
|
| Decoy | Rogue | Rogue | Short Fuse | BladedancerMarksmanFalconer | 5 | Decoy'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
|
| Decoy | Rogue | Rogue | Shrouded Core | BladedancerMarksmanFalconer | 1 | Decoy leaves a Shadow in its place after detonating. |
| Decoy | Rogue | Rogue | Sonic Detonation | BladedancerMarksmanFalconer | 3 | The 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
|
| Decoy | Rogue | Rogue | Sound of Flames | BladedancerMarksmanFalconer | 1 | Sonic Wave inflicts fire resistance shred instead of armour shred. If you have taken Frostfire Powder it instead inflicts cold resistance shred. |
| Decoy | Rogue | Rogue | Stuffed | BladedancerMarksmanFalconer | 3 | Decoy can cause additional small explosions.- Max Small Explosions +2 per point
|
| Decoy | Rogue | Rogue | Warning Sound | BladedancerMarksmanFalconer | 5 | Sonic Wave grants Haste to you and your allies hit for a duration.- Haste Duration (seconds) +1 per point
|
| Flurry | Rogue | Rogue | Accelerating Impact | BladedancerMarksmanFalconer | 1 | Flurry deals more damage (multiplicative with other modifiers) for each second channelled up to a maximum.- Damage Per Second +3%
- Maximum Damage Bonus 15%
|
| Flurry | Rogue | Rogue | Adrenaline Rush | BladedancerMarksmanFalconer | 5 | Flurry 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
|
| Flurry | Rogue | Rogue | Alacrity | BladedancerMarksmanFalconer | 3 | Flurry has increased attack speed.- Attack Speed +5% per point
|
| Flurry | Rogue | Rogue | Arrow Storm | BladedancerMarksmanFalconer | 1 | If you are using a bow you fire arrows faster, but they are less accurate.- Arrow Frequency +15%
- Arrows Are Inaccurate
|
| Flurry | Rogue | Rogue | Billowing Waves | BladedancerMarksmanFalconer | 2 | The Force Waves travel further.- Wave Range +15% per point
|
| Flurry | Rogue | Rogue | Blood Revelry | BladedancerMarksmanFalconer | 2 | Flurry 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
|
| Flurry | Rogue | Rogue | Bloodplay | BladedancerMarksmanFalconer | 3 | Each stack of Adrenaline Rush grants a chance to inflict bleed on hit.- Bleed Chance +4% per point
|
| Flurry | Rogue | Rogue | Boundless Blows | BladedancerMarksmanFalconer | 1 | Flurry is now a channelled ability that costs mana per second to maintain.- Channelled Flurry
- Mana Cost Per Second 13
|
| Flurry | Rogue | Rogue | Compounding Toxin | BladedancerMarksmanFalconer | 3 | Poison inflicted by Flurry has additional Poison Penetration.- Poison Penetration with Poison +10% per point
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| Flurry | Rogue | Rogue | Crescendo | BladedancerMarksmanFalconer | 3 | Flurry'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
|
| Flurry | Rogue | Rogue | Deep Strikes | BladedancerMarksmanFalconer | 4 | Flurry deals more damage (multiplicative with other modifers). |
| Flurry | Rogue | Rogue | Flurry | BladedancerMarksmanFalconer | 0 | A bow or melee attack that performs 3 rapid strikes. The last strike can be cancelled by moving. |
| Flurry | Rogue | Rogue | Fusillade | BladedancerMarksmanFalconer | 1 | If you are using a bow, every 6th arrow is replaced with Multishot.- Multishot Every 6th Arrow
- Channel Cost +8
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| Flurry | Rogue | Rogue | Giant Slayer | BladedancerMarksmanFalconer | 3 | Eack stack of Adrenaline Rush grants Flurry more hit damage against bosses and rare enemies.- More Damage to Bosses per Stack 15% per point
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| Flurry | Rogue | Rogue | Hamstring | BladedancerMarksmanFalconer | 3 | Flurry's third strike Slows enemies hit.- Third Strike Chance to Slow +100% per point
|
| Flurry | Rogue | Rogue | Incision | BladedancerMarksmanFalconer | 4 | Flurry critical strikes deal more damage.- Critical Strike Multiplier +15% per point
|
| Flurry | Rogue | Rogue | Inexhaustible | BladedancerMarksmanFalconer | 4 | Adrenaline Rush lasts longer. |
| Flurry | Rogue | Rogue | Kineticism | BladedancerMarksmanFalconer | 4 | Enemies 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
|
| Flurry | Rogue | Rogue | Lethal Vector | BladedancerMarksmanFalconer | 3 | Damaging ailments inflicted by Flurry deal more damage (multiplicative with other modifiers).- Damage Over Time +10% per point
|
| Flurry | Rogue | Rogue | Pavise | BladedancerMarksmanFalconer | 5 | You have additional physical and elemental resistances while channelling Flurry.- Physical Resistance +8% per point
- Elemental Resistance +8% per point
|
| Flurry | Rogue | Rogue | Precision | BladedancerMarksmanFalconer | 3 | Improves Flurry's base critical strike chance.- Critical Strike Chance +2% per point
|
| Flurry | Rogue | Rogue | Relentless | BladedancerMarksmanFalconer | 2 | You 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
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| Flurry | Rogue | Rogue | Reopened Wounds | BladedancerMarksmanFalconer | 3 | Bleed inflicted by Flurry has additional Physical Penetration.- Physical Penetration with Bleed +10% per point
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| Flurry | Rogue | Rogue | Sap Willpower | BladedancerMarksmanFalconer | 2 | Flurry grants mana when hitting at least one enemy. |
| Flurry | Rogue | Rogue | Second Wind | BladedancerMarksmanFalconer | 3 | Flurry grants health when hitting at least one enemy. |
| Flurry | Rogue | Rogue | Shockwave | BladedancerMarksmanFalconer | 1 | If you are using a melee weapon Flurry now causes Force Waves to blast forward with each strike, dealing melee physical damage. |
| Flurry | Rogue | Rogue | Stolen Endurance | BladedancerMarksmanFalconer | 2 | Critical strikes restore health. The amount of health gained is increased by Dexterity.- Heal On Crit 5 per point
- Healing Per Dexterity 4%
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| Flurry | Rogue | Rogue | Strained Reflexes | BladedancerMarksmanFalconer | 2 | Adrenaline Rush can have multiple stacks.- Maximum Stacks +1 per point
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| Flurry | Rogue | Rogue | Vile Tactics | BladedancerMarksmanFalconer | 4 | Flurry'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
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| Puncture | Rogue | Rogue | Bloodthirst | BladedancerMarksmanFalconer | 4 | Directly 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
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| Puncture | Rogue | Rogue | Cadence of Death | BladedancerMarksmanFalconer | 1 | Every 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%
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| Puncture | Rogue | Rogue | Cross Forward | BladedancerMarksmanFalconer | 2 | When used with a melee weapon Puncture has increased range.- Melee Range +15% per point
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| Puncture | Rogue | Rogue | Death's Imprint | BladedancerMarksmanFalconer | 2 | Puncture 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
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| Puncture | Rogue | Rogue | Debilitation | BladedancerMarksmanFalconer | 5 | Puncture 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%
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| Puncture | Rogue | Rogue | Efficacious Toxin | BladedancerMarksmanFalconer | 4 | Puncture has a chance to apply Efficacious Toxin on hit, causing them to take increased damage over time.- Efficacious Toxin Chance +25% per point
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| Puncture | Rogue | Rogue | Hunger | BladedancerMarksmanFalconer | 3 | Bleeding Fury can have more maximum stacks.- Bleeding Fury Max Stacks +1 per point
|
| Puncture | Rogue | Rogue | Inescapable | BladedancerMarksmanFalconer | 2 | Puncture deals more hit damage (multiplicative with other modifiers) per stack of slow on the target. |
| Puncture | Rogue | Rogue | Mind Piercer | BladedancerMarksmanFalconer | 4 | Directly 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
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| Puncture | Rogue | Rogue | Mutilate | BladedancerMarksmanFalconer | 3 | Instead 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
|
| Puncture | Rogue | Rogue | Night's Descent | BladedancerMarksmanFalconer | 1 | If 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
|
| Puncture | Rogue | Rogue | Penumbral Ambush | BladedancerMarksmanFalconer | 1 | Directly 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
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| Puncture | Rogue | Rogue | Perforate | BladedancerMarksmanFalconer | 5 | Puncture has a chance to cause enemies to bleed.- Bleed Chance +20% per point
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| Puncture | Rogue | Rogue | Press The Attack | BladedancerMarksmanFalconer | 2 | Attacking with Puncture and hitting at least one enemy grants Frenzy for a short duration.- Frenzy Duration (seconds) 1 per point
|
| Puncture | Rogue | Rogue | Puncture | BladedancerMarksmanFalconer | 0 | An 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. |
| Puncture | Rogue | Rogue | Rapid Strikes | BladedancerMarksmanFalconer | 3 | Every 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%
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| Puncture | Rogue | Rogue | Redouble | BladedancerMarksmanFalconer | 2 | When used with a bow, Puncture deals more hit damage (multiplicative with other modifiers) per enemy pierced.- Bow Hit Damage Per Pierce +10% per point
|
| Puncture | Rogue | Rogue | Sanguine Obsession | BladedancerMarksmanFalconer | 1 | Converts poison chance from all sources to bleed chance. This has no effect if you have Scalebane. |
| Puncture | Rogue | Rogue | Scalebane | BladedancerMarksmanFalconer | 1 | Converts 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%
|
| Puncture | Rogue | Rogue | Sealed Fate | BladedancerMarksmanFalconer | 1 | Every 10 seconds, your next Puncture Immobilizes enemies on hit, causing them to be unable to move for 1 second. |
| Puncture | Rogue | Rogue | Seized Prey | BladedancerMarksmanFalconer | 4 | Puncture 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
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| Puncture | Rogue | Rogue | Shatter | BladedancerMarksmanFalconer | 5 | Puncture 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
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| Puncture | Rogue | Rogue | Splinter | BladedancerMarksmanFalconer | 5 | Puncture has a chance to shred enemy physical resistance.- Physical Res Shred Chance +20% per point
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| Puncture | Rogue | Rogue | Stay of Execution | BladedancerMarksmanFalconer | 1 | Puncture 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%
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| Puncture | Rogue | Rogue | Thrill of Anticipation | BladedancerMarksmanFalconer | 5 | Puncture deals more damage (multiplicative with other modifiers) per second charged.- Damage Per Second Charged +50% per point
|
| Puncture | Rogue | Rogue | Timing | BladedancerMarksmanFalconer | 4 | Puncture 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
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| Puncture | Rogue | Rogue | Toxic Delivery | BladedancerMarksmanFalconer | 3 | Puncture has a chance to poison on hit.- Poison Chance +20% per point
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| Shadow Rend | Rogue | Rogue | Betrayal of Flesh | BladedancerMarksmanFalconer | 1 | The 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%
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| Shadow Rend | Rogue | Rogue | Breaking Force | BladedancerMarksmanFalconer | 3 | Shadow 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
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| Shadow Rend | Rogue | Rogue | Dark Cloak | BladedancerMarksmanFalconer | 2 | You 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
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| Shadow Rend | Rogue | Rogue | Darkened Blood | BladedancerMarksmanFalconer | 1 | Bleed 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%
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| Shadow Rend | Rogue | Rogue | Dusklight | BladedancerMarksmanFalconer | 1 | Shadow 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
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| Shadow Rend | Rogue | Rogue | Energy Flow | BladedancerMarksmanFalconer | 4 | Shadow Rend has increased attack speed and a lower mana cost.- Attack Speed +6% per point
- Mana Cost -1 per point
|
| Shadow Rend | Rogue | Rogue | Eternal Darkness | BladedancerMarksmanFalconer | 3 | Shadow Rend has additional critical strike multiplier, and additional chance to blind enemies on hit.- Critical Multiplier +15% per point
- Blind Chance +34# per point
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| Shadow Rend | Rogue | Rogue | Exposed Weakness | BladedancerMarksmanFalconer | 3 | Shadow 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 Rend | Rogue | Rogue | Flay | BladedancerMarksmanFalconer | 0 | Perform 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 Rend | Rogue | Rogue | Flourish | BladedancerMarksmanFalconer | 1 | Shadow Rend has an additional charge. |
| Shadow Rend | Rogue | Rogue | Gathered Shadows | BladedancerMarksmanFalconer | 2 | For 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
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| Shadow Rend | Rogue | Rogue | Ghastly Wounds | BladedancerMarksmanFalconer | 3 | Shadow Rend has a chance to inflict frailty and slow on hit.- Frailty Chance +34# per point
- Slow Chance +34# per point
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| Shadow Rend | Rogue | Rogue | Ghost Blades | BladedancerMarksmanFalconer | 3 | Directly 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
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| Shadow Rend | Rogue | Rogue | Heavy Shadows | BladedancerMarksmanFalconer | 3 | Shadow Rend deals more damage, but has less attack speed (both multiplicative with other modifiers).- Damage +12% per point
- Attack Speed -3% per point
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| Shadow Rend | Rogue | Rogue | Hidden Blades | BladedancerMarksmanFalconer | 4 | The shadow's attack has a chance to inflict Shadow Daggers on hit.- Shadow Daggers Chance for Shadow Attack +50% per point
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| Shadow Rend | Rogue | Rogue | Hidden Strength | BladedancerMarksmanFalconer | 3 | Directly 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
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| Shadow Rend | Rogue | Rogue | Illumination | BladedancerMarksmanFalconer | 3 | Shadow 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
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| Shadow Rend | Rogue | Rogue | Intensity | BladedancerMarksmanFalconer | 4 | Shadow Rend deals more damage (multiplicative with other modifiers). |
| Shadow Rend | Rogue | Rogue | Jagged Shadows | BladedancerMarksmanFalconer | 4 | Shadow Rend has additional chance to inflict bleed on hit, doubled for the shadow's attack.- Bleed Chance, Doubled for Shadow Attack +25% per point
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| Shadow Rend | Rogue | Rogue | Loose Pockets | BladedancerMarksmanFalconer | 2 | You 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%
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| Shadow Rend | Rogue | Rogue | Moon Frenzy | BladedancerMarksmanFalconer | 3 | Directly 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
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| Shadow Rend | Rogue | Rogue | Night's Approach | BladedancerMarksmanFalconer | 1 | Shadow 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
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| Shadow Rend | Rogue | Rogue | Precision | BladedancerMarksmanFalconer | 4 | Shadow Rend has additional critical strike chance.- Critical Chance +2% per point
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| Shadow Rend | Rogue | Rogue | Pursuit | BladedancerMarksmanFalconer | 1 | Shadow 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
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| Shadow Rend | Rogue | Rogue | Reconstitution | BladedancerMarksmanFalconer | 2 | Each shadow consumed by Shadow Massacre or Hidden Strength restores health based on your dexterity.- Health Gain per 2 Dexterity 1 per point
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| Shadow Rend | Rogue | Rogue | Shadow Massacre | BladedancerMarksmanFalconer | 1 | Directly 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
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| Shadow Rend | Rogue | Rogue | Shadow Rush | BladedancerMarksmanFalconer | 1 | Shadow 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
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| Shadow Rend | Rogue | Rogue | Shadow Sequence | BladedancerMarksmanFalconer | 1 | Traversal skills consume all stacks of Ghost Blades over the course of their duration.- All Ghost Blades Stacks Consumed on Traversal
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| Shadow Rend | Rogue | Rogue | Sinister Plan | BladedancerMarksmanFalconer | 2 | While 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
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| Shadow Rend | Rogue | Rogue | Unending Twilight | BladedancerMarksmanFalconer | 3 | Shadows 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
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| Shift | Rogue | Rogue | Arrival Gift | BladedancerMarksmanFalconer | 2 | You have a chance to drop an Acid Flask on arrival.- Acid Flask On Arrival Chance +50% per point
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| Shift | Rogue | Rogue | Braskula's Hesitation | BladedancerMarksmanFalconer | 3 | You 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
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| Shift | Rogue | Rogue | Breathing Technique | BladedancerMarksmanFalconer | 2 | Shifting 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
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| Shift | Rogue | Rogue | Broad Sweep | BladedancerMarksmanFalconer | 3 | Unseen Strike hits in a wider area.- Unseen Strike Width +10% per point
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| Shift | Rogue | Rogue | Consumed by Shadow | BladedancerMarksmanFalconer | 4 | Unseen 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
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| Shift | Rogue | Rogue | Critical Opening | BladedancerMarksmanFalconer | 1 | The next damaging non-channelled skill you use after Shifting is always a critical strike.- Always Crit With Next Non-Channelled Skill
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| Shift | Rogue | Rogue | Dancing Shadows | BladedancerMarksmanFalconer | 1 | After using Shift you use Shadow Cascade.- Shadow Cascade After Shift
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| Shift | Rogue | Rogue | Deadly Ambush | BladedancerMarksmanFalconer | 5 | You deal more damage (multiplicative with other modifiers) with your next damaging non-channelled skill after Shifting. |
| Shift | Rogue | Rogue | Elusive | BladedancerMarksmanFalconer | 4 | You have additional dodge chance per point of Dexterity for 1 second after Shifting.- Dodge Rating Per Dexterity 20 per point
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| Shift | Rogue | Rogue | Emergency Flask | BladedancerMarksmanFalconer | 1 | Shift consumes a health potion on use if you are below 50% health.- Potion Used Below 50% Health
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| Shift | Rogue | Rogue | Hidden Blades | BladedancerMarksmanFalconer | 2 | Unseen Strike has a chance to inflict Shadow Dagger to enemies hit.- Shadow Dagger Chance +50% per point
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| Shift | Rogue | Rogue | Hypovolemia | BladedancerMarksmanFalconer | 5 | You have a chance to cause bleeding with your next damaging non-channelled skill after Shifting.- Bleed Chance +30% per point
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| Shift | Rogue | Rogue | Jade Quiver | BladedancerMarksmanFalconer | 4 | Using 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%
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| Shift | Rogue | Rogue | Jagged Arrows | BladedancerMarksmanFalconer | 5 | Consuming a Jade Arrow also causes your next bow attack's critical strikes to deal more damage.- Jade Arrow Critical Multiplier +10% per point
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| Shift | Rogue | Rogue | Jagged Cuts | BladedancerMarksmanFalconer | 3 | After 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
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| Shift | Rogue | Rogue | Lasting Presence | BladedancerMarksmanFalconer | 1 | You leave behind a Shadow at the place you Shifted from.- Shadow Created After Shifting
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| Shift | Rogue | Rogue | Low Blow | BladedancerMarksmanFalconer | 3 | Unseen Strike slows enemies it hits.- Slow Duration (seconds) +1 per point
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| Shift | Rogue | Rogue | Molting | BladedancerMarksmanFalconer | 1 | Shifting cleanses all negative ailments on you. |
| Shift | Rogue | Rogue | Momentum | BladedancerMarksmanFalconer | 3 | You gain 50% increased movement speed for a brief moment after Shifting.- Buff Duration (seconds) 0.5 per point
- Movement Speed Buff 50%
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| Shift | Rogue | Rogue | Parting Gift | BladedancerMarksmanFalconer | 2 | You have a chance to drop an Acid Flask on departure.- Acid Flask On Departure Chance +50% per point
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| Shift | Rogue | Rogue | Rebound | BladedancerMarksmanFalconer | 1 | If 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%
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| Shift | Rogue | Rogue | Shadow Recuperation | BladedancerMarksmanFalconer | 4 | Shifting heals you. The amount of health gained is increased by healing effectiveness.- Healing Amount 15 per point
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| Shift | Rogue | Rogue | Shadowslip | BladedancerMarksmanFalconer | 1 | You are invulnerable while Shifting.- Invulnerability While Shifting
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| Shift | Rogue | Rogue | Shift | BladedancerMarksmanFalconer | 0 | Dash a short fixed distance in the target direction. |
| Shift | Rogue | Rogue | Sleight of Hand | BladedancerMarksmanFalconer | 5 | You throw Shurikens at nearby enemies after Shifting.- Shurikens Thrown +1 per point
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| Shift | Rogue | Rogue | Swift Recovery | BladedancerMarksmanFalconer | 4 | Shift 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
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| Shift | Rogue | Rogue | Through the Shadows | BladedancerMarksmanFalconer | 1 | When the Shadow created by Shift is consumed, you return to its location.- Return To Shadow Location
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| Shift | Rogue | Rogue | Unseen Strike | BladedancerMarksmanFalconer | 1 | If using a melee weapon, when Shifting you perform an Unseen Strike, hitting enemies along your path. |
| Shift | Rogue | Rogue | Vault | BladedancerMarksmanFalconer | 3 | You travel farther with Shift, but it has a longer cooldown.- Distance +15% per point
- Cooldown +10% per point
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| Shift | Rogue | Rogue | Velocity | BladedancerMarksmanFalconer | 3 | Shift has a shorter cooldown and costs less mana.- Increased Cooldown Recovery Speed 4% per point
- Mana Efficiency +16% per point
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| Shift | Rogue | Rogue | Venom Tipped Arrows | BladedancerMarksmanFalconer | 5 | Consuming a Jade Arrow also grants your next bow attack increased damage over time.- Jade Arrow Damage Over Time +25% per point
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| Shurikens | Rogue | Rogue | Abrasive Arsenal | BladedancerMarksmanFalconer | 4 | Shurikens have a chance to shred enemy physical and poison resistance.- Physical Shred Chance +50% per point
- Poison Shred Chance +50% per point
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| Shurikens | Rogue | Rogue | Acrobatics | BladedancerMarksmanFalconer | 1 | You backflip away from target direction when you use Shurikens, but it now has a cooldown.- Backflip Away
- Cooldown (seconds) +5
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| Shurikens | Rogue | Rogue | Aerodynamic | BladedancerMarksmanFalconer | 3 | Shurikens travel faster and farther. This does not affect Chakram.- Speed and Range +17% per point
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| Shurikens | Rogue | Rogue | Alacrity | BladedancerMarksmanFalconer | 5 | Shurikens have increased attack speed.- Attack Speed +5% per point
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| Shurikens | Rogue | Rogue | Behind the Veil | BladedancerMarksmanFalconer | 4 | Shurikens have a chance to Blind enemies.- Blind Chance +25% per point
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| Shurikens | Rogue | Rogue | Blade Shield | BladedancerMarksmanFalconer | 1 | You 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
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| Shurikens | Rogue | Rogue | Bladed Armor | BladedancerMarksmanFalconer | 3 | When 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
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| Shurikens | Rogue | Rogue | Chakram | BladedancerMarksmanFalconer | 1 | You 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
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| Shurikens | Rogue | Rogue | Charged Steel | BladedancerMarksmanFalconer | 4 | Shurikens 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
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| Shurikens | Rogue | Rogue | Deadly Aim | BladedancerMarksmanFalconer | 1 | Shurikens 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%
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| Shurikens | Rogue | Rogue | Deep Cuts | BladedancerMarksmanFalconer | 4 | Shurikens have a chance to cause enemies to bleed.- Bleed Chance +20% per point
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| Shurikens | Rogue | Rogue | Entry Points | BladedancerMarksmanFalconer | 3 | Shurikens 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
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| Shurikens | Rogue | Rogue | Ethereal Blades | BladedancerMarksmanFalconer | 4 | Shurikens have a chance to pierce enemies (continue through targets they hit).- Pierce Chance +25% per point
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| Shurikens | Rogue | Rogue | Exuberance | BladedancerMarksmanFalconer | 3 | Shurikens 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
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| Shurikens | Rogue | Rogue | Fan of Blades | BladedancerMarksmanFalconer | 1 | You throw additional Shurikens with each throw. |
| Shurikens | Rogue | Rogue | Flip of a Coin | BladedancerMarksmanFalconer | 1 | You have a chance to throw many additional Shurikens with each throw.- Additonal Shurikens +4
- Additional Shurikens Chance 50%
|
| Shurikens | Rogue | Rogue | Floating Blades | BladedancerMarksmanFalconer | 3 | Blade Shield lasts longer. |
| Shurikens | Rogue | Rogue | Jagged Edges | BladedancerMarksmanFalconer | 4 | Improves 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
|
| Shurikens | Rogue | Rogue | Keen Throw | BladedancerMarksmanFalconer | 1 | Chakram hits deal more damage (multiplicative with other modifiers) for each projectile you would release with Shurikens. |
| Shurikens | Rogue | Rogue | Massacre | BladedancerMarksmanFalconer | 3 | Shurikens' critical strikes deal more damage.- Critical Multiplier +25% per point
|
| Shurikens | Rogue | Rogue | Ricochet | BladedancerMarksmanFalconer | 2 | Shurikens 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
|
| Shurikens | Rogue | Rogue | Scintillant Steel | BladedancerMarksmanFalconer | 3 | Shurikens deal more damage (multiplicative with other modifiers), and costs less mana.- Damage +5% per point
- Mana Cost -1 per point
|
| Shurikens | Rogue | Rogue | Shuriken Storm | BladedancerMarksmanFalconer | 1 | Shurikens shock enemies on hit. |
| Shurikens | Rogue | Rogue | Shurikens | BladedancerMarksmanFalconer | 0 | Throw 3 shurikens in a cone. |
| Shurikens | Rogue | Rogue | Stagger | BladedancerMarksmanFalconer | 1 | Throw 3 shurikens in a cone.- Immobilized Duration (seconds) 0.5
|
| Shurikens | Rogue | Rogue | Throwing Star | BladedancerMarksmanFalconer | 1 | Shurikens are now thrown at enemies all around you rather than in a cone in front of you. |
| Shurikens | Rogue | Rogue | Toxic Tips | BladedancerMarksmanFalconer | 4 | Shurikens have a chance to poison enemies.- Poison Chance +20% per point
|
| Shurikens | Rogue | Rogue | Weighted Projectiles | BladedancerMarksmanFalconer | 4 | Shurikens penetrates enemy physical resistance.- Physical Penetration +12% per point
|
| Smoke Bomb | Rogue | Rogue | Blood Bandit | BladedancerMarksmanFalconer | 3 | Smoke 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 Bomb | Rogue | Rogue | Cleansing Steam | BladedancerMarksmanFalconer | 1 | The initial burst cleanses negative ailments on you. |
| Smoke Bomb | Rogue | Rogue | Cleaving Shadows | BladedancerMarksmanFalconer | 1 | You use Shadow Cascade when the smoke cloud ends. |
| Smoke Bomb | Rogue | Rogue | Cloaked Incursion | BladedancerMarksmanFalconer | 1 | You 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 Bomb | Rogue | Rogue | Concealed in Carnage | BladedancerMarksmanFalconer | 1 | You 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 Bomb | Rogue | Rogue | Enfeeblement | BladedancerMarksmanFalconer | 4 | The initial burst applies Frailty to enemies, causing them to deal less damage.- Frailty Duration (seconds) 1 per point
|
| Smoke Bomb | Rogue | Rogue | Engulfed in Flames | BladedancerMarksmanFalconer | 5 | The smoke cloud catches fire at the end of its duration, igniting enemies inside the cloud.- Ignite Stacks +1 per point
|
| Smoke Bomb | Rogue | Rogue | Eroding Fumes | BladedancerMarksmanFalconer | 4 | Applies armor shred to enemies within the smoke cloud each second.- Armour Shred Stacks +1 per point
|
| Smoke Bomb | Rogue | Rogue | Escape Tactics | BladedancerMarksmanFalconer | 1 | You 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 Bomb | Rogue | Rogue | Generosity | BladedancerMarksmanFalconer | 5 | The smoke cloud covers a larger area. |
| Smoke Bomb | Rogue | Rogue | Hasty Combustion | BladedancerMarksmanFalconer | 1 | Leaving the smoke cloud early causes it to immediately catch fire and end. |
| Smoke Bomb | Rogue | Rogue | Hidden Blows | BladedancerMarksmanFalconer | 4 | Puncture 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 Bomb | Rogue | Rogue | Impending Gloom | BladedancerMarksmanFalconer | 4 | The smoke cloud has a larger area and grows faster.- Area +10% per point
- Growth Speed +10% per point
|
| Smoke Bomb | Rogue | Rogue | Invigorating Darkness | BladedancerMarksmanFalconer | 3 | The 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 Bomb | Rogue | Rogue | Knives in the Dark | BladedancerMarksmanFalconer | 2 | Smoke Bomb has a chance to inflict a stack of Shadow Dagger whenever it applies slow.- Shadow Dagger Chance On Slow 35% per point
|
| Smoke Bomb | Rogue | Rogue | Lingering Fumes | BladedancerMarksmanFalconer | 5 | The smoke cloud lasts longer. |
| Smoke Bomb | Rogue | Rogue | Moonlight Bomb | BladedancerMarksmanFalconer | 3 | The 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 Bomb | Rogue | Rogue | Purging Fumes | BladedancerMarksmanFalconer | 1 | The initial burst also cleanses negative ailments on allies. |
| Smoke Bomb | Rogue | Rogue | Rapid Concealment | BladedancerMarksmanFalconer | 4 | The smoke cloud grants stacks of Dusk Shroud more frequently.- Dusk Shroud Frequency +25% per point
|
| Smoke Bomb | Rogue | Rogue | Refreshment | BladedancerMarksmanFalconer | 1 | The initial burst consumes all Shadows inside the smoke to grant you and allies mana per Shadow consumed this way. |
| Smoke Bomb | Rogue | Rogue | Shadow Hunter | BladedancerMarksmanFalconer | 5 | Your 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 Bomb | Rogue | Rogue | Shared Concealment | BladedancerMarksmanFalconer | 1 | The smoke cloud now also grants Dusk Shroud to allies for 2 seconds while inside the smoke cloud. |
| Smoke Bomb | Rogue | Rogue | Shrouded in Darkness | BladedancerMarksmanFalconer | 1 | You 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 Bomb | Rogue | Rogue | Smoke Blades | BladedancerMarksmanFalconer | 5 | You 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 Bomb | Rogue | Rogue | Smoke Bomb | BladedancerMarksmanFalconer | 0 | Drop 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 Bomb | Rogue | Rogue | Smokescreen Arrow | BladedancerMarksmanFalconer | 1 | While using a bow you now shoot an arrow that detonates the Smoke Bomb at the target location. |
| Smoke Bomb | Rogue | Rogue | Swirling Fog | BladedancerMarksmanFalconer | 4 | Smoke 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 Bomb | Rogue | Rogue | Thick Smoke | BladedancerMarksmanFalconer | 1 | Applies slow to enemies within the smoke cloud each second. |
| Smoke Bomb | Rogue | Rogue | Toxic Cloud | BladedancerMarksmanFalconer | 1 | Armor shred applied by Smoke Bomb is converted to poison resistance shred.- Armor Shred -> Poison Res Shred
|
| Smoke Bomb | Rogue | Rogue | Trapped Shadows | BladedancerMarksmanFalconer | 1 | Your Decoys inside the smoke cloud automatically explode when the smoke cloud ends. |
| Smoke Bomb | Rogue | Rogue | Umbral Assault | BladedancerMarksmanFalconer | 4 | The 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 Bomb | Rogue | Rogue | Venom Infusion | BladedancerMarksmanFalconer | 4 | You have a chance to poison enemies with bow attacks while inside the smoke cloud.- Poison Chance +25% per point
|
| Umbral Blades | Rogue | Rogue | Backstab | BladedancerMarksmanFalconer | 4 | Recalled 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 Blades | Rogue | Rogue | Bloody Trail | BladedancerMarksmanFalconer | 3 | Recalled 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 Blades | Rogue | Rogue | Burst of Agony | BladedancerMarksmanFalconer | 4 | The 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 Blades | Rogue | Rogue | Calling Card | BladedancerMarksmanFalconer | 2 | Recalled blades have a chance to create a Shadow at their position.- Recalled Blade Shadow Chance 10% per point
|
| Umbral Blades | Rogue | Rogue | Coldsnap Strike | BladedancerMarksmanFalconer | 2 | Umbral Blades hits have additional freeze rate and have a chance to chill enemies.- Freeze Rate +12 per point
- Chill Chance +12% per point
|
| Umbral Blades | Rogue | Rogue | Cut and Leave | BladedancerMarksmanFalconer | 5 | Umbral 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 Blades | Rogue | Rogue | Dawnfall | BladedancerMarksmanFalconer | 4 | You 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 Blades | Rogue | Rogue | Duskhunter | BladedancerMarksmanFalconer | 2 | You now throw additional blades with Umbral Blades on the third throw.- Extra Blades On Throw 3 +1 per point
|
| Umbral Blades | Rogue | Rogue | Edge of Obscurity | BladedancerMarksmanFalconer | 3 | Umbral 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 Blades | Rogue | Rogue | Emerald Cutlass | BladedancerMarksmanFalconer | 1 | Converts 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 Blades | Rogue | Rogue | Explosive Blades | BladedancerMarksmanFalconer | 1 | Blades 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 Blades | Rogue | Rogue | Hidden Blades | BladedancerMarksmanFalconer | 2 | Every 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
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| Umbral Blades | Rogue | Rogue | Honed Edge | BladedancerMarksmanFalconer | 4 | Umbral Blades has additional critical strike chance.- Critical Chance +2% per point
|
| Umbral Blades | Rogue | Rogue | Jagged Carvings | BladedancerMarksmanFalconer | 5 | Umbral Blades deals additional throwing physical damage.- Throwing Physical Damage +4 per point
|
| Umbral Blades | Rogue | Rogue | Kunai Belt | BladedancerMarksmanFalconer | 2 | You now throw additional blades with Umbral Blades on the second throw.- Extra Blades On Throw 2 +1 per point
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| Umbral Blades | Rogue | Rogue | Lethal Darkness | BladedancerMarksmanFalconer | 1 | Umbral Blades hits inflict a stack of Shadow Dagger on hit, while using a dagger.- Inflict Shadow Dagger With Dagger
|
| Umbral Blades | Rogue | Rogue | Nightmare Dash | BladedancerMarksmanFalconer | 1 | You 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 Blades | Rogue | Rogue | Precision Cuts | BladedancerMarksmanFalconer | 1 | Umbral 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 Blades | Rogue | Rogue | Shredding Daggers | BladedancerMarksmanFalconer | 3 | Recalled blades now have a chance to pierce enemies (pass through enemies it hits).- Recalled Blades Pierce Chance 34# per point
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| Umbral Blades | Rogue | Rogue | Slice the Legs | BladedancerMarksmanFalconer | 5 | Recalled 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
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| Umbral Blades | Rogue | Rogue | Soul Thief | BladedancerMarksmanFalconer | 4 | Umbral 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 Blades | Rogue | Rogue | Stabbing Blast | BladedancerMarksmanFalconer | 1 | Recalling 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 Blades | Rogue | Rogue | Subzero Intrusion | BladedancerMarksmanFalconer | 1 | Umbral 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 Blades | Rogue | Rogue | Sword Thrower | BladedancerMarksmanFalconer | 1 | You 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 Blades | Rogue | Rogue | Thousand Cuts | BladedancerMarksmanFalconer | 3 | Umbral Blades has additional critical strike multiplier for each blade being thrown or recalled by the attack.- Critical Multiplier per Blade +2% per point
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| Umbral Blades | Rogue | Rogue | Twilight Assault | BladedancerMarksmanFalconer | 1 | You 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 Blades | Rogue | Rogue | Umbral Blades | BladedancerMarksmanFalconer | 0 | A 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 Blades | Rogue | Rogue | Umbral Remnant | BladedancerMarksmanFalconer | 1 | Whenever one of your Shadows expire they now also leave behind an Umbral Blade.- Shadows Drop Umbral Blades
|
| Dancing Strikes | Rogue | Bladedancer | Art of Blades | Bladedancer | 2 | Your critical strikes deal more damage per stack of Rhythm.- Global Critical Multiplier +10% per point
|
| Dancing Strikes | Rogue | Bladedancer | Broad Dancing | Bladedancer | 3 | Dancing Strikes deals damage in a larger area. |
| Dancing Strikes | Rogue | Bladedancer | Close Combat | Bladedancer | 3 | Dancing 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 Strikes | Rogue | Bladedancer | Contaminate | Bladedancer | 1 | All 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 Strikes | Rogue | Bladedancer | Cutting Corners | Bladedancer | 3 | Dancing Strikes has a chance to shred enemy armor.- Armor Shred Chance +15% per point
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| Dancing Strikes | Rogue | Bladedancer | Dancing Strikes | Bladedancer | 0 | Requires 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 Strikes | Rogue | Bladedancer | Dark Blades | Bladedancer | 1 | Dancing Strikes inflicts enemies with Shadow Dagger. |
| Dancing Strikes | Rogue | Bladedancer | Deadly Waltz | Bladedancer | 4 | Dancing Strikes shreds enemy physical resistance.- Physical Res Shred Chance +25% per point
|
| Dancing Strikes | Rogue | Bladedancer | Elegance | Bladedancer | 3 | You have increased dodge rating per stack of Rhythm.- Dodge Rating +10% per point
|
| Dancing Strikes | Rogue | Bladedancer | Eluding Steps | Bladedancer | 2 | Dancing Strikes grants you additional dodge rating for a short duration on use.- Dodge Rating +75 per point
- Duration (seconds) 1
|
| Dancing Strikes | Rogue | Bladedancer | Graceful Arena | Bladedancer | 5 | Dancing 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 Strikes | Rogue | Bladedancer | Grievous Wounds | Bladedancer | 4 | Dancing Strikes has a chance to cause enemies to bleed.- Bleed Chance +25% per point
|
| Dancing Strikes | Rogue | Bladedancer | Hidden Blade | Bladedancer | 2 | Dancing Strikes' first attack has a chance to also attack with Shadow Cascade.- Shadow Cascade Chance +50% per point
|
| Dancing Strikes | Rogue | Bladedancer | Invigorating Moves | Bladedancer | 4 | Dancing Strikes' third attack heals you if it hits at least one enemy. |
| Dancing Strikes | Rogue | Bladedancer | Lacerating Aura | Bladedancer | 4 | You and allies fighting inside the arena have a high chance to cause enemies to bleed.- Bleed Chance Inside Arena +50% per point
|
| Dancing Strikes | Rogue | Bladedancer | Majasa's Dagger | Bladedancer | 2 | Dancing 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 Strikes | Rogue | Bladedancer | Nimble | Bladedancer | 3 | Dancing 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 Strikes | Rogue | Bladedancer | Perfect Choreography | Bladedancer | 1 | Each 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 Strikes | Rogue | Bladedancer | Quick Step | Bladedancer | 4 | Dancing Strikes has a chance to grant you Haste for 2 seconds on use.- Haste Chance +25% per point
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| Dancing Strikes | Rogue | Bladedancer | Refined Cuts | Bladedancer | 3 | You have a global chance to cause enemies to bleed per stack of Rhythm.- Global Bleed Chance Per Stack +5% per point
|
| Dancing Strikes | Rogue | Bladedancer | Resolute Technique | Bladedancer | 4 | Lethal Mirage and Synchronized Strikes deal increased damage for each time you have used Dancing Strikes recently.- Increased Damage 15% per point
|
| Dancing Strikes | Rogue | Bladedancer | Rhythm | Bladedancer | 5 | When 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 Strikes | Rogue | Bladedancer | Rupture | Bladedancer | 4 | Your next Puncture deals more damage (multiplicative with other modifiers) after using Dancing Strikes.- Puncture Damage +20% per point
|
| Dancing Strikes | Rogue | Bladedancer | Shadow Steps | Bladedancer | 1 | Dancing Strikes' second attack creates a Shadow, but Dancing Strikes costs more mana.- Creates Shadow
- Mana Cost +5
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| Dancing Strikes | Rogue | Bladedancer | Silent Death | Bladedancer | 1 | Dancing 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 Strikes | Rogue | Bladedancer | Slicing | Bladedancer | 5 | Dancing Strikes penetrates enemy physical resistance.- Physical Penetration +8% per point
|
| Dancing Strikes | Rogue | Bladedancer | Snake Bites | Bladedancer | 3 | Dancing 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 Strikes | Rogue | Bladedancer | Sophisticated Stabs | Bladedancer | 3 | Dancing Strikes' first attack shreds enemy armor.- Armor Shred Stacks +1 per point
|
| Dancing Strikes | Rogue | Bladedancer | Tenacious Vitae | Bladedancer | 3 | You 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 Strikes | Rogue | Bladedancer | Trickling Cuts | Bladedancer | 3 | You 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
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| Dancing Strikes | Rogue | Bladedancer | Underdog | Bladedancer | 4 | Dancing Strikes deals more damage to rare enemies and bosses (multiplicative with other modifiers).- Damage to Rares and Bosses +20% per point
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| Dancing Strikes | Rogue | Bladedancer | Windmill Ballet | Bladedancer | 2 | Dancing Strikes' second and fourth attack have a chance to throw Shurikens in target direction.- Shuriken Chance 50% per point
|
| Lethal Mirage | Rogue | Bladedancer | A Gloomy End | Bladedancer | 3 | Mirages have a chance to use Shadow Cascade in addition to their normal attack.- Shadow Casade Chance 3% per point
|
| Lethal Mirage | Rogue | Bladedancer | Backstab | Bladedancer | 2 | Improves 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
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| Lethal Mirage | Rogue | Bladedancer | Blur | Bladedancer | 4 | Mirages are created faster, causing Lethal Mirage to have a shorter duration.- Mirage Creation Speed +25% per point
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| Lethal Mirage | Rogue | Bladedancer | Consuming Darkness | Bladedancer | 3 | You gain health and mana per kill with Lethal Mirage.- Health Gain 5 per point
- Mana Gain 1 per point
|
| Lethal Mirage | Rogue | Bladedancer | Feebling Shadows | Bladedancer | 1 | Allies within the smoke cloud avoid critical strikes. |
| Lethal Mirage | Rogue | Bladedancer | Gloom and Doom | Bladedancer | 2 | Mirages have a chance to leave behind a Shadow.- Shadow Chance +5% per point
|
| Lethal Mirage | Rogue | Bladedancer | Gloomy Friendship | Bladedancer | 1 | Lethal Mirage now targets allies rather than enemies. |
| Lethal Mirage | Rogue | Bladedancer | Illusory Edge | Bladedancer | 4 | Lethal 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 Mirage | Rogue | Bladedancer | Lethal Mirage | Bladedancer | 0 | Become immune for a duration and rapidly strike nearby targets with 6 mirages. |
| Lethal Mirage | Rogue | Bladedancer | Lingering Sickness | Bladedancer | 3 | Poisons caused by Lethal Mirage last longer.- Poison Duration +15% per point
|
| Lethal Mirage | Rogue | Bladedancer | Maj'elkan Blade | Bladedancer | 4 | Lethal Mirage deals additional melee physical damage per equipped sword or dagger.- Melee Physical Damage +8 per point
|
| Lethal Mirage | Rogue | Bladedancer | Pact of the Desert | Bladedancer | 1 | Lethal Mirage creates a Shadow at the location you disappear from. This Shadow is not consumed by the Shadow Eater node. |
| Lethal Mirage | Rogue | Bladedancer | Phantasmal Presence | Bladedancer | 1 | When 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 Mirage | Rogue | Bladedancer | Ravaging Mirage | Bladedancer | 5 | Lethal 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
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| Lethal Mirage | Rogue | Bladedancer | Rending Darkness | Bladedancer | 4 | Lethal 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 Mirage | Rogue | Bladedancer | Rive | Bladedancer | 2 | Lethal 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
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| Lethal Mirage | Rogue | Bladedancer | Shadow Eater | Bladedancer | 1 | Lethal Mirage consumes all active Shadows gaining additional Mirages per Shadow consumed, resulting in more hits.- Additional Mirage Per Shadow 1
|
| Lethal Mirage | Rogue | Bladedancer | Shocking Grasp | Bladedancer | 1 | Lethal 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
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| Lethal Mirage | Rogue | Bladedancer | Smoke Cloud | Bladedancer | 4 | The 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
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| Lethal Mirage | Rogue | Bladedancer | Sundering Blows | Bladedancer | 2 | Lethal 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
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| Lethal Mirage | Rogue | Bladedancer | Synchronize | Bladedancer | 3 | Reduce 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
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| Lethal Mirage | Rogue | Bladedancer | Umbral Burst | Bladedancer | 1 | When you reappear Lethal Mirage releases a burst of smoke blinding enemies and inflicts them with Frailty.- Blind Duration (duration) 4
- Frailty Stacks 1
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| Lethal Mirage | Rogue | Bladedancer | Umbral Expanse | Bladedancer | 2 | Lethal Mirage gains an additional Mirage, resulting in more hits.- Additional Mirages +1 per point
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| Lethal Mirage | Rogue | Bladedancer | Umbral Feast | Bladedancer | 4 | Lethal Mirage deals more damage (multiplicative with other modifiers) per Shadow consumed.- Damage Per Shadow +10% per point
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| Lethal Mirage | Rogue | Bladedancer | Umbral Toxins | Bladedancer | 1 | The smoke cloud is converted to a poison cloud causing enemies to be poisoned each second, but no longer inflicts Frailty.- Frailty -> Poison Stacks +2
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| Lethal Mirage | Rogue | Bladedancer | Umbral Traversal | Bladedancer | 4 | You gain Haste when you reappear.- Haste Duration (seconds) 1 per point
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| Lethal Mirage | Rogue | Bladedancer | Unending Mirage | Bladedancer | 2 | Lethal Mirage gains an additional Mirage, resulting in more hits.- Additional Mirage +1 per point
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| Lethal Mirage | Rogue | Bladedancer | Without a Trace | Bladedancer | 1 | Lethal 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
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| Lethal Mirage | Rogue | Bladedancer | Wounding Ambush | Bladedancer | 5 | Lethal Mirage penetrates enemy physical resistance.- Physical Penetration +10% per point
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| Shadow Cascade | Rogue | Bladedancer | Battle Trance | BladedancerMarksmanFalconer | 3 | You have more dodge rating while directly using Shadow Cascade (multiplicative with other modifiers).- Dodge Rating +20% per point
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| Shadow Cascade | Rogue | Bladedancer | Blade Rush | BladedancerMarksmanFalconer | 3 | Shadow 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
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| Shadow Cascade | Rogue | Bladedancer | Careful Assault | BladedancerMarksmanFalconer | 4 | Shadow 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
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| Shadow Cascade | Rogue | Bladedancer | Carnage | BladedancerMarksmanFalconer | 4 | Shadow Cascade's critical strikes deal more damage.- Critical Multiplier +15% per point
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| Shadow Cascade | Rogue | Bladedancer | Crushing Darkness | BladedancerMarksmanFalconer | 1 | When 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%
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| Shadow Cascade | Rogue | Bladedancer | Dagger Dance | BladedancerMarksmanFalconer | 4 | Shadow Cascade now also throws piercing daggers at nearby targets, dealing throwing physical damage.- Daggers Thrown 1 per point
- Daggers Pierce
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| Shadow Cascade | Rogue | Bladedancer | Daggerflow | BladedancerMarksmanFalconer | 2 | Daggers from Dagger Dance last longer causing them to travel further.- Duration and Range +20% per point
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| Shadow Cascade | Rogue | Bladedancer | Dismantle | BladedancerMarksmanFalconer | 5 | Shadow Cascade has a chance to shred enemy armor.- Armor Shred Chance +40% per point
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| Shadow Cascade | Rogue | Bladedancer | Execution | BladedancerMarksmanFalconer | 3 | Shadow Cascade deals more melee damage to enemies on low health (multiplicative with other modifiers).- Melee Damage +30% per point
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| Shadow Cascade | Rogue | Bladedancer | Fight In The Shadows | BladedancerMarksmanFalconer | 2 | You gain mana on use with Shadow Cascade per active Shadow.- Mana Gain Per Shadow +3 per point
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| Shadow Cascade | Rogue | Bladedancer | Flow State | BladedancerMarksmanFalconer | 1 | Shadow Cascade deals more damage (multiplicative with other modifiers) per sword or dagger you are wielding.- Damage Per Sword +15%
- Damage Per Dagger +15%
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| Shadow Cascade | Rogue | Bladedancer | Fray | BladedancerMarksmanFalconer | 4 | Daggers from Dagger Dance have a chance to cause enemies to bleed.- Bleed Chance +50% per point
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| Shadow Cascade | Rogue | Bladedancer | Gloomstalker | BladedancerMarksmanFalconer | 2 | Shadow Cascade has a chance to create a Shadow on kill.- Shadow On Kill Chance +20% per point
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| Shadow Cascade | Rogue | Bladedancer | Hurricane of Blades | BladedancerMarksmanFalconer | 1 | Shadow 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
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| Shadow Cascade | Rogue | Bladedancer | Incapacitate | BladedancerMarksmanFalconer | 4 | Shadow Cascade has a chance to apply Frailty to enemies hit, causing them to deal less damage.- Frailty Chance +25% per point
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| Shadow Cascade | Rogue | Bladedancer | Leveraged Momentum | BladedancerMarksmanFalconer | 3 | Shadow Cascade deals more damage (multiplicative with other modifiers) per 1% of increased melee attack speed you have. |
| Shadow Cascade | Rogue | Bladedancer | Maiming | BladedancerMarksmanFalconer | 3 | Shadow Cascade slows enemies for a short duration.- Slow Duration (seconds) 1 per point
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| Shadow Cascade | Rogue | Bladedancer | Onslaught | BladedancerMarksmanFalconer | 1 | A portion of Shadow Cascade's mana cost is refunded if used when you have at least one Shadow |
| Shadow Cascade | Rogue | Bladedancer | Porcupine's Wrath | BladedancerMarksmanFalconer | 1 | Dagger 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
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| Shadow Cascade | Rogue | Bladedancer | Precision | BladedancerMarksmanFalconer | 2 | Improves Shadow Cascade's base critical strike chance.- Base Critical Strike Chance +2% per point
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| Shadow Cascade | Rogue | Bladedancer | Rapid Expanse | BladedancerMarksmanFalconer | 4 | Shadow Cascade deals damage in a larger area. |
| Shadow Cascade | Rogue | Bladedancer | Rending | BladedancerMarksmanFalconer | 4 | Shadow Cascade has a chance to cause enemies to bleed.- Bleed Chance +25% per point
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| Shadow Cascade | Rogue | Bladedancer | Shadow Cascade | BladedancerMarksmanFalconer | 0 | Requires dual wielding. A circular attack that's also used by your shadows. |
| Shadow Cascade | Rogue | Bladedancer | Shadow Elegance | BladedancerMarksmanFalconer | 1 | Daggers 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%
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| Shadow Cascade | Rogue | Bladedancer | Shadow Flourish | BladedancerMarksmanFalconer | 4 | If 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
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| Shadow Cascade | Rogue | Bladedancer | Shadow Step | BladedancerMarksmanFalconer | 1 | When 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
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| Shadow Cascade | Rogue | Bladedancer | Shadow Torrent | BladedancerMarksmanFalconer | 4 | Shadow Cascade deals more damage (multiplicative with other modifiers) per active Shadow.- Damage Per Shadow +3% per point
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| Shadow Cascade | Rogue | Bladedancer | Toxic Whirl | BladedancerMarksmanFalconer | 1 | Bleed chance from all sources is converted to poison when using Shadow Cascade. |
| Synchronized Strike | Rogue | Bladedancer | Art of the Blade | BladedancerMarksmanFalconer | 5 | You are granted increased attack speed for 3 seconds if Synchronized Strike hits at least one enemy.- Attack Speed +5% per point
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| Synchronized Strike | Rogue | Bladedancer | Blade Prowess | BladedancerMarksmanFalconer | 4 | Synchronized 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
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| Synchronized Strike | Rogue | Bladedancer | Coordinated Cuts | BladedancerMarksmanFalconer | 5 | Synchronized 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
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| Synchronized Strike | Rogue | Bladedancer | Crimson Storm | BladedancerMarksmanFalconer | 3 | Using 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
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| Synchronized Strike | Rogue | Bladedancer | Cutthroat | BladedancerMarksmanFalconer | 1 | Synchronized Strike always critically hits enemies on high health. |
| Synchronized Strike | Rogue | Bladedancer | Dark Allies | BladedancerMarksmanFalconer | 1 | Synchronized Strike creates 2 additional Shadows, but costs significantly more mana. This can exceed your normal maximum number of Shadows.- Shadows +2
- Mana Cost +100%
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| Synchronized Strike | Rogue | Bladedancer | Dark Passage | BladedancerMarksmanFalconer | 1 | Directly 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
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| Synchronized Strike | Rogue | Bladedancer | Divergence | BladedancerMarksmanFalconer | 1 | Synchronized 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
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| Synchronized Strike | Rogue | Bladedancer | Dynamics | BladedancerMarksmanFalconer | 3 | Synchronized Strike costs less mana.- Mana Efficiency +10% per point
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| Synchronized Strike | Rogue | Bladedancer | Escape Artist | BladedancerMarksmanFalconer | 5 | You gain Haste for a short duration when you kill an enemy with Synchronized Strike.- Haste Duration (seconds) +1 per point
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| Synchronized Strike | Rogue | Bladedancer | Foreshadowing | BladedancerMarksmanFalconer | 5 | Shadows 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
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| Synchronized Strike | Rogue | Bladedancer | Growing Darkness | BladedancerMarksmanFalconer | 4 | Synchronized Strike deals damage in a larger area. |
| Synchronized Strike | Rogue | Bladedancer | Harmony of Death | BladedancerMarksmanFalconer | 4 | Synchronized Strike has a chance to inflict enemies with Critical Vulnerability.- Critical Vulnerability Chance +25% per point
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| Synchronized Strike | Rogue | Bladedancer | Last Call | BladedancerMarksmanFalconer | 3 | Synchronized Strike deals more damage to enemies on low health. |
| Synchronized Strike | Rogue | Bladedancer | Lethality | BladedancerMarksmanFalconer | 3 | Improves Synchronized Strike's base critical strike chance.- Base Crit Chance +3% per point
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| Synchronized Strike | Rogue | Bladedancer | Lust for Carnage | BladedancerMarksmanFalconer | 5 | Synchronized Strike leeches a portion of the damage it deals as health.- Health Leech +2% per point
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| Synchronized Strike | Rogue | Bladedancer | Perfect Coordination | BladedancerMarksmanFalconer | 1 | The 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
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| Synchronized Strike | Rogue | Bladedancer | Razor Strikes | BladedancerMarksmanFalconer | 4 | Synchronized 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
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| Synchronized Strike | Rogue | Bladedancer | Retreat Into Shadow | BladedancerMarksmanFalconer | 1 | You 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
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| Synchronized Strike | Rogue | Bladedancer | Shadow Dancing | BladedancerMarksmanFalconer | 1 | Synchronized 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
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| Synchronized Strike | Rogue | Bladedancer | Shadow Fang | BladedancerMarksmanFalconer | 4 | Synchronized Strike deals more damage (multiplicative with other modifiers). |
| Synchronized Strike | Rogue | Bladedancer | Shadow Infusion | BladedancerMarksmanFalconer | 4 | Synchronized 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
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| Synchronized Strike | Rogue | Bladedancer | Shadow Rush | BladedancerMarksmanFalconer | 5 | Shadows created within 4 seconds of using Synchronized Strike restore health on creation. |
| Synchronized Strike | Rogue | Bladedancer | Synchronized Strike | BladedancerMarksmanFalconer | 0 | Requires 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 Strike | Rogue | Bladedancer | Thrill of the Kill | BladedancerMarksmanFalconer | 3 | You are granted increased critical strike chance for 4 seconds on kill with Synchronized Strike. This effect can stack.- Increased Crit Chance 5% per point
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| Synchronized Strike | Rogue | Bladedancer | True Strikes | BladedancerMarksmanFalconer | 3 | Synchronized Strike deals more critical strike damage.- Critical Multiplier +20% per point
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| Synchronized Strike | Rogue | Bladedancer | Umbral Assassination | BladedancerMarksmanFalconer | 1 | Synchronized Strike inflicts enemies with a Shadow Dagger. |
| Synchronized Strike | Rogue | Bladedancer | Umbral Execution | BladedancerMarksmanFalconer | 3 | Synchronized 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
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| Synchronized Strike | Rogue | Bladedancer | Wave of Darkness | BladedancerMarksmanFalconer | 1 | Synchronized 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
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| Aerial Assault | Rogue | Falconer | Aerial Assault | Falconer | 0 | You 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 Assault | Rogue | Falconer | Aerial Prowess | Falconer | 3 | For 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%
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| Aerial Assault | Rogue | Falconer | Ambush | Falconer | 4 | The Wing Burst deals more direct damage to enemies on high health.- Direct Damage to High Health +25% per point
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| Aerial Assault | Rogue | Falconer | Avian Hunter | Falconer | 4 | Aerial Assault deals more damage (multiplicative with other modifiers) and has a shorter cooldown.- Damage +6% per point
- Increased Cooldown Recovery Speed 3% per point
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| Aerial Assault | Rogue | Falconer | Coordinated Assault | Falconer | 1 | Directly 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%
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| Aerial Assault | Rogue | Falconer | Covering Fire | Falconer | 3 | The Wing Burst's hits apply frailty.- Frailty Stacks on Feather Burst +1 per point
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| Aerial Assault | Rogue | Falconer | Darkwing Fall | Falconer | 3 | Featherstorm now has a chance each second to drop a Black Arrow.- Black Feather Chance Per Second 34# per point
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| Aerial Assault | Rogue | Falconer | Domain of the Huntress | Falconer | 3 | Featherstorm 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
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| Aerial Assault | Rogue | Falconer | Falcon's Havoc | Falconer | 2 | Consuming 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
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| Aerial Assault | Rogue | Falconer | Featherstorm | Falconer | 1 | After the initial Wing Burst your Falcon continues releasing Featherstorm at the target location for 5 seconds.- Feather Storm Duration (seconds) 5
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| Aerial Assault | Rogue | Falconer | Gustborne Guard | Falconer | 1 | Convert the health gain from the Healing Gust node to ward at half the effect.- Health Gain -> 50% Ward Gain
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| Aerial Assault | Rogue | Falconer | Healing Gust | Falconer | 5 | Directly using Aerial Assault recovers a portion of your missing health.- Missing Health Recovered 10% per point
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| Aerial Assault | Rogue | Falconer | Pitohui | Falconer | 1 | Featherstorms' 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%
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| Aerial Assault | Rogue | Falconer | Plumed Daggers | Falconer | 1 | The Umbral Blades' hits from the Twilight Strike node now shred enemy armor. |
| Aerial Assault | Rogue | Falconer | Predator's Cascade | Falconer | 3 | The Wing Burst deals damage in a larger area.- Feather Burst Area +20% per point
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| Aerial Assault | Rogue | Falconer | Projectile Training | Falconer | 4 | A portion of your added, increased, and more throwing damage modifiers now apply to the Wing Burst.- Character Damage -> Feather Burst Damage 30% per point
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| Aerial Assault | Rogue | Falconer | Razorblade Plume | Falconer | 5 | Featherstorm 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
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| Aerial Assault | Rogue | Falconer | Refreshing Resolve | Falconer | 3 | Directly using Aerial Assault recovers a portion of your missing mana.- Missing Mana Recovered 3% per point
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| Aerial Assault | Rogue | Falconer | Rending Barbs | Falconer | 2 | Caltrops' 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
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| Aerial Assault | Rogue | Falconer | Shaded Wingspan | Falconer | 1 | If there is a boss or rare enemy nearby, Aerial Assault now also creates a Shadow Falcon to use Featherstorm against it. |
| Aerial Assault | Rogue | Falconer | Skyward Swoop | Falconer | 1 | A 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
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| Aerial Assault | Rogue | Falconer | Slayer of big Prey | Falconer | 1 | The damage bonus from Ambush always applies against bosses and rare enemies, regardless of their health.- Damage bonus always applies to bosses and rares
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| Aerial Assault | Rogue | Falconer | Spikefield | Falconer | 1 | You now drop additional Caltrops halfway through Aerial Assault's movement if you traveled at least 6 meters.- Additional Caltrops Halfway Through
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| Aerial Assault | Rogue | Falconer | Storm on the Horizon | Falconer | 1 | Aerial 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%
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| Aerial Assault | Rogue | Falconer | Tactician | Falconer | 1 | After 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%
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| Aerial Assault | Rogue | Falconer | Terrorwings | Falconer | 1 | Directly 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
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| Aerial Assault | Rogue | Falconer | Torrent of Talons | Falconer | 1 | Aerial 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%
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| Aerial Assault | Rogue | Falconer | Treacherous Pursuit | Falconer | 1 | Using Aerial Assault now also drops Caltrops at your location.- Caltrops on Aerial Assault
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| Aerial Assault | Rogue | Falconer | Twilight Strike | Falconer | 3 | The Wing Burst now also includes a few Umbral Blades that your Falcon throws for you.- Umbral Blades on Feather Burst 2 per point
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| Aerial Assault | Rogue | Falconer | Umbral Remnants | Falconer | 1 | When 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
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| Aerial Assault | Rogue | Falconer | Vengeful Nails | Falconer | 4 | Caltrops 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
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| Aerial Assault | Rogue | Falconer | Wind Rider | Falconer | 4 | You 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
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| Dive Bomb | Rogue | Falconer | Birds Aren't Real | Falconer | 1 | A 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
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| Dive Bomb | Rogue | Falconer | Cloud Gatherer | Falconer | 1 | If your Falcon lands inside the area of your Smoke Bomb the smoke area lasts longer. This effect can occur once per Smoke Bomb. |
| Dive Bomb | Rogue | Falconer | Dancing Shadows | Falconer | 2 | Your 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
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| Dive Bomb | Rogue | Falconer | Devastating Dive | Falconer | 4 | Dive 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
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| Dive Bomb | Rogue | Falconer | Dive Bomb | Falconer | 0 | Your 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 Bomb | Rogue | Falconer | Explosive Dive | Falconer | 1 | If 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
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| Dive Bomb | Rogue | Falconer | Expose their Defenses | Falconer | 3 | Dive Bomb's hits apply Critical Vulnerability on enemies.- Critical Vulnerability Stacks 1 per point
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| Dive Bomb | Rogue | Falconer | Exsanguinating Strike | Falconer | 1 | Dive 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
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| Dive Bomb | Rogue | Falconer | Featherfall | Falconer | 4 | Before 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
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| Dive Bomb | Rogue | Falconer | Flesh Tearing Talons | Falconer | 5 | Dive Bomb's hits shred enemy physical resistance.- Physical Res Shred Stacks 1 per point
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| Dive Bomb | Rogue | Falconer | Flock of Crows | Falconer | 3 | You 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
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| Dive Bomb | Rogue | Falconer | Focused Hunter | Falconer | 4 | Dive Bomb deals more damage (multiplicative with other modifiers) and costs less mana.- Damage +4% per point
- Mana Cost -2 per point
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| Dive Bomb | Rogue | Falconer | Gale of Blades | Falconer | 1 | You move faster while you have at least 5 stacks of Talon Blades.- Movespeed with 5 stacks +10%
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| Dive Bomb | Rogue | Falconer | Gaping Wounds | Falconer | 4 | Dive 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
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| Dive Bomb | Rogue | Falconer | Hindering Beak Strike | Falconer | 3 | Dive Bomb's hits slows enemies and it deals damage in a larger area.- Slow Stacks 1 per point
- Area +15% per point
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| Dive Bomb | Rogue | Falconer | Incendiary Collision Bird Missile | Falconer | 1 | If 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
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| Dive Bomb | Rogue | Falconer | Midnight Aviary | Falconer | 5 | Your 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
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| Dive Bomb | Rogue | Falconer | On Wings of Shadow | Falconer | 5 | Dive 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%
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| Dive Bomb | Rogue | Falconer | Rapid Pursuit | Falconer | 3 | If 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
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| Dive Bomb | Rogue | Falconer | Red Wings | Falconer | 1 | Dive 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
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| Dive Bomb | Rogue | Falconer | Rending Impact | Falconer | 5 | Dive Bomb's hits cause enemies to bleed. |
| Dive Bomb | Rogue | Falconer | Rush of the Hunt | Falconer | 4 | Dive Bomb has a shorter cooldown.- Increased Cooldown Recovery Speed 12% per point
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| Dive Bomb | Rogue | Falconer | Rushing Wings | Falconer | 4 | Dive 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
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| Dive Bomb | Rogue | Falconer | Talon Blades | Falconer | 1 | Dive 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%
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| Dive Bomb | Rogue | Falconer | Talon Knives | Falconer | 2 | If 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
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| Dive Bomb | Rogue | Falconer | To Shreds | Falconer | 5 | Featherfall's hits shred enemy armor.- Armor Shred Stacks 1 per point
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| Dive Bomb | Rogue | Falconer | United Assault | Falconer | 3 | You 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
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| Dive Bomb | Rogue | Falconer | Valkyrie | Falconer | 1 | If 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
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| Explosive Trap | Rogue | Falconer | Adaptive Fuse | BladedancerMarksmanFalconer | 1 | Particularly 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%
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| Explosive Trap | Rogue | Falconer | Arrow Traps | BladedancerMarksmanFalconer | 1 | When 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%
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| Explosive Trap | Rogue | Falconer | Ash Compartment | BladedancerMarksmanFalconer | 4 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Aspect of the Rabbit | BladedancerMarksmanFalconer | 1 | Attached 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%
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| Explosive Trap | Rogue | Falconer | Automated Bombardment | BladedancerMarksmanFalconer | 1 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Blast Rain | BladedancerMarksmanFalconer | 1 | You 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
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| Explosive Trap | Rogue | Falconer | Blasting Device | BladedancerMarksmanFalconer | 2 | Detonating Arrows fired this way deal additional bow damage per 3 Dexterity.- Bow Damage Per 3 Dex +1 per point
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| Explosive Trap | Rogue | Falconer | Clustered Explosives | BladedancerMarksmanFalconer | 2 | When 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
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| Explosive Trap | Rogue | Falconer | Coldsnap Mines | BladedancerMarksmanFalconer | 1 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Flash Frozen | BladedancerMarksmanFalconer | 3 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Free Lofting Bird | BladedancerMarksmanFalconer | 1 | Whenever one of your Explosive Traps detonate, your Falcon's skills recover a portion of their remaining cooldowns.- Falcon Skills Cooldown Recovered 3%
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| Explosive Trap | Rogue | Falconer | Freezing Trap | BladedancerMarksmanFalconer | 1 | When 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%
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| Explosive Trap | Rogue | Falconer | Gadgeteer | BladedancerMarksmanFalconer | 2 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Hold This | BladedancerMarksmanFalconer | 1 | Whenever 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
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| Explosive Trap | Rogue | Falconer | Impact Trigger | BladedancerMarksmanFalconer | 1 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Instrument of the Alchemist | BladedancerMarksmanFalconer | 1 | When 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%
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| Explosive Trap | Rogue | Falconer | Jelkhor's Blueprint | BladedancerMarksmanFalconer | 3 | Explosive Trap costs less mana and it has increased throwing attack speed.- Mana Efficiency +8% per point
- Throwing Attack Speed +4% per point
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| Explosive Trap | Rogue | Falconer | Lightning Bomb | BladedancerMarksmanFalconer | 5 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Minefield | BladedancerMarksmanFalconer | 4 | You can now have more active Explosive Traps.- Maximum Traps +1 per point
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| Explosive Trap | Rogue | Falconer | Net | BladedancerMarksmanFalconer | 0 | Throws 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 Trap | Rogue | Falconer | No Man's Land | BladedancerMarksmanFalconer | 1 | Whenever 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
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| Explosive Trap | Rogue | Falconer | Prepared Demolition | BladedancerMarksmanFalconer | 4 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Siege Engineering | BladedancerMarksmanFalconer | 2 | Whenever 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%
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| Explosive Trap | Rogue | Falconer | Sky Signal | BladedancerMarksmanFalconer | 1 | Whenever 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
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| Explosive Trap | Rogue | Falconer | Smoke Traps | BladedancerMarksmanFalconer | 1 | When 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%
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| Explosive Trap | Rogue | Falconer | Static Mines | BladedancerMarksmanFalconer | 1 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Subtle Sabotage | BladedancerMarksmanFalconer | 2 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Tinkerer's Design | BladedancerMarksmanFalconer | 4 | Explosive Trap is now triggered from farther away and deals damage in a larger area.- Trigger Area +10% per point
- Detonation Area +20% per point
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| Explosive Trap | Rogue | Falconer | Trap Sprinkler | BladedancerMarksmanFalconer | 3 | Whenever 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
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| Explosive Trap | Rogue | Falconer | Traps | BladedancerMarksmanFalconer | 1 | When 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
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| Explosive Trap | Rogue | Falconer | Trapuchet | BladedancerMarksmanFalconer | 1 | Explosive 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
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| Explosive Trap | Rogue | Falconer | Umbral Saboteur | BladedancerMarksmanFalconer | 1 | Explosive Trap deals additional throwing damage per stack of Dusk Shroud you have.- Damage Per Dusk Shroud +1
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| Falconry | Rogue | Falconer | Agile Prey | Falconer | 2 | Your Falcon deals more damage (multiplicative with other modifiers). This effect is tripled against moving targets.- Falcon Damage +5% per point
- Tripled against Moving Targets
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| Falconry | Rogue | Falconer | Avian Arsenal | Falconer | 3 | When 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
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| Falconry | Rogue | Falconer | Avian Stamina | Falconer | 4 | Falcon 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
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| Falconry | Rogue | Falconer | Bird of Prey | Falconer | 2 | Falcon 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
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| Falconry | Rogue | Falconer | Dark Plumage | Falconer | 2 | When 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
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| Falconry | Rogue | Falconer | Exposed Weakness | Falconer | 1 | When 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
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| Falconry | Rogue | Falconer | Falcon Screech | Falconer | 3 | After 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
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| Falconry | Rogue | Falconer | Falcon's Gale | Falconer | 1 | Consuming 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
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| Falconry | Rogue | Falconer | Falconer's Journey | Falconer | 1 | Your 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%
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| Falconry | Rogue | Falconer | Falconer's Mark | Falconer | 3 | Whenever 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
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| Falconry | Rogue | Falconer | Falconry | Falconer | 0 | Passive: Summons a Falcon that fights with you. Active: Falcon Strikes: The Falcon rapidly hits many enemies in the target area. |
| Falconry | Rogue | Falconer | Feather Knives | Falconer | 1 | Your 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
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| Falconry | Rogue | Falconer | Flask Satchel | Falconer | 4 | Your Falcon has additional Acid Flask charges.- Additional Acid Flask Charges +1 per point
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| Falconry | Rogue | Falconer | Frightful Feathers | Falconer | 1 | Your 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
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| Falconry | Rogue | Falconer | Go For the Eyes! | Falconer | 1 | Your critical strike chance modifiers now also apply to your Falcon, but at a reduced ratio.- Crit Chance Stat Ratio 50%
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| Falconry | Rogue | Falconer | Hunter's Spoils | Falconer | 1 | When 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
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| Falconry | Rogue | Falconer | Is it a bird? | Falconer | 3 | Your 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
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| Falconry | Rogue | Falconer | Marking Strikes | Falconer | 2 | Your Falcon's other hits now have a chance to inflict Falconer's Mark.- Falcon Chance to inflict Falconer's Mark 10% per point
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| Falconry | Rogue | Falconer | Parrotkin | Falconer | 5 | When 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
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| Falconry | Rogue | Falconer | Razor Wings | Falconer | 1 | Falcon 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
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| Falconry | Rogue | Falconer | Rending Talons | Falconer | 4 | A 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
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| Falconry | Rogue | Falconer | Side by Side | Falconer | 3 | When 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
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| Falconry | Rogue | Falconer | Sidekick | Falconer | 1 | Your 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
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| Falconry | Rogue | Falconer | Sky Chaser | Falconer | 3 | A 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
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| Falconry | Rogue | Falconer | The Blood Dance | Falconer | 2 | If 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
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| Falconry | Rogue | Falconer | Toxic Airdrop | Falconer | 1 | Your 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%
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| Falconry | Rogue | Falconer | Trained to Hunt | Falconer | 1 | A 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%
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| Falconry | Rogue | Falconer | Wake of Wings | Falconer | 5 | When 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
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| Falconry | Rogue | Falconer | Watchful Eye | Falconer | 1 | Your Falcon now more heavily prioritizes enemies close to you during combat.- Falcon Prioritizes close to You
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| Falconry | Rogue | Falconer | Wingspan | Falconer | 1 | A 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%
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| Net | Rogue | Falconer | Acid Snare | BladedancerMarksmanFalconer | 1 | Net'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
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| Net | Rogue | Falconer | Acrobatic | BladedancerMarksmanFalconer | 1 | You 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%
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| Net | Rogue | Falconer | Advanced Engineering | BladedancerMarksmanFalconer | 3 | Net snares enemies in a larger area. |
| Net | Rogue | Falconer | Agile Hunter | BladedancerMarksmanFalconer | 1 | You jump further when using Net. |
| Net | Rogue | Falconer | Assault of the Huntress | BladedancerMarksmanFalconer | 1 | You now jump forwards when using Net instead of backwards and it is thrown behind you. |
| Net | Rogue | Falconer | Barbed Net | BladedancerMarksmanFalconer | 1 | Net 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
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| Net | Rogue | Falconer | Bold Throw | BladedancerMarksmanFalconer | 1 | You no longer flip back when using Net. |
| Net | Rogue | Falconer | Curved Hooks | BladedancerMarksmanFalconer | 5 | Net deals more damage (multiplicative with other modifiers) and bleeds that it inflicts last longer.- Damage +10% per point
- Bleed Duration +10% per point
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| Net | Rogue | Falconer | Engineering Smarts | BladedancerMarksmanFalconer | 4 | Net has a shorter cooldown.- Increased Cooldown Recovery Speed 15% per point
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| Net | Rogue | Falconer | Entangled Weapons | BladedancerMarksmanFalconer | 1 | Netted enemies deal less physical damage (multiplicative with other modifiers).- Physical Damage From Netted Enemies -12%
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| Net | Rogue | Falconer | Exposed Bait | BladedancerMarksmanFalconer | 4 | Your Falcon deals more global damage (multiplicative with other modifiers) to netted enemies.- Falcon Damage To Netted Enemies +10% per point
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| Net | Rogue | Falconer | Hunters of Heorot | BladedancerMarksmanFalconer | 1 | Net'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
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| Net | Rogue | Falconer | Into the Shadows | BladedancerMarksmanFalconer | 1 | When directly using Net you now throw a Smoke Bomb after jumping. |
| Net | Rogue | Falconer | Leading the Hunt | BladedancerMarksmanFalconer | 3 | Using 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%
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| Net | Rogue | Falconer | Net | BladedancerMarksmanFalconer | 0 | Leaps 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. |
| Net | Rogue | Falconer | Net Trap | BladedancerMarksmanFalconer | 1 | Net 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
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| Net | Rogue | Falconer | Quick Throws | BladedancerMarksmanFalconer | 2 | While you have Huntress Advantage you now also have global increased throwing attack speed.- Attack Speed With Buff +10% per point
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| Net | Rogue | Falconer | Rending Wires | BladedancerMarksmanFalconer | 4 | Net's hits have a chance to cause enemies to bleed.- Bleed Chance +50% per point
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| Net | Rogue | Falconer | Server of Tricks | BladedancerMarksmanFalconer | 2 | You now throw additional Net traps with each throw, but Net costs additional mana.- Additional Traps Thrown +1 per point
- Mana Cost +5 per point
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| Net | Rogue | Falconer | Silvered Spikes | BladedancerMarksmanFalconer | 1 | Improves Caltrops' base critical strike chance from all sources per 10% global slow chance.- Caltrops Crit Chance Per 10% Slow Chance +1%
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| Net | Rogue | Falconer | Spear Trap | BladedancerMarksmanFalconer | 1 | Net 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%
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| Net | Rogue | Falconer | Strongly Woven | BladedancerMarksmanFalconer | 4 | Net snares enemies for a longer duration. |
| Net | Rogue | Falconer | Surprise Snare | BladedancerMarksmanFalconer | 1 | Net's hits cannot be dodged. |
| Net | Rogue | Falconer | Tangled and Prone | BladedancerMarksmanFalconer | 1 | Netted enemies and enemies slowed by the Tanglewire node cannot dodge and cannot avoid critical strikes.- Enemies Cannot Dodge
- Enemies Cannot Avoid Crits
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| Net | Rogue | Falconer | Tanglewire | BladedancerMarksmanFalconer | 3 | Net's hits slows enemies.- Slow Stacks When Free 1 per point
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| Net | Rogue | Falconer | Tinkerer's Combo | BladedancerMarksmanFalconer | 1 | If 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
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| Net | Rogue | Falconer | Trapper's Crescendo | BladedancerMarksmanFalconer | 1 | Net deals more damage (multiplicative with other modifiers) scaling with your dodge chance.- Damage Per 1% Dodge Chance +1%
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| Net | Rogue | Falconer | Trickster Artist | BladedancerMarksmanFalconer | 1 | When using Net you drop Caltrops at your starting location after jumping. |
| Net | Rogue | Falconer | Voltaic Device | BladedancerMarksmanFalconer | 1 | Net'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%
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| Net | Rogue | Falconer | Weakening Threads | BladedancerMarksmanFalconer | 3 | Net's hits apply frailty to enemies.- Frailty Stacks 1 per point
|
| Net | Rogue | Falconer | Zone of Control | BladedancerMarksmanFalconer | 3 | Caltrops from all sources deal damage in a larger area.- Caltrops Area +15% per point
|
| Dark Quiver | Rogue | Marksman | Accessible | BladedancerMarksmanFalconer | 5 | Black 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 Quiver | Rogue | Marksman | Archer's Focus | BladedancerMarksmanFalconer | 4 | Using 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 Quiver | Rogue | Marksman | Arrow of the Trickster | BladedancerMarksmanFalconer | 1 | Picking up a Black Arrow creates a Shadow at the arrow's location. |
| Dark Quiver | Rogue | Marksman | Bleak Arrow | BladedancerMarksmanFalconer | 1 | Using a Black Arrow grants your next Heartseeker additional Recurve chance.- Next Heartseeker Recurve Chance +50%
|
| Dark Quiver | Rogue | Marksman | Crimson Quiver | BladedancerMarksmanFalconer | 5 | Picking 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 Quiver | Rogue | Marksman | Crippling Arrows | BladedancerMarksmanFalconer | 5 | Picking up a Black Arrow slows nearby enemies for a short duration.- Slow Duration (seconds) 1 per point
|
| Dark Quiver | Rogue | Marksman | Dark Quiver | BladedancerMarksmanFalconer | 0 | Requires 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 Quiver | Rogue | Marksman | Dragon Slayer | BladedancerMarksmanFalconer | 1 | Using a Black Arrow causes your next Cinder Strike to instantly kill enemies that are below a health threshold (a percentage of their maximum health). |
| Dark Quiver | Rogue | Marksman | Elemental Adept | BladedancerMarksmanFalconer | 5 | Using 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 Quiver | Rogue | Marksman | Fatal Barrage | BladedancerMarksmanFalconer | 1 | Using a Black Arrow improves your next Flurry's base critical strike chance.- Flurry Base Crit Chance +3%
|
| Dark Quiver | Rogue | Marksman | Fend Off | BladedancerMarksmanFalconer | 1 | Picking up a Black Arrow knocks nearby enemies back 4 meters. |
| Dark Quiver | Rogue | Marksman | Fiery Vengeance | BladedancerMarksmanFalconer | 1 | Picking up a Black Arrow resets the combo of Cinder Strike.- Cinder Strike Combo Resets
|
| Dark Quiver | Rogue | Marksman | Grand Detonation | BladedancerMarksmanFalconer | 1 | Using a Black Arrow causes your next Detonating Arrow to deal damage in a significantly larger area. |
| Dark Quiver | Rogue | Marksman | Heartseeker | BladedancerMarksmanFalconer | 4 | Using a Black Arrow grants increased critical strike chance to your next bow attack.- Increased Crit Chance 25% per point
|
| Dark Quiver | Rogue | Marksman | Heavy Arrows | BladedancerMarksmanFalconer | 4 | Using a Black Arrow grants additional physical damage to your next bow attack.- Additional Physical Damage +5 per point
|
| Dark Quiver | Rogue | Marksman | Heavy Artillery | BladedancerMarksmanFalconer | 1 | Ballistae that have been buffed by at least 4 Black Arrows always critically strike.- Always Crits With 4 Arrows
|
| Dark Quiver | Rogue | Marksman | Keen Shots | BladedancerMarksmanFalconer | 5 | Picking 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 Quiver | Rogue | Marksman | Lacerating Arrows | BladedancerMarksmanFalconer | 1 | Using a Black Arrow grants Puncture additional physical penetration and bleed chance.- Physical Penetration +10%
- Bleed Chance +100%
|
| Dark Quiver | Rogue | Marksman | Large Quiver | BladedancerMarksmanFalconer | 3 | Additional 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 Quiver | Rogue | Marksman | Mending | BladedancerMarksmanFalconer | 3 | Picking up a Black Arrow restores health. |
| Dark Quiver | Rogue | Marksman | Nature's Focus | BladedancerMarksmanFalconer | 3 | Using a Black Arrow grants increased elemental damage to your next bow attack.- Increased Elemental Damage 30% per point
|
| Dark Quiver | Rogue | Marksman | Nightfall | BladedancerMarksmanFalconer | 5 | Picking 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 Quiver | Rogue | Marksman | Perfect Bolts | BladedancerMarksmanFalconer | 5 | Picking 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 Quiver | Rogue | Marksman | Quick Draw | BladedancerMarksmanFalconer | 3 | Picking 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 Quiver | Rogue | Marksman | Quickened Arrows | BladedancerMarksmanFalconer | 5 | You instantly summon a number of Black Arrows on use. The rest are spread out over the normal duration.- Instant Arrows 1 per point
|
| Dark Quiver | Rogue | Marksman | Rending Shots | BladedancerMarksmanFalconer | 5 | Using a Black Arrow grants a chance to shred enemy physical resistance to your next bow attack.- Physical Res Shred Chance +30% per point
|
| Dark Quiver | Rogue | Marksman | Resolve | BladedancerMarksmanFalconer | 4 | Picking up a Black Arrow restores mana.- Mana Restored 2 per point
|
| Dark Quiver | Rogue | Marksman | Scourge Quiver | BladedancerMarksmanFalconer | 4 | Using a Black Arrow grants increased damage over time to your next bow attack.- Damage Over Time +30% per point
|
| Dark Quiver | Rogue | Marksman | Tide of Darkness | BladedancerMarksmanFalconer | 1 | Using 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 Quiver | Rogue | Marksman | Toxic Quiver | BladedancerMarksmanFalconer | 5 | Using 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 Quiver | Rogue | Marksman | Trueshot | BladedancerMarksmanFalconer | 1 | Using a Black Arrow causes your next Multishot to pierce additional enemies (continue through targets they hit). |
| Dark Quiver | Rogue | Marksman | Umbral Resolution | BladedancerMarksmanFalconer | 5 | Using 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 Quiver | Rogue | Marksman | Until Dawn | BladedancerMarksmanFalconer | 5 | Using 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 Arrow | Rogue | Marksman | Aimed Shot | Marksman | 1 | Detonating 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 Arrow | Rogue | Marksman | Arcing Blast | Marksman | 4 | The 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 Arrow | Rogue | Marksman | Arrow of Delay | Marksman | 2 | Detonating Arrow causes enemies to have less movement speed (multiplicative with other modifiers) for each arrow attached.- Enemy Movespeed -4% per point
|
| Detonating Arrow | Rogue | Marksman | Barrage | Marksman | 1 | Detonating 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 Arrow | Rogue | Marksman | Beastslayer Arrow | Marksman | 4 | Detonating 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 Arrow | Rogue | Marksman | Concentration | Marksman | 3 | The 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 Arrow | Rogue | Marksman | Copper Dust Arrow | Marksman | 2 | Detonating Arrow causes enemies to have less elemental resistance while they have at least 1 arrow attached.- Elemental Resistance -10% per point
|
| Detonating Arrow | Rogue | Marksman | Deadly Ailments | Marksman | 1 | Ailments inflicted by Detonating Arrow deal more damage over time (multiplicative with other modifiers). |
| Detonating Arrow | Rogue | Marksman | Delayed Detonation | Marksman | 2 | Detonating Arrow has a longer arming time (multiplicative with other modifiers).- More Arming Time 25% per point
|
| Detonating Arrow | Rogue | Marksman | Detonating Arrow | Marksman | 0 | Requires a bow. Fires an arrow that embeds itself in a target then explodes after 0.6 seconds. |
| Detonating Arrow | Rogue | Marksman | Dragon Arrow | Marksman | 1 | The 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 Arrow | Rogue | Marksman | Fastshot | Marksman | 4 | Detonating Arrow has increased attack speed and shock applied by this skill last longer.- Attack Speed +5% per point
- Shock Duration +5% per point
|
| Detonating Arrow | Rogue | Marksman | Frostfang Arrow | Marksman | 1 | Detonating 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 Arrow | Rogue | Marksman | Frozen Resonance | Marksman | 5 | Detonating Arrow has a higher chance based on your uncapped Cold Resistance.- Freeze Rate per 1% Cold Res +1 per point
|
| Detonating Arrow | Rogue | Marksman | Infused Discharge | Marksman | 5 | Detonating 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 Arrow | Rogue | Marksman | Jolting Charge | Marksman | 5 | Detonating 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 Arrow | Rogue | Marksman | Lethal Blast | Marksman | 3 | The 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 Arrow | Rogue | Marksman | Loaded Quiver | Marksman | 3 | You can store an additional charge of Detonating Arrow.- Additional Charges +1 per point
|
| Detonating Arrow | Rogue | Marksman | Mana Arrow | Marksman | 1 | Detonating 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 Arrow | Rogue | Marksman | Navigator's Shot | Marksman | 1 | Detonating Arrow now slightly seeks out targets. |
| Detonating Arrow | Rogue | Marksman | Outburst | Marksman | 3 | The explosion deals damage in a larger area.- Increased Explosion Area 25% per point
|
| Detonating Arrow | Rogue | Marksman | Piercing Thunder | Marksman | 4 | Lightning 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 Arrow | Rogue | Marksman | Pinpoint | Marksman | 2 | Detonating Arrow deals more damage (multiplicative with other modifiers) per second charged up.- Damage Per Second Charged +25% per point
|
| Detonating Arrow | Rogue | Marksman | Quick Detonation | Marksman | 5 | Detonating 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 Arrow | Rogue | Marksman | Rapid Detonation | Marksman | 1 | If an enemy has an attached Detonating Arrow and gets hit again, it explodes the first arrow immediately. |
| Detonating Arrow | Rogue | Marksman | Scorpion Arrow | Marksman | 1 | The 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 Arrow | Rogue | Marksman | Shock Arrow | Marksman | 5 | Detonating Arrow has a chance to shock enemies.- Shock Chance +20% per point
|
| Detonating Arrow | Rogue | Marksman | Suckerpunch Arrow | Marksman | 1 | When 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 Arrow | Rogue | Marksman | Thundersteel Arrow | Marksman | 1 | Detonating 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 Arrow | Rogue | Marksman | Weak Spot | Marksman | 5 | Detonating 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 Arrow | Rogue | Marksman | Well Crafted | Marksman | 5 | The 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 Arrows | Rogue | Marksman | Acid Rain | Marksman | 1 | Hail 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 Arrows | Rogue | Marksman | Aim for the Heart | Marksman | 3 | Hail 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 Arrows | Rogue | Marksman | Arrow Spray | Marksman | 1 | Hail of Arrows now fall in a forward advancing rectangle area rather than a circle. |
| Hail of Arrows | Rogue | Marksman | Arsonist | Marksman | 4 | Hail of Arrows deals more bow damage to ignited enemies (multiplicative with other modifiers).- Bow Damage vs Ignited +15% per point
|
| Hail of Arrows | Rogue | Marksman | Backup Volley | Marksman | 1 | You 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 Arrows | Rogue | Marksman | Blighted Arrows | Marksman | 5 | Hail of Arrows has a chance to apply Frailty to enemies each second.- Frailty Chance +10% per point
|
| Hail of Arrows | Rogue | Marksman | Blot Out the Sun | Marksman | 5 | You 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 Arrows | Rogue | Marksman | Condemn | Marksman | 3 | Barrage 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 Arrows | Rogue | Marksman | Crystal Arrows | Marksman | 1 | Hail 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 Arrows | Rogue | Marksman | Deadly Draw | Marksman | 3 | Hail 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 Arrows | Rogue | Marksman | Endless Barrage | Marksman | 1 | Hail 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 Arrows | Rogue | Marksman | Fight in the Shade | Marksman | 1 | Hail of Arrows now also grants a stack of Dusk Shroud to allies each second for 2 seconds while inside the area. |
| Hail of Arrows | Rogue | Marksman | Focus | Marksman | 5 | Hail of Arrows deals more damage (multiplicative with other modifiers). |
| Hail of Arrows | Rogue | Marksman | Frost Shots | Marksman | 5 | Hail 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 Arrows | Rogue | Marksman | Hail Of Arrows | Marksman | 0 | Requires a bow. Launch a hail of arrows into the sky that rain down on the target location over 3.5 seconds. |
| Hail of Arrows | Rogue | Marksman | Headshot | Marksman | 3 | Hail 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 Arrows | Rogue | Marksman | Lethality | Marksman | 5 | Hail of Arrows has a chance to inflict enemies with Crit Vulnerability each second.- Critical Vulnerability Chance +20% per point
|
| Hail of Arrows | Rogue | Marksman | Nowhere to Hide | Marksman | 5 | Hail 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 Arrows | Rogue | Marksman | Pin Down | Marksman | 5 | Hail of Arrows has a chance to slow enemies each second.- Slow Chance +20% per point
|
| Hail of Arrows | Rogue | Marksman | Pristine Fletcher | Marksman | 5 | Hail 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 Arrows | Rogue | Marksman | Quick Draw | Marksman | 3 | Hail 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 Arrows | Rogue | Marksman | Scorched Earth | Marksman | 1 | Hail 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 Arrows | Rogue | Marksman | Silver Arrows | Marksman | 4 | Improves Barrage of Arrows' base critical strike chance.- Base Crit Chance +12% per point
|
| Hail of Arrows | Rogue | Marksman | Skystrike | Marksman | 1 | Hail 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 Arrows | Rogue | Marksman | Soul Stealer Arrows | Marksman | 3 | Hail of Arrows leeches a portion of the bow damage it deals as health.- Bow Health Leech +4% per point
|
| Hail of Arrows | Rogue | Marksman | Steady | Marksman | 3 | Hail of Arrows lasts longer. |
| Hail of Arrows | Rogue | Marksman | Sundering Rain | Marksman | 5 | Hail of Arrows has a chance to shred enemy armor each second.- Armor Shred Chance +20% per point
|
| Hail of Arrows | Rogue | Marksman | Tear Flesh | Marksman | 5 | Hail of Arrows has a chance to cause enemies to bleed each second.- Bleed Chance +40% per point
|
| Hail of Arrows | Rogue | Marksman | The Hunt | Marksman | 1 | Hail 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 Arrows | Rogue | Marksman | Venom Arrows | Marksman | 5 | Hail of Arrows has a chance to poison enemies each second.- Poison Chance +50% per point
|
| Hail of Arrows | Rogue | Marksman | Volley | Marksman | 4 | Hail of Arrows deals damage in a larger area- Increased Area 25% per point
|
| Heartseeker | Rogue | Marksman | A Storm of Arrows | Marksman | 2 | Whenever 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
|
| Heartseeker | Rogue | Marksman | Against All Odds | Marksman | 4 | Heartseeker's hits cannot be dodged and it deals more damage (multiplicative with other modifiers).- Cannot Be Dodged
- Damage +8% per point
|
| Heartseeker | Rogue | Marksman | Arrow Mastery | Marksman | 4 | Heartseeker has an additional chance to Recurve.- Recurve Chance +10% per point
|
| Heartseeker | Rogue | Marksman | Arrow of the Ravager | Marksman | 1 | Heartseeker 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
|
| Heartseeker | Rogue | Marksman | Blades of the Pyre | Marksman | 3 | Heartseeker has a chance to grant you a Burning Dagger on Recurve consuming mana.- Burning Dagger Chance On Recurve 34# per point
- Mana Consumed 2
|
| Heartseeker | Rogue | Marksman | Blightshot | Marksman | 4 | Heartseeker's hits have a chance to poison enemies and poison it inflicts last longer.- Poison Chance +25% per point
- Poison Duration +10% per point
|
| Heartseeker | Rogue | Marksman | Bloodseeker | Marksman | 5 | You 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
|
| Heartseeker | Rogue | Marksman | Bonepiercer | Marksman | 3 | Heartseeker 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
|
| Heartseeker | Rogue | Marksman | Controlled Icicle | Marksman | 1 | Heartseeker'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
|
| Heartseeker | Rogue | Marksman | Decimating Spike | Marksman | 3 | Heartseeker has additional critical strike chance and its critical strikes deal more damage.- Critical Chance +2% per point
- Critical Multiplier +10% per point
|
| Heartseeker | Rogue | Marksman | Deep Rust | Marksman | 1 | Armor shred chance from all sources is converted to poison chance.- Armor Shred -> Poison Chance
|
| Heartseeker | Rogue | Marksman | Dragonfang | Marksman | 4 | Consecutive 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
|
| Heartseeker | Rogue | Marksman | Exposed | Marksman | 1 | Heartseeker'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
|
| Heartseeker | Rogue | Marksman | Fletcher's Resurgence | Marksman | 1 | Your Heartseeker restores a charge whenever you pick up a Black Arrow.- Charge Reset On Black Arrow
|
| Heartseeker | Rogue | Marksman | Frozen Splinter | Marksman | 2 | Heartseeker penetrate additional cold resistance scaling with your cold overcapped resistance.- Cold Penetration Per 10% Overcapped Cold Res +1% per point
|
| Heartseeker | Rogue | Marksman | Fury of the Hunt | Marksman | 3 | Directly 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
|
| Heartseeker | Rogue | Marksman | Gloom Needle | Marksman | 3 | When 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
|
| Heartseeker | Rogue | Marksman | Heartdrain | Marksman | 4 | When 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
|
| Heartseeker | Rogue | Marksman | Heartrender | Marksman | 4 | Heartseeker'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
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| Heartseeker | Rogue | Marksman | Heartseeker | Marksman | 0 | Requires 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. |
| Heartseeker | Rogue | Marksman | Hidden Skewer | Marksman | 3 | Heartseeker 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
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| Heartseeker | Rogue | Marksman | Icy Impaler | Marksman | 4 | Heartseeker'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
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| Heartseeker | Rogue | Marksman | Molten Arrowstorm | Marksman | 1 | Heartseeker'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
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| Heartseeker | Rogue | Marksman | Nimble Threads | Marksman | 1 | Heartseeker has an additional chance to Recurve scaling with Dexterity.- Recurve Chance Per Dex +0.5%
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| Heartseeker | Rogue | Marksman | Relentless Volley | Marksman | 2 | Heartseeker has additional charges.- Additional Charges +1 per point
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| Heartseeker | Rogue | Marksman | Returning Darkness | Marksman | 3 | After 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
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| Heartseeker | Rogue | Marksman | Seeping Wounds | Marksman | 3 | Heartseeker 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
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| Heartseeker | Rogue | Marksman | Shadow Weaver's Grasp | Marksman | 1 | Heartseeker now has a minimum chance to Recurve. |
| Heartseeker | Rogue | Marksman | Straight Through | Marksman | 1 | When 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
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| Heartseeker | Rogue | Marksman | Swift and Sure | Marksman | 4 | Heartseeker has increased attack speed and costs less mana.- Attack Speed +5% per point
- Mana Efficiency +10% per point
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| Heartseeker | Rogue | Marksman | The Red Veil | Marksman | 4 | Heartseeker has a chance to grant you Crimson Shroud on Recurve.- Crimson Shroud Chance On Recurve +5% per point
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| Heartseeker | Rogue | Marksman | Woven Grasp | Marksman | 1 | Heartseeker now twists around in a semi-cirle to Recurve and its hits have a chance to slow enemies.- Twists And Turns
- Slow Chance +50%
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| Multishot | Rogue | Marksman | Back to Back | BladedancerMarksmanFalconer | 1 | When directly using Multishot, every 6th attack is a double shot.- Double Shot Every 6 Attacks
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| Multishot | Rogue | Marksman | Bodkin Points | BladedancerMarksmanFalconer | 4 | Multishot hits have a chance to apply armor shred on hit.- Armor Shred Chance +25% per point
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| Multishot | Rogue | Marksman | Critical Arrows | BladedancerMarksmanFalconer | 3 | Multishot's critical strikes deal more damage.- Critical Multiplier +15% per point
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| Multishot | Rogue | Marksman | Efficient Draw | BladedancerMarksmanFalconer | 4 | Multishot costs less mana.- Mana Efficiency +12% per point
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| Multishot | Rogue | Marksman | Giant Slayer | BladedancerMarksmanFalconer | 1 | Multishot 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%
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| Multishot | Rogue | Marksman | Hang Loose | BladedancerMarksmanFalconer | 3 | Multishot 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
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| Multishot | Rogue | Marksman | Heavy Arrows | BladedancerMarksmanFalconer | 1 | Multishot 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
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| Multishot | Rogue | Marksman | Hit 'n' Run | BladedancerMarksmanFalconer | 2 | You have a chance to gain Haste for 2 seconds when you use Multishot while Stand My Ground is activate.- Haste Chance +50% per point
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| Multishot | Rogue | Marksman | Keep Pushing 'em Around | BladedancerMarksmanFalconer | 1 | Multishot 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%
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| Multishot | Rogue | Marksman | Large Quiver | BladedancerMarksmanFalconer | 2 | Multishot has additional arrows, but costs more mana.- Extra Arrows +2 per point
- Mana Cost +3 per point
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| Multishot | Rogue | Marksman | Multishot | BladedancerMarksmanFalconer | 0 | Requires 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. |
| Multishot | Rogue | Marksman | No Easy Way Out | BladedancerMarksmanFalconer | 4 | Multishot hits have a chance to slow and inflict bleed on enemies.- Slow Chance +25% per point
- Bleed Chance +25% per point
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| Multishot | Rogue | Marksman | Piercing Shots | BladedancerMarksmanFalconer | 3 | Multishot arrows pierce enemies (continue through enemies hit) up to a limit.- Maximum Enemies Pierced 1 per point
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| Multishot | Rogue | Marksman | Pincushion | BladedancerMarksmanFalconer | 3 | Multishot penetrates enemy physical resistance.- Physical Penetration +10% per point
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| Multishot | Rogue | Marksman | Pinning Shots | BladedancerMarksmanFalconer | 3 | Multishot deals more hit damage to slowed targets (multiplicative with other modifiers).- Hit Damage To Slowed Target +20% per point
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| Multishot | Rogue | Marksman | Point Blank | BladedancerMarksmanFalconer | 3 | Multishot 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
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| Multishot | Rogue | Marksman | Quick Draw | BladedancerMarksmanFalconer | 4 | Multishot has increased attack speed.- Attack Speed +5% per point
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| Multishot | Rogue | Marksman | Rain of Arrows | BladedancerMarksmanFalconer | 3 | Multishot hits in a wider cone.- Cone Width +20% per point
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| Multishot | Rogue | Marksman | Readied Arrows | BladedancerMarksmanFalconer | 1 | Multishot 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%
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| Multishot | Rogue | Marksman | Repeater Bow | BladedancerMarksmanFalconer | 3 | Reduce 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
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| Multishot | Rogue | Marksman | Sniping | BladedancerMarksmanFalconer | 5 | Multishot deals more damage (multiplicative with other modifiers) and arrows travel faster.- Damage +7% per point
- Projectile Speed +7% per point
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| Multishot | Rogue | Marksman | Stand My Ground | BladedancerMarksmanFalconer | 3 | Multishot deals more damage (multiplicative with other modifiers) if you haven't moved in the past second. |
| Multishot | Rogue | Marksman | Strong Pull | BladedancerMarksmanFalconer | 1 | Multishot 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%
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| Multishot | Rogue | Marksman | The Maj'elkan Grasp | BladedancerMarksmanFalconer | 1 | Multishot has increased slow and bleed duration per point of Dexterity.- Slow Duration Per Dexterity +2%
- Bleed Duration Per Dexterity +2%
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| Multishot | Rogue | Marksman | Toxic Gift | BladedancerMarksmanFalconer | 2 | Multishot hits have a chance to inflict poison.- Poison Chance +50% per point
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| Multishot | Rogue | Marksman | True Strikes | BladedancerMarksmanFalconer | 4 | Multishot has increased critical strike chance.- Increased Crit Chance 75% per point
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| Multishot | Rogue | Marksman | Won't Back Down | BladedancerMarksmanFalconer | 1 | When 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
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| Hammer Throw | Sentinel | Sentinel | Avatar of the Spire | Void KnightForge GuardPaladin | 1 | Hammers 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
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| Hammer Throw | Sentinel | Sentinel | Ballista | Void KnightForge GuardPaladin | 6 | Hammer Throw deals more damage (multiplicative with other modifiers) and costs less mana.- Damage +3% per point
- Mana Cost -1 per point
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| Hammer Throw | Sentinel | Sentinel | Battle Rouse | Void KnightForge GuardPaladin | 5 | Hammer Throw has a chance to grant you health on hit.- Health Gained 20
- Chance To Gain Health 10% per point
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| Hammer Throw | Sentinel | Sentinel | Catapult | Void KnightForge GuardPaladin | 2 | Hammer 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
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| Hammer Throw | Sentinel | Sentinel | Chaining Hammers | Void KnightForge GuardPaladin | 2 | Hammers chain to additional enemies.- Additional Chains +1 per point
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| Hammer Throw | Sentinel | Sentinel | Collision | Void KnightForge GuardPaladin | 1 | Hammer 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
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| Hammer Throw | Sentinel | Sentinel | Disintegrating Aura | Void KnightForge GuardPaladin | 1 | Your 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%
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| Hammer Throw | Sentinel | Sentinel | Enra's Technique | Void KnightForge GuardPaladin | 1 | Hammer 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%
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| Hammer Throw | Sentinel | Sentinel | Force of Impact | Void KnightForge GuardPaladin | 5 | Hammer Throw deals more damage, and has a higher chance to stun enemies.- Damage +10% per point
- Increased Stun Chance 25% per point
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| Hammer Throw | Sentinel | Sentinel | Guardian's Zeal | Void KnightForge GuardPaladin | 3 | Using 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
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| Hammer Throw | Sentinel | Sentinel | Hammer of Want | Void KnightForge GuardPaladin | 1 | Hammer 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
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| Hammer Throw | Sentinel | Sentinel | Hammer Throw | Void KnightForge GuardPaladin | 0 | Throws a hammer that returns to you after a short delay. Added Throwing Damage is applied to each hit at 110% effectiveness. |
| Hammer Throw | Sentinel | Sentinel | Hammer Vortex | Void KnightForge GuardPaladin | 1 | Your spiralling hammers now orbit you, but Hammer Throw costs more mana.- Hammer Spiral Orbits You
- Mana Cost +4
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| Hammer Throw | Sentinel | Sentinel | Iron Spiral | Void KnightForge GuardPaladin | 1 | Hammers 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
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| Hammer Throw | Sentinel | Sentinel | Mana Starved Forging | Void KnightForge GuardPaladin | 1 | When you are out of mana Hammer Throw is free. |
| Hammer Throw | Sentinel | Sentinel | Overwhelm | Void KnightForge GuardPaladin | 5 | Hammer 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
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| Hammer Throw | Sentinel | Sentinel | Rahyeh's Legacy | Void KnightForge GuardPaladin | 3 | Each stack of Zeal also grants you added global ignite chance.- Global Ignite Chance Per Zeal Stack +10% per point
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| Hammer Throw | Sentinel | Sentinel | Rapid Disintegration | Void KnightForge GuardPaladin | 4 | Disintegrating Aura deals more damage, and Hammer Throw costs less mana.- Disintegrating Aura Damage +25% per point
- Mana Cost -1 per point
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| Hammer Throw | Sentinel | Sentinel | Rapid Throw | Void KnightForge GuardPaladin | 5 | Hammer Throw has increased attack speed.- Attack Speed +5% per point
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| Hammer Throw | Sentinel | Sentinel | Ricochet | Void KnightForge GuardPaladin | 1 | Hammers 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
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| Hammer Throw | Sentinel | Sentinel | Shattering Force | Void KnightForge GuardPaladin | 5 | Hammer Throw hits have a chance to reduce enemy armor.- Armour Shred Chance +20% per point
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| Hammer Throw | Sentinel | Sentinel | Steadfast Path | Void KnightForge GuardPaladin | 1 | Hammer 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
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| Hammer Throw | Sentinel | Sentinel | Weighted Hammers | Void KnightForge GuardPaladin | 5 | Hammer Throw deals more damage (multiplicative with other modifiers), but hammers travels slower.- Damage +15% per point
- Projectile Speed -10% per point
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| Hammer Throw | Sentinel | Sentinel | Winged Hammers | Void KnightForge GuardPaladin | 3 | Hammers travel faster.- Projectile Speed 15% per point
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| Hammer Throw | Sentinel | Sentinel | Zealot's Conviction | Void KnightForge GuardPaladin | 5 | Hammer Throw hits have a higher chance to deal double damage.- Chance To Deal Double Damage +13% per point
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| Javelin | Sentinel | Sentinel | Ardent Symbol | Void KnightForge GuardPaladin | 4 | The Battle Standard now lasts longer, but is still limited to one standard.- Duration (seconds) +2 per point
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| Javelin | Sentinel | Sentinel | Banner of Restoration | Void KnightForge GuardPaladin | 4 | The 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
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| Javelin | Sentinel | Sentinel | Battle Standard | Void KnightForge GuardPaladin | 1 | Now 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
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| Javelin | Sentinel | Sentinel | Beast Ender | Void KnightForge GuardPaladin | 4 | Improves Javelin's base critical strike chance and its critical strikes deal more damage.- Base Crit Chance +2% per point
- Critical Multiplier +4% per point
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| Javelin | Sentinel | Sentinel | Burning Strength | Void KnightForge GuardPaladin | 4 | Javelin hits have a chance to ignite enemies.- Ignite Chance +25% per point
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| Javelin | Sentinel | Sentinel | Capture the Flag | Void KnightForge GuardPaladin | 1 | If an enemy walks over the Battle Standard it captures it and carries the flag until it expires. |
| Javelin | Sentinel | Sentinel | Divine Fury | Void KnightForge GuardPaladin | 4 | When 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
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| Javelin | Sentinel | Sentinel | Divine Intervention | Void KnightForge GuardPaladin | 1 | The Battle Standard now casts Smite at targets nearby every 1.5 seconds. |
| Javelin | Sentinel | Sentinel | Divine Throws | Void KnightForge GuardPaladin | 1 | Javelin'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
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| Javelin | Sentinel | Sentinel | Excellent Balance | Void KnightForge GuardPaladin | 3 | Javelin costs less mana. |
| Javelin | Sentinel | Sentinel | Forceful Hurl | Void KnightForge GuardPaladin | 5 | Javelin 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
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| Javelin | Sentinel | Sentinel | Go for the Legs | Void KnightForge GuardPaladin | 4 | Javelin 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
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| Javelin | Sentinel | Sentinel | Holy Spears | Void KnightForge GuardPaladin | 5 | Javelin 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
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| Javelin | Sentinel | Sentinel | Holy Trail | Void KnightForge GuardPaladin | 1 | Javelin 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
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| Javelin | Sentinel | Sentinel | Horde Spiker | Void KnightForge GuardPaladin | 3 | Javelin 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
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| Javelin | Sentinel | Sentinel | Javelin | Void KnightForge GuardPaladin | 0 | Hurl 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. |
| Javelin | Sentinel | Sentinel | Keen Outlook | Void KnightForge GuardPaladin | 4 | Javelin 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
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| Javelin | Sentinel | Sentinel | Mighty Delivery | Void KnightForge GuardPaladin | 4 | Javelin deals more damage (multiplicative with other modifiers) and has increased attack speed.- Damage +5% per point
- Attack Speed +5% per point
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| Javelin | Sentinel | Sentinel | Monster Piercer | Void KnightForge GuardPaladin | 4 | Javelin 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
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| Javelin | Sentinel | Sentinel | Path of Judgement | Void KnightForge GuardPaladin | 1 | Holy Trail gains additional spell damage based on your increased healing effectiveness.- Spell Damage per 5% Increased Healing Effectivenes +1
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| Javelin | Sentinel | Sentinel | Perfect Setup | Void KnightForge GuardPaladin | 2 | Directly using Javelin causes your next melee attack to costs less mana.- Next Melee Attack Mana Cost -10 per point
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| Javelin | Sentinel | Sentinel | Pilgrimage | Void KnightForge GuardPaladin | 3 | Javelin 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
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| Javelin | Sentinel | Sentinel | Purifying Lightning | Void KnightForge GuardPaladin | 4 | Javelin 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
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| Javelin | Sentinel | Sentinel | Righteous Descend | Void KnightForge GuardPaladin | 5 | The 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
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| Javelin | Sentinel | Sentinel | Sacred Forge | Void KnightForge GuardPaladin | 4 | Directly 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
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| Javelin | Sentinel | Sentinel | Serrated Javelin | Void KnightForge GuardPaladin | 5 | Javelin hits have a chance to shred enemy armor.- Armor Shred Chance +30% per point
- Armor Shred Duration +10% per point
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| Javelin | Sentinel | Sentinel | Siege Barrage | Void KnightForge GuardPaladin | 1 | You 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
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| Javelin | Sentinel | Sentinel | Spear to the Thigh | Void KnightForge GuardPaladin | 4 | Javelin deals more damage over time (multiplicative with other modifiers).- Damage Over Time +25% per point
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| Javelin | Sentinel | Sentinel | Spiked Bombardment | Void KnightForge GuardPaladin | 2 | Additional Javelins rain down, but Javelin costs more mana.- Additional Javelins +1 per point
- Mana Cost +20% per point
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| Javelin | Sentinel | Sentinel | Strategic Patience | Void KnightForge GuardPaladin | 1 | Javelin deals more damage, but has less attack speed (both multiplicative with other modifiers).- Damage +60%
- Attack Speed -20%
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| Javelin | Sentinel | Sentinel | Surprise Initiative | Void KnightForge GuardPaladin | 1 | Javelin 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
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| Javelin | Sentinel | Sentinel | Warrior's Mark | Void KnightForge GuardPaladin | 3 | Javelin 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
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| Lunge | Sentinel | Sentinel | Ambuscade | Void KnightForge GuardPaladin | 5 | Lunge deals more melee damage to enemies at high health (multiplicative with other modifiers).- Melee Damage To High Health +30% per point
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| Lunge | Sentinel | Sentinel | Art of the Spear | Void KnightForge GuardPaladin | 1 | Lunge's final hit now deals damage in an extended rectangle instead of a circle when using a spear. |
| Lunge | Sentinel | Sentinel | Blade Stream | Void KnightForge GuardPaladin | 1 | Lunge now hits all enemies along its path to your target. |
| Lunge | Sentinel | Sentinel | Broadside | Void KnightForge GuardPaladin | 3 | Lunge deals damage in a wider area along its path.- Path Width +15% per point
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| Lunge | Sentinel | Sentinel | Crusader's Fury | Void KnightForge GuardPaladin | 5 | After 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
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| Lunge | Sentinel | Sentinel | Cull the Weak | Void KnightForge GuardPaladin | 3 | Lunge 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
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| Lunge | Sentinel | Sentinel | Dawn Charge | Void KnightForge GuardPaladin | 5 | You regain a percentage of your missing health when you use Lunge.- Health Gain Of Missing Health 8% per point
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| Lunge | Sentinel | Sentinel | Deadly Stab | Void KnightForge GuardPaladin | 3 | Improves Lunge's base critical strike chance when using a spear.- Base Crit Chance With Spear +3% per point
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| Lunge | Sentinel | Sentinel | Disarming Blow | Void KnightForge GuardPaladin | 3 | Lunge'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
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| Lunge | Sentinel | Sentinel | Double Strike | Void KnightForge GuardPaladin | 1 | Lunge gains an additional charge, but it has a longer cooldown.- Lunge Charges +1
- Increased Cooldown Length +15%
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| Lunge | Sentinel | Sentinel | Endless Will | Void KnightForge GuardPaladin | 2 | Warrior'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
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| Lunge | Sentinel | Sentinel | Healing Rush | Void KnightForge GuardPaladin | 5 | You 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
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| Lunge | Sentinel | Sentinel | Holy Incursion | Void KnightForge GuardPaladin | 2 | Lunge'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
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| Lunge | Sentinel | Sentinel | Impairing Strike | Void KnightForge GuardPaladin | 5 | Lunge's final hit now Immobilizes enemies for a short duration.- Immobilize Duration (seconds) 1 per point
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| Lunge | Sentinel | Sentinel | Initiate's Onslaught | Void KnightForge GuardPaladin | 5 | Lunge'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
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| Lunge | Sentinel | Sentinel | Juggernaut Dash | Void KnightForge GuardPaladin | 2 | You have a high chance to block while Lunging.- Block Chance +50% per point
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| Lunge | Sentinel | Sentinel | Lead the Charge | Void KnightForge GuardPaladin | 1 | You 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
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| Lunge | Sentinel | Sentinel | Lunge | Void KnightForge GuardPaladin | 0 | Dash 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. |
| Lunge | Sentinel | Sentinel | Pilum Assault | Void KnightForge GuardPaladin | 1 | Lunge's final hit now causes you to use Javelin when using a spear. This consumes Javelin's mana cost.- Javelin After Lunging With Spear
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| Lunge | Sentinel | Sentinel | Ready or Not | Void KnightForge GuardPaladin | 1 | Killing 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
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| Lunge | Sentinel | Sentinel | Reckless Skirmish | Void KnightForge GuardPaladin | 4 | Killing an enemy with Lunge grants you Frenzy for a short duration.- Frenzy Duration (seconds) 1 per point
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| Lunge | Sentinel | Sentinel | Rough Cuts | Void KnightForge GuardPaladin | 4 | Lunge hits have a chance to cause enemies to bleed along its path but not its final hit.- Bleed Chance Along Path +100% per point
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| Lunge | Sentinel | Sentinel | Slipstream | Void KnightForge GuardPaladin | 2 | Other allies caught in the path gain Haste for a short duration.- Haste Duration (seconds) 2 per point
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| Lunge | Sentinel | Sentinel | To Your Aid | Void KnightForge GuardPaladin | 1 | You can now Lunge to other allies. |
| Lunge | Sentinel | Sentinel | Torchbearer | Void KnightForge GuardPaladin | 1 | Lunge'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
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| Lunge | Sentinel | Sentinel | Unstoppable | Void KnightForge GuardPaladin | 1 | You are invulnerable while Lunging.- Invulnerability While Lunging
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| Lunge | Sentinel | Sentinel | Visceral Path | Void KnightForge GuardPaladin | 4 | Lunge deals more damage to enemies along its path and with its final hit. |
| Lunge | Sentinel | Sentinel | Voidbringer | Void KnightForge GuardPaladin | 1 | Lunge'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
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| Lunge | Sentinel | Sentinel | Warrior's Renewal | Void KnightForge GuardPaladin | 3 | You 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
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| Multistrike | Sentinel | Sentinel | Aggressive Cadence | Void KnightForge GuardPaladin | 1 | Multistrike 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
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| Multistrike | Sentinel | Sentinel | Alpha Cuts | Void KnightForge GuardPaladin | 3 | Improves Multistrike's base critical strike chance.- Base Crit Chance +2% per point
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| Multistrike | Sentinel | Sentinel | Bladed Focus | Void KnightForge GuardPaladin | 2 | When you drop below 0 mana, you consume all stacks of Armament to restore mana per stack.- Mana Gain Per Stack 7 per point
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| Multistrike | Sentinel | Sentinel | Bladestorm | Void KnightForge GuardPaladin | 1 | When 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. |
| Multistrike | Sentinel | Sentinel | Blitz | Void KnightForge GuardPaladin | 5 | Multistrike penetrates enemy physical resistance.- Physical Penetration +10% per point
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| Multistrike | Sentinel | Sentinel | Decimate | Void KnightForge GuardPaladin | 5 | Multistrike hits have a chance to inflict bleed on enemies per stack of Armament.- Bleed Chance Per Stack +5% per point
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| Multistrike | Sentinel | Sentinel | Determination | Void KnightForge GuardPaladin | 4 | Multistrike deals more damage (multiplicative with other modifiers) while you are at maximum stacks of Armament.- Damage At Max Stacks +15% per point
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| Multistrike | Sentinel | Sentinel | Doctrine of the Anvil | Void KnightForge GuardPaladin | 1 | You 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%
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| Multistrike | Sentinel | Sentinel | Echoed Warfare | Void KnightForge GuardPaladin | 2 | Multistrike attacks repeated by your Echoes have additional swords.- Additional Swords For Echoes +1 per point
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| Multistrike | Sentinel | Sentinel | Fiery Justice | Void KnightForge GuardPaladin | 1 | While 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
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| Multistrike | Sentinel | Sentinel | Flanking Strikes | Void KnightForge GuardPaladin | 1 | When 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
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| Multistrike | Sentinel | Sentinel | Forgemastery | Void KnightForge GuardPaladin | 2 | Multistrike 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
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| Multistrike | Sentinel | Sentinel | Guarding Stance | Void KnightForge GuardPaladin | 5 | You have additional armor and block effectiveness per stack of Armament.- Armor Per Stack +30 per point
- Block Effectiveness Per Stack +30 per point
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| Multistrike | Sentinel | Sentinel | Guillotine | Void KnightForge GuardPaladin | 3 | Multistrike 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
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| Multistrike | Sentinel | Sentinel | Hack and Slash | Void KnightForge GuardPaladin | 1 | You 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%
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| Multistrike | Sentinel | Sentinel | Hallowed Arsenal | Void KnightForge GuardPaladin | 1 | Each additional sword is replaced with Smite. Smite cast this way costs its full mana cost per cast. |
| Multistrike | Sentinel | Sentinel | Heated Forge | Void KnightForge GuardPaladin | 1 | Directly using Forge Strike consumes all stacks of Armament to summon additional Forged Weapons per stack.- Forged Weapons Per Stack +1
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| Multistrike | Sentinel | Sentinel | Initiate | Void KnightForge GuardPaladin | 5 | The initial strike deals more damage (multiplicative with other modifiers).- Initial Strike Damage +15% per point
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| Multistrike | Sentinel | Sentinel | Jousting | Void KnightForge GuardPaladin | 1 | Each 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%
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| Multistrike | Sentinel | Sentinel | Multistrike | Void KnightForge GuardPaladin | 0 | A 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. |
| Multistrike | Sentinel | Sentinel | Nullifying Carve | Void KnightForge GuardPaladin | 1 | Void 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
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| Multistrike | Sentinel | Sentinel | Path of the Knight | Void KnightForge GuardPaladin | 5 | Multistrike 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
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| Multistrike | Sentinel | Sentinel | Perfect Steel | Void KnightForge GuardPaladin | 1 | You can have an additional maximum stack of Armament. |
| Multistrike | Sentinel | Sentinel | Relentless Advance | Void KnightForge GuardPaladin | 3 | Multistrike has increased attack speed.- Attack Speed +5% per point
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| Multistrike | Sentinel | Sentinel | Sweeping Blows | Void KnightForge GuardPaladin | 4 | Multistrike deals damage in a larger area and its created swords can strike enemies further away.- Target Area and Damage Area +15% per point
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| Multistrike | Sentinel | Sentinel | Vengeful | Void KnightForge GuardPaladin | 3 | You 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
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| Multistrike | Sentinel | Sentinel | Victory Strikes | Void KnightForge GuardPaladin | 1 | If 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
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| Multistrike | Sentinel | Sentinel | Way of the Sword | Void KnightForge GuardPaladin | 5 | Armament 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
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| Rebuke | Sentinel | Sentinel | Accelerated Healing | Void KnightForge GuardPaladin | 4 | While channeling Rebuke the healing from the Redemption node increases each second.- Healing Increase Per Second 20% per point
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| Rebuke | Sentinel | Sentinel | Augmented Plating | Void KnightForge GuardPaladin | 5 | You have more armor (multiplicative with other modifiers) while channelling Rebuke. |
| Rebuke | Sentinel | Sentinel | Battle Meditation | Void KnightForge GuardPaladin | 4 | You have increased mana regeneration while channelling Rebuke.- Mana Regen +25% per point
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| Rebuke | Sentinel | Sentinel | Bide | Void KnightForge GuardPaladin | 2 | Rebuke's maximum duration is increased, allowing you to absorb more damage. |
| Rebuke | Sentinel | Sentinel | Brave the Elements | Void KnightForge GuardPaladin | 4 | You take less elemental damage while channelling Rebuke (multiplicative with other modifiers).- Elemental Damage Taken -15% per point
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| Rebuke | Sentinel | Sentinel | Burst of Speed | Void KnightForge GuardPaladin | 1 | After 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%
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| Rebuke | Sentinel | Sentinel | Dark Thoughts | Void KnightForge GuardPaladin | 3 | Rebuke hits deal additional base void damage. |
| Rebuke | Sentinel | Sentinel | Infinite Guardian | Void KnightForge GuardPaladin | 5 | Rebuke has an increased maximum duration, allowing you to absorb more damage, but has a longer cooldown.- Duration +15% per point
- Cooldown +15% per point
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| Rebuke | Sentinel | Sentinel | Inner Focus | Void KnightForge GuardPaladin | 3 | Regenerate mana when you are hit while channelling Rebuke.- Mana Gained When Hit 1 per point
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| Rebuke | Sentinel | Sentinel | Lingering Ailments | Void KnightForge GuardPaladin | 5 | Ignite, armor shred, and spreading flames applied to enemies while channelling Rebuke last longer.- Ailment Duration +8% per point
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| Rebuke | Sentinel | Sentinel | Mystic Aegis | Void KnightForge GuardPaladin | 3 | Rebuke has a shorter cooldown, but costs more mana.- Cooldown Recovery Speed +10% per point
- Mana Cost +5 per point
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| Rebuke | Sentinel | Sentinel | Protective Legacy | Void KnightForge GuardPaladin | 1 | The 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
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| Rebuke | Sentinel | Sentinel | Rebuke | Void KnightForge GuardPaladin | 0 | Hold 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. |
| Rebuke | Sentinel | Sentinel | Reclaimed Refuge | Void KnightForge GuardPaladin | 3 | You 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
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| Rebuke | Sentinel | Sentinel | Redemption | Void KnightForge GuardPaladin | 4 | You heal yourself and nearby allies each second while channelling Rebuke.- Heal Amount +25 per point
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| Rebuke | Sentinel | Sentinel | Regenerative Shell | Void KnightForge GuardPaladin | 4 | You have increased health regeneration while channelling Rebuke.- Health Regen +50% per point
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| Rebuke | Sentinel | Sentinel | Retaliation | Void KnightForge GuardPaladin | 5 | Rebuke hits deal more damage, and Rebuke hits in a larger area.- Hit Damage +12% per point
- Area +25% per point
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| Rebuke | Sentinel | Sentinel | Singed Shield | Void KnightForge GuardPaladin | 5 | You have a chance to ignite nearby enemies each second while channelling Rebuke.- Ignite Chance +20% per point
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| Rebuke | Sentinel | Sentinel | Solemn Vow | Void KnightForge GuardPaladin | 2 | Buffs via the Burst of Speed and Protective Legacy nodes last longer after you finish channelling Rebuke.- End Buff Duration +15% per point
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| Rebuke | Sentinel | Sentinel | Stoic Challenge | Void KnightForge GuardPaladin | 1 | Rebuke now has an additonal charge. |
| Rebuke | Sentinel | Sentinel | Unforge | Void KnightForge GuardPaladin | 5 | You have a chance to reduce nearby enemy armor each second while channelling Rebuke.- Armor Shred Chance +20% per point
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| Rebuke | Sentinel | Sentinel | Voidfused Barrier | Void KnightForge GuardPaladin | 1 | Rebuke hits have a chance to grant you a Void Essence. |
| Rebuke | Sentinel | Sentinel | War Priest | Void KnightForge GuardPaladin | 1 | Healing via the Redemption node now also scales with your attunement.- Increased Healing Per Point Of Attunement 4%
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| Rebuke | Sentinel | Sentinel | Wildfire Shell | Void KnightForge GuardPaladin | 2 | While channelling Rebuke, you have a chance to apply Spreading Flames to nearby enemies each second.- Spreading Flames Chance +20% per point
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| Rive | Sentinel | Sentinel | Adrenaline | Void KnightForge GuardPaladin | 4 | Rive'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
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| Rive | Sentinel | Sentinel | Assassin's Sustenance | Void KnightForge GuardPaladin | 1 | When 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
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| Rive | Sentinel | Sentinel | Azure Crescendo | Void KnightForge GuardPaladin | 3 | Rive'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
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| Rive | Sentinel | Sentinel | Bound Weapon | Void KnightForge GuardPaladin | 4 | When 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
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| Rive | Sentinel | Sentinel | Brutality | Void KnightForge GuardPaladin | 3 | Rive's third strike deals more damage (multiplicative with other modifiers).- Third Strike Damage +15% per point
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| Rive | Sentinel | Sentinel | Cadence | Void KnightForge GuardPaladin | 1 | Changes Rive's sequence of strikes to 1, 2, 1, 2, 3.- Change Sequence Of Strikes
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| Rive | Sentinel | Sentinel | Challenge | Void KnightForge GuardPaladin | 1 | If you have positive mana, Rive's second strike pulls enemies. Additionally, Rive's hits slow enemies.- Strike Two Pulls Enemies
- Slow Chance +100%
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| Rive | Sentinel | Sentinel | Champion | Void KnightForge GuardPaladin | 4 | Rive 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
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| Rive | Sentinel | Sentinel | Concentration | Void KnightForge GuardPaladin | 4 | Improves 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
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| Rive | Sentinel | Sentinel | Coup de Grace | Void KnightForge GuardPaladin | 1 | Rive's third strike instantly kills enemies below a health threshold (a percentage of their maximum health).- Strike Three Kill Threshold 15%
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| Rive | Sentinel | Sentinel | Double Slash | Void KnightForge GuardPaladin | 1 | Rive skips its third strike. |
| Rive | Sentinel | Sentinel | Flame Drinker's Blade | Void KnightForge GuardPaladin | 1 | Rive'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
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| Rive | Sentinel | Sentinel | Flurry | Void KnightForge GuardPaladin | 4 | Rive's first and second strike have increased attack speed.- First And Second Strike Attack Speed +10% per point
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| Rive | Sentinel | Sentinel | Focused Strike | Void KnightForge GuardPaladin | 1 | Rive'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
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| Rive | Sentinel | Sentinel | Foe Cleaver | Void KnightForge GuardPaladin | 1 | If 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%
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| Rive | Sentinel | Sentinel | Iron Reach | Void KnightForge GuardPaladin | 4 | Rive'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
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| Rive | Sentinel | Sentinel | Laceration | Void KnightForge GuardPaladin | 1 | Rive'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. |
| Rive | Sentinel | Sentinel | Massacre | Void KnightForge GuardPaladin | 4 | Rive'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
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| Rive | Sentinel | Sentinel | Outburst | Void KnightForge GuardPaladin | 3 | Rive's third strike deals damage in a larger area.- Third Strike Area +30% per point
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| Rive | Sentinel | Sentinel | Projection of War | Void KnightForge GuardPaladin | 1 | Rive's first strike consumes mana to release a wave of energy that passes through enemies.- First Strike Wave Of Energy
- Mana Consumption 4
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| Rive | Sentinel | Sentinel | Reclamation | Void KnightForge GuardPaladin | 2 | Rive's third strike leeches damage dealt as health.- Third Strike Health Leech 5% per point
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| Rive | Sentinel | Sentinel | Rending | Void KnightForge GuardPaladin | 2 | Rive's first and second strike have a chance to reduce enemy armor.- First And Second Strike Armor Shred Chance +30% per point
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| Rive | Sentinel | Sentinel | Ripples of Oblivion | Void KnightForge GuardPaladin | 5 | Rive deals more damage (multiplicative with other modifiers). This effect is tripled for Echoes.- Damage +5% per point
- Bonus Tripled For Echoes
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| Rive | Sentinel | Sentinel | Rive | Void KnightForge GuardPaladin | 0 | A combo of three melee attacks. Every third consecutive attack with Rive slashes in a full circle around the character, dealing double damage. |
| Rive | Sentinel | Sentinel | Savagery | Void KnightForge GuardPaladin | 3 | Rive hits deal more damage to ignited targets (multiplicative with other modifiers).- More Hit Damage Vs Ignited Enemies +15% per point
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| Rive | Sentinel | Sentinel | Scrap Metal | Void KnightForge GuardPaladin | 1 | Whenever 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%
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| Rive | Sentinel | Sentinel | Sever | Void KnightForge GuardPaladin | 3 | Rive's first strike has a chance to ignite enemies.- First Strike Ignite Chance +50% per point
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| Rive | Sentinel | Sentinel | Temporal Warrior | Void KnightForge GuardPaladin | 1 | Rive'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
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| Rive | Sentinel | Sentinel | Triple Threat | Void KnightForge GuardPaladin | 1 | Rive'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%
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| Rive | Sentinel | Sentinel | Twisting Fangs | Void KnightForge GuardPaladin | 3 | Rive's second strike has a chance to ignite enemies.- Second Strike Ignite Chance +50% per point
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| Rive | Sentinel | Sentinel | Weapon Specialist | Void KnightForge GuardPaladin | 1 | Rive 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
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| Shield Bash | Sentinel | Sentinel | Block Out | Void KnightForge GuardPaladin | 1 | Shield Bash now also blinds enemies hit. |
| Shield Bash | Sentinel | Sentinel | Breadth | Void KnightForge GuardPaladin | 3 | Shield Bash deals damage in a longer area. |
| Shield Bash | Sentinel | Sentinel | Broadened Shield | Void KnightForge GuardPaladin | 3 | Shield Bash deals damage in a wider area. |
| Shield Bash | Sentinel | Sentinel | Concussive Attacks | Void KnightForge GuardPaladin | 3 | Shield 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
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| Shield Bash | Sentinel | Sentinel | Conjurer | Void KnightForge GuardPaladin | 1 | Shield Bash will cause one enemy that was hit to drop a potion if Shield Bash has a cooldown. |
| Shield Bash | Sentinel | Sentinel | Cutting Edge | Void KnightForge GuardPaladin | 3 | Shield Bash reduces enemy armor and costs less mana.- Armor Shred Stacks +1 per point
- Mana Cost -3 per point
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| Shield Bash | Sentinel | Sentinel | Dazed | Void KnightForge GuardPaladin | 5 | Stuns caused by Shield Bash last longer.- Increased Stun Duration 12% per point
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| Shield Bash | Sentinel | Sentinel | Disarming Blows | Void KnightForge GuardPaladin | 3 | Shield Bash now applies Frailty to enemies hit.- Frailty Stacks +1 per point
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| Shield Bash | Sentinel | Sentinel | Double Bash | Void KnightForge GuardPaladin | 1 | You gain an additional charge of Shield Bash, but it has a longer cooldown.- Additional Charges +1
- Cooldown +20%
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| Shield Bash | Sentinel | Sentinel | Flame Coating | Void KnightForge GuardPaladin | 4 | Shield 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
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| Shield Bash | Sentinel | Sentinel | Flurry of Blows | Void KnightForge GuardPaladin | 1 | Shield 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
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| Shield Bash | Sentinel | Sentinel | Fusillade | Void KnightForge GuardPaladin | 1 | Using 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
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| Shield Bash | Sentinel | Sentinel | High Impact | Void KnightForge GuardPaladin | 5 | Shield Bash deals more damage (multiplicative with other modifiers). |
| Shield Bash | Sentinel | Sentinel | Hindrance | Void KnightForge GuardPaladin | 3 | Shield Bash now also slows enemies. |
| Shield Bash | Sentinel | Sentinel | Impeded Movement | Void KnightForge GuardPaladin | 2 | Slows caused by Shield Bash last longer.- Slow Duration +50% per point
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| Shield Bash | Sentinel | Sentinel | Incinerating Blows | Void KnightForge GuardPaladin | 1 | Shield 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
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| Shield Bash | Sentinel | Sentinel | Indomitable Force | Void KnightForge GuardPaladin | 2 | Shield Bash has added melee damage based on your block effectiveness.- Damage per 40 Block Effectiveness +1 per point
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| Shield Bash | Sentinel | Sentinel | Iron Arms | Void KnightForge GuardPaladin | 1 | Shield Bash deals more physical damage per point of Strength (multiplicative with other modifiers).- More Physical Damage Per Strength 1%
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| Shield Bash | Sentinel | Sentinel | Juggernaut | Void KnightForge GuardPaladin | 1 | Shield Bash no longer requires a shield to use, but costs more mana.- No Longer Requires Shield
- Mana Cost +25%
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| Shield Bash | Sentinel | Sentinel | Kindling | Void KnightForge GuardPaladin | 4 | Shield 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%
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| Shield Bash | Sentinel | Sentinel | Perfect Bulwark | Void KnightForge GuardPaladin | 3 | For 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
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| Shield Bash | Sentinel | Sentinel | Power Rush | Void KnightForge GuardPaladin | 1 | After 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
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| Shield Bash | Sentinel | Sentinel | Protective Impact | Void KnightForge GuardPaladin | 5 | Shield 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
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| Shield Bash | Sentinel | Sentinel | Rebounding | Void KnightForge GuardPaladin | 1 | Your next Shield Throw can ricochet 5 additional times, after using Shield Bash.- Additional Shield Throw Ricochets +5
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| Shield Bash | Sentinel | Sentinel | Refreshing Smash | Void KnightForge GuardPaladin | 3 | You are granted health when you stun an enemy with Shield Bash.- Health Gain On Stun +5 per point
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| Shield Bash | Sentinel | Sentinel | Serrating Strikes | Void KnightForge GuardPaladin | 5 | Shield Bash causes enemies to bleed, but costs more mana.- Bleed Stacks +1 per point
- Mana Cost +15% per point
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| Shield Bash | Sentinel | Sentinel | Shield Bash | Void KnightForge GuardPaladin | 0 | Requires 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 Bash | Sentinel | Sentinel | Shieldstorm | Void KnightForge GuardPaladin | 1 | Shield 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%
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| Shield Bash | Sentinel | Sentinel | Splintering Blow | Void KnightForge GuardPaladin | 1 | If 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
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| Shield Bash | Sentinel | Sentinel | Staggering Punch | Void KnightForge GuardPaladin | 3 | Shield Bash now also knocks enemies back, if Shield Bash has a cooldown.- Knockback Distance (meters) 1 per point
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| Shield Bash | Sentinel | Sentinel | Steel Coating | Void KnightForge GuardPaladin | 5 | Shield Bash deals additional melee physical damage.- Melee Physical Damage +9 per point
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| Shield Bash | Sentinel | Sentinel | Survival of the Fittest | Void KnightForge GuardPaladin | 1 | You are granted health per point of Strength, when you stun an enemy with Shield Bash.- Health Gain On Stun Per Strength +1
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| Shield Bash | Sentinel | Sentinel | Wall of Shields | Void KnightForge GuardPaladin | 1 | If 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. |
| Shield Rush | Sentinel | Sentinel | Consuming Path | Void KnightForge GuardPaladin | 5 | Shield Rush deals more damage. |
| Shield Rush | Sentinel | Sentinel | Critical Echo | Void KnightForge GuardPaladin | 2 | Improves the base critical strike chance of Shield Rush's final impact echo.- Final Impact Echo Base Crit Chance +4% per point
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| Shield Rush | Sentinel | Sentinel | Critical Rush | Void KnightForge GuardPaladin | 2 | Improves the base critical strike chance of Shield Rush's final impact.- Final Impact Base Crit Chance +4% per point
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| Shield Rush | Sentinel | Sentinel | Dark Regression | Void KnightForge GuardPaladin | 1 | When 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%
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| Shield Rush | Sentinel | Sentinel | Dark Rush | Void KnightForge GuardPaladin | 1 | Shield 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%
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| Shield Rush | Sentinel | Sentinel | Descent of the Void | Void KnightForge GuardPaladin | 1 | When 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%
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| Shield Rush | Sentinel | Sentinel | Desynchronous Charge | Void KnightForge GuardPaladin | 1 | When Shield Rush ends, you return to the position you used it from. This removes Shield Rush's Traversal tag.- Return To Starting Position
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| Shield Rush | Sentinel | Sentinel | Echoes of the Charge | Void KnightForge GuardPaladin | 1 | Shield 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%
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| Shield Rush | Sentinel | Sentinel | Endless Cycle | Void KnightForge GuardPaladin | 4 | Shield 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
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| Shield Rush | Sentinel | Sentinel | Mana Memory | Void KnightForge GuardPaladin | 1 | When 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
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| Shield Rush | Sentinel | Sentinel | Obliterating Echo | Void KnightForge GuardPaladin | 2 | Critical strikes from Shield Rush's final impact echo deal more damage.- Final Impact Echo Critical Multiplier +40% per point
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| Shield Rush | Sentinel | Sentinel | Obliterating Rush | Void KnightForge GuardPaladin | 2 | Critical strikes from Shield Rush's final impact deal more damage.- Final Impact Critical Multiplier +40% per point
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| Shield Rush | Sentinel | Sentinel | Protective Speed | Void KnightForge GuardPaladin | 2 | You take less damage while using Shield Rush (multiplicative with other modifiers).- Damage Taken While Rushing -10% per point
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| Shield Rush | Sentinel | Sentinel | Rush Mastery | Void KnightForge GuardPaladin | 6 | Shield Rush costs less mana.- Mana Efficiency +20% per point
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| Shield Rush | Sentinel | Sentinel | Shield Rush | Void KnightForge GuardPaladin | 0 | Requires 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 Rush | Sentinel | Sentinel | Splintering Impact | Void KnightForge GuardPaladin | 5 | Shield Rush's final impact deals more damage.- Final Impact Damage +25% per point
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| Shield Rush | Sentinel | Sentinel | Stretched Time | Void KnightForge GuardPaladin | 5 | Shield 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
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| Shield Rush | Sentinel | Sentinel | Temporal Strike | Void KnightForge GuardPaladin | 4 | Shield 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 %
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| Shield Rush | Sentinel | Sentinel | The Rush of Sacrifice | Void KnightForge GuardPaladin | 1 | Shield Rush no longer has a cooldown, but costs health in addition to mana to use.- No Cooldown
- Health Cost 15%
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| Shield Rush | Sentinel | Sentinel | Unstoppable Charge | Void KnightForge GuardPaladin | 5 | Shield Rush hits have an increased chance to stun enemies.- Increased Stun Chance +35% per point
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| Shield Rush | Sentinel | Sentinel | Void Breaker | Void KnightForge GuardPaladin | 2 | Shield Rush's final impact deals additional melee void damage.- Final Impact Void Damage +5 per point
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| Shield Rush | Sentinel | Sentinel | Warrior's Entrance | Void KnightForge GuardPaladin | 4 | Shield 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
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| Shield Rush | Sentinel | Sentinel | Will Breaker | Void KnightForge GuardPaladin | 4 | Shield Rush hits deal more hit damage to enemies at full health (multiplicative with other modifiers).- Hit Damage Vs Full Health Enemies +30% per point
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| Smite | Sentinel | Sentinel | Aftershock | Void KnightForge GuardPaladin | 2 | Fissures can be triggered more frequently.- Max Fissure Triggers per Second +1 per point
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| Smite | Sentinel | Sentinel | Atonement | Void KnightForge GuardPaladin | 5 | The Sacrifice node costs less health.- Sacrifice Health Cost -20% per point
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| Smite | Sentinel | Sentinel | Blinding Flash | Void KnightForge GuardPaladin | 5 | Smite 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
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| Smite | Sentinel | Sentinel | Charged Hand | Void KnightForge GuardPaladin | 5 | Electrify applied by Smite has increased duration and additional Lightning Penetration- Lightning Penetration with Electrify +15% per point
- Electrify Duration +15% per point
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| Smite | Sentinel | Sentinel | Conflagration | Void KnightForge GuardPaladin | 5 | Smite hits deal more damage to ignited enemies (multiplicative with other modifiers).- Hit Damage Vs Ignited Enemies +20% per point
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| Smite | Sentinel | Sentinel | Conviction | Void KnightForge GuardPaladin | 4 | Improves Smite's base critical strike chance.- Base Crit Chance +2% per point
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| Smite | Sentinel | Sentinel | Deep Impact | Void KnightForge GuardPaladin | 4 | Smite critical strikes deal more damage.- Critical Multiplier +25% per point
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| Smite | Sentinel | Sentinel | Descend | Void KnightForge GuardPaladin | 1 | When 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
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| Smite | Sentinel | Sentinel | Desperate Measures | Void KnightForge GuardPaladin | 1 | When 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
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| Smite | Sentinel | Sentinel | Epicenter | Void KnightForge GuardPaladin | 2 | Fissure deals damage in a larger area.- Fissure Area +30% per point
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| Smite | Sentinel | Sentinel | Fallen from Grace | Void KnightForge GuardPaladin | 1 | Smite'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
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| Smite | Sentinel | Sentinel | Fissure | Void KnightForge GuardPaladin | 1 | Directly 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
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| Smite | Sentinel | Sentinel | Forceful Impact | Void KnightForge GuardPaladin | 5 | Smite hits knock enemies back.- Knockback Distance (Meters) 1 per point
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| Smite | Sentinel | Sentinel | Grace | Void KnightForge GuardPaladin | 5 | Smite heals allies for more health.- Smite Healing +40% per point
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| Smite | Sentinel | Sentinel | Heavy Impact | Void KnightForge GuardPaladin | 4 | Fissure deal more damage (multiplicative with other modifiers).- Fissure Damage +25% per point
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| Smite | Sentinel | Sentinel | Holy Fire | Void KnightForge GuardPaladin | 5 | Smite hits have a chance to ignite enemies.- Ignite Chance +25% per point
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| Smite | Sentinel | Sentinel | Holy Wave | Void KnightForge GuardPaladin | 4 | Smite heals in a larger area. |
| Smite | Sentinel | Sentinel | Immolate | Void KnightForge GuardPaladin | 2 | Smite 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
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| Smite | Sentinel | Sentinel | Order of Lagon | Void KnightForge GuardPaladin | 1 | Smite'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
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| Smite | Sentinel | Sentinel | Panacea | Void KnightForge GuardPaladin | 5 | Being 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
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| Smite | Sentinel | Sentinel | Piety | Void KnightForge GuardPaladin | 4 | Smite has a chance to Electrify on hit.- Electrify Chance 25% per point
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| Smite | Sentinel | Sentinel | Pillars of Light | Void KnightForge GuardPaladin | 3 | When 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
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| Smite | Sentinel | Sentinel | Righteous Flurry | Void KnightForge GuardPaladin | 4 | You 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
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| Smite | Sentinel | Sentinel | Righteous Fury | Void KnightForge GuardPaladin | 5 | You deal additional melee fire damage if you have hit an enemy with Smite recently (last 4 seconds).- Global Melee Fire Damage +4 per point
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| Smite | Sentinel | Sentinel | Righteous Overload | Void KnightForge GuardPaladin | 5 | Enemies killed by Smite have a chance to explode, dealing fire damage to nearby enemies.- Chance To Detonate Slain Enemy 20% per point
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| Smite | Sentinel | Sentinel | Sacrifice | Void KnightForge GuardPaladin | 5 | Smite 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
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| Smite | Sentinel | Sentinel | Six Feet Under | Void KnightForge GuardPaladin | 3 | Fissure instantly kills enemies that are below a health threshold (percentage of their maximum health).- Fissure Kill Threshold 3% per point
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| Smite | Sentinel | Sentinel | Smite | Void KnightForge GuardPaladin | 0 | Smites 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. |
| Smite | Sentinel | Sentinel | Soothing Balm | Void KnightForge GuardPaladin | 3 | Being 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
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| Smite | Sentinel | Sentinel | Unbalanced Scale | Void KnightForge GuardPaladin | 1 | Smite hits also cast a Lightning Bolt at 3 nearby enemies, dealing lightning damage. Smite costs more mana.- Lightning Bolt Targets 3
- Mana Cost +5
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| Smite | Sentinel | Sentinel | Wandering Bolts | Void KnightForge GuardPaladin | 3 | Lightning Bolts created by Smite hit additional enemies.- Lightning Bolt Targets +1 per point
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| Vengeance | Sentinel | Sentinel | Abyssal Retribution | Void KnightForge GuardPaladin | 3 | Your 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
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| Vengeance | Sentinel | Sentinel | Blade Assault | Void KnightForge GuardPaladin | 1 | Vengeance and Riposte hits have a chance to attack with Iron Blade. |
| Vengeance | Sentinel | Sentinel | Blade of Darkness | Void KnightForge GuardPaladin | 1 | Vengeance' 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
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| Vengeance | Sentinel | Sentinel | Blade Paladin | Void KnightForge GuardPaladin | 1 | Vengeance gains additional physical penetration with bleed per 1% overcapped physical resistance.- Physical Penetration With Bleed +1%
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| Vengeance | Sentinel | Sentinel | Bladewall | Void KnightForge GuardPaladin | 1 | You gain an additional chance to parry per Forged Weapon for 4 seconds after using Vengeance.- Parry Chance Per Forged Weapon +1%
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| Vengeance | Sentinel | Sentinel | Bolster | Void KnightForge GuardPaladin | 2 | You 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
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| Vengeance | Sentinel | Sentinel | Dark Duellist | Void KnightForge GuardPaladin | 5 | You deal more global damage (multiplicative with other modifiers) while preparing to riposte.- Global More Damage +4% per point
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| Vengeance | Sentinel | Sentinel | Disarming Strike | Void KnightForge GuardPaladin | 3 | Vengeance 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
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| Vengeance | Sentinel | Sentinel | Double Riposte | Void KnightForge GuardPaladin | 1 | You can Riposte an additional time after Vengeance hits an enemy, but Riposte mitigates less damage.- Additional Riposte +1
- Riposte Damage Reduction 25% -> 18%
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| Vengeance | Sentinel | Sentinel | Endless Dark | Void KnightForge GuardPaladin | 3 | Vengeance 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
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| Vengeance | Sentinel | Sentinel | Essence of Revenge | Void KnightForge GuardPaladin | 2 | Vengeance and Riposte hits have a chance to grant a Void Essence.- Void Essence Chance On Vengeance Or Riposte +15% per point
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| Vengeance | Sentinel | Sentinel | Eviscerating Blades | Void KnightForge GuardPaladin | 4 | Increases the effectiveness of all armor shred applied by Vengeance and Riposte.- Increased Armor Shred Effect 25% per point
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| Vengeance | Sentinel | Sentinel | Executioner | Void KnightForge GuardPaladin | 5 | Vengeance 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
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| Vengeance | Sentinel | Sentinel | Fiery Frenzy | Void KnightForge GuardPaladin | 4 | Vengeance 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
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| Vengeance | Sentinel | Sentinel | Flaming Sword | Void KnightForge GuardPaladin | 1 | Vengeance' 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
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| Vengeance | Sentinel | Sentinel | Gladiator's Arsenal | Void KnightForge GuardPaladin | 3 | Iron 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
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| Vengeance | Sentinel | Sentinel | Molten Riposte | Void KnightForge GuardPaladin | 4 | Riposte 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
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| Vengeance | Sentinel | Sentinel | Perfect Riposte | Void KnightForge GuardPaladin | 1 | Hits that you Riposte cannot critically strike you. Additionally, improves Vengeance's base critical strike chance.- Riposted Hits Cannot Crit
- Critical Chance +2%
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| Vengeance | Sentinel | Sentinel | Precision Strike | Void KnightForge GuardPaladin | 3 | Vengeance critical strikes deal more damage.- Critical Multiplier +20% per point
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| Vengeance | Sentinel | Sentinel | Rapid Strikes | Void KnightForge GuardPaladin | 5 | Vengeance has increased attack speed.- Attack Speed +5% per point
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| Vengeance | Sentinel | Sentinel | Shattering Blade | Void KnightForge GuardPaladin | 2 | Iron Blade has a chance to reduce enemy armor.- Iron Blade Armor Shred Chance +50% per point
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| Vengeance | Sentinel | Sentinel | Smelter's Vengeance | Void KnightForge GuardPaladin | 4 | Vengeance hits have a chance to shred enemy armor and physical resistance.- Armor Shred Chance +25% per point
- Physical Res Shred Chance +25% per point
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| Vengeance | Sentinel | Sentinel | Vengeance | Void KnightForge GuardPaladin | 0 | A 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. |
| Vengeance | Sentinel | Sentinel | Vengeful Echoes | Void KnightForge GuardPaladin | 4 | Vengeance 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
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| Vengeance | Sentinel | Sentinel | Vengeful Fighter | Void KnightForge GuardPaladin | 5 | Vengeance 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
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| Vengeance | Sentinel | Sentinel | Vital Puncture | Void KnightForge GuardPaladin | 3 | Iron Blade deals more damage (multiplicative with other modifiers).- Iron Blade Damage +15% per point
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| Vengeance | Sentinel | Sentinel | Weaponsmith's Reprisal | Void KnightForge GuardPaladin | 4 | Iron Blades now have a chance to be summoned as Forged Weapons instead.- Chance To Summon Forged Weapons +10% per point
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| Vengeance | Sentinel | Sentinel | Winged Steel | Void KnightForge GuardPaladin | 2 | Iron 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%
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| Vengeance | Sentinel | Sentinel | Woundcarver | Void KnightForge GuardPaladin | 4 | Vengeance hits have a chance to cause enemies to bleed.- Bleed Chance +25% per point
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| Vengeance | Sentinel | Sentinel | Zealot's Technique | Void KnightForge GuardPaladin | 1 | You can Riposte an additional time after Vengeance hits an enemy. |
| Void Cleave | Sentinel | Sentinel | Abolisher | Void KnightForge GuardPaladin | 3 | Void 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
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| Void Cleave | Sentinel | Sentinel | Abyssal Walker | Void KnightForge GuardPaladin | 4 | You can travel farther with Void Cleave and it deals more damage (multiplicative with other modifiers).- Max Distance +10% per point
- Damage +10% per point
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| Void Cleave | Sentinel | Sentinel | Annuling Presence | Void KnightForge GuardPaladin | 5 | Ravaging 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
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| Void Cleave | Sentinel | Sentinel | Armor Sunderer | Void KnightForge GuardPaladin | 5 | Void 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
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| Void Cleave | Sentinel | Sentinel | Blazing Steel | Void KnightForge GuardPaladin | 1 | Your increases to physical damage also apply to fire damage for Void Cleave.- Physical Damage Increases Fire Damage
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| Void Cleave | Sentinel | Sentinel | Champion of the Void | Void KnightForge GuardPaladin | 4 | Void 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
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| Void Cleave | Sentinel | Sentinel | Crushing Echo | Void KnightForge GuardPaladin | 5 | Void Cleave deals additional melee void damage. This effect is tripled for echoed Void Cleaves.- Void Damage +15 per point
- Tripled For Echoes
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| Void Cleave | Sentinel | Sentinel | Dark Pathway | Void KnightForge GuardPaladin | 3 | Void Cleave has a shorter cooldown.- Increased Cooldown Recovery Speed 10% per point
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| Void Cleave | Sentinel | Sentinel | Deadly Omen | Void KnightForge GuardPaladin | 5 | Void Cleave deals more melee damage (multiplicative with other modifiers) to enemies on high health.- Melee Damage To High Health +25% per point
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| Void Cleave | Sentinel | Sentinel | Dismantling Throws | Void KnightForge GuardPaladin | 5 | If 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
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| Void Cleave | Sentinel | Sentinel | Endless Hunger | Void KnightForge GuardPaladin | 3 | Ravaging Aura leeches a portion of the damage it deals as health.- Ravaging Aura Health Leech +5% per point
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| Void Cleave | Sentinel | Sentinel | Entropic Blows | Void KnightForge GuardPaladin | 5 | Void Cleave deals more melee damage (multiplicative with other modifiers) per stack of Time Rot on the target.- Damage Per Time Rot +5% per point
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| Void Cleave | Sentinel | Sentinel | Fraying Strikes | Void KnightForge GuardPaladin | 5 | Void Cleave hits shred enemy void resistance.- Void Res Shred Stacks +1 per point
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| Void Cleave | Sentinel | Sentinel | Gravity's Edge | Void KnightForge GuardPaladin | 1 | You 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
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| Void Cleave | Sentinel | Sentinel | Hellish Chasm | Void KnightForge GuardPaladin | 1 | All 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%
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| Void Cleave | Sentinel | Sentinel | Into the Depths | Void KnightForge GuardPaladin | 5 | Void Cleave deals more damage (multiplicative with other modifiers) in an increased area.- Damage +10% per point
- Area +10% per point
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| Void Cleave | Sentinel | Sentinel | Molten Blades | Void KnightForge GuardPaladin | 5 | When 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%
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| Void Cleave | Sentinel | Sentinel | Momentum | Void KnightForge GuardPaladin | 4 | After 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
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| Void Cleave | Sentinel | Sentinel | Nether Charge | Void KnightForge GuardPaladin | 1 | You can store an additional charge of Void Cleave, but Void Cleave costs more mana.- Additional Charges +1
- Mana Cost +10
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| Void Cleave | Sentinel | Sentinel | Obliterator | Void KnightForge GuardPaladin | 1 | If Void Cleave hits at least one enemy your next Erasing Strike is always a critical strike.- Erasing Strike Always Crits
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| Void Cleave | Sentinel | Sentinel | Precognition | Void KnightForge GuardPaladin | 1 | Improves Void Cleave's base critical strike chance and it cannot be dodged.- Cannot Be Dodged
- Base Crit Chance +2%
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| Void Cleave | Sentinel | Sentinel | Ravager | Void KnightForge GuardPaladin | 3 | When 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
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| Void Cleave | Sentinel | Sentinel | Resonating Cleave | Void KnightForge GuardPaladin | 1 | You cast Abyssal Echoes after using Void Cleave. Abyssal Echoes cast this way uses its mana cost.- Abyssal Echoes After Void Cleave
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| Void Cleave | Sentinel | Sentinel | Rift Maker | Void KnightForge GuardPaladin | 3 | Void 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
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| Void Cleave | Sentinel | Sentinel | Riftflame | Void KnightForge GuardPaladin | 3 | Void 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
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| Void Cleave | Sentinel | Sentinel | Ruining Sweep | Void KnightForge GuardPaladin | 3 | Void 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
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| Void Cleave | Sentinel | Sentinel | Scorching Path | Void KnightForge GuardPaladin | 1 | Minions 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
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| Void Cleave | Sentinel | Sentinel | Void Cleave | Void KnightForge GuardPaladin | 0 | Requires 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 Cleave | Sentinel | Sentinel | Voidfused Projectiles | Void KnightForge GuardPaladin | 5 | If Void Cleave hits at least one enemy your next throwing attack deals additional void damage.- Void Damage For Next Throwing +20 per point
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| Void Cleave | Sentinel | Sentinel | Vorpal Force | Void KnightForge GuardPaladin | 4 | Void 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
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| Void Cleave | Sentinel | Sentinel | Warped Decay | Void KnightForge GuardPaladin | 5 | Void Cleave hits inflict enemies with Time Rot.- Time Rot Stacks +1 per point
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| Warpath | Sentinel | Sentinel | Abyssal Tempest | Void KnightForge GuardPaladin | 1 | While spinning, you cast Abyssal Echoes every 5 seconds. This consumes Abyssal Echoes' mana cost.- Abyssal Echoes Every 5 Seconds
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| Warpath | Sentinel | Sentinel | Apocalypse Whirl | Void KnightForge GuardPaladin | 1 | Warpath'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
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| Warpath | Sentinel | Sentinel | Arsenal of Flame | Void KnightForge GuardPaladin | 3 | Warpath 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
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| Warpath | Sentinel | Sentinel | Battlemaster's Blade | Void KnightForge GuardPaladin | 2 | Warpath deals damage in a larger area while wielding a two handed weapon.- Area With 2h +20% per point
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| Warpath | Sentinel | Sentinel | Cyclone of War | Void KnightForge GuardPaladin | 5 | While 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
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| Warpath | Sentinel | Sentinel | Dark Nexus | Void KnightForge GuardPaladin | 5 | While spinning, you gain mana every three seconds while wielding a two handed weapon.- Mana Per Three Seconds (2h weapon) 7 per point
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| Warpath | Sentinel | Sentinel | Earthscorcher | Void KnightForge GuardPaladin | 1 | Warpath'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
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| Warpath | Sentinel | Sentinel | Echo Knight | Void KnightForge GuardPaladin | 1 | While 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%
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| Warpath | Sentinel | Sentinel | Forgemaster Stance | Void KnightForge GuardPaladin | 1 | While spinning, you summon Forged Weapons every 5 seconds as if you had hit an enemy with Forge Strike. |
| Warpath | Sentinel | Sentinel | Giant Splitter | Void KnightForge GuardPaladin | 5 | After 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
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| Warpath | Sentinel | Sentinel | Gorebringer | Void KnightForge GuardPaladin | 3 | Warpath 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
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| Warpath | Sentinel | Sentinel | Iron Reach | Void KnightForge GuardPaladin | 3 | Warpath deals damage in a larger area. |
| Warpath | Sentinel | Sentinel | Juggernaut Stance | Void KnightForge GuardPaladin | 5 | While spinning, you have additional block chance and block effectiveness.- Block Chance +4% per point
- Block Effectiveness +100 per point
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| Warpath | Sentinel | Sentinel | Maw of the Deep | Void KnightForge GuardPaladin | 3 | Warpath 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
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| Warpath | Sentinel | Sentinel | Molten Path | Void KnightForge GuardPaladin | 5 | Warpath hits shred enemy armor.- Armor Shred Chance +10% per point
- Melee Fire Damage +2 per point
- Melee Physical Damage +2 per point
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| Warpath | Sentinel | Sentinel | Moving Forge | Void KnightForge GuardPaladin | 5 | While spinning, you summon Forged Weapons more frequently.- Summon Frequency +30% per point
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| Warpath | Sentinel | Sentinel | Path of Fire | Void KnightForge GuardPaladin | 1 | While 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%
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| Warpath | Sentinel | Sentinel | Path of Heavens | Void KnightForge GuardPaladin | 5 | While spinning, you have additional spell damage.- Global Spell Damage +10 per point
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| Warpath | Sentinel | Sentinel | Quicksilver Wind | Void KnightForge GuardPaladin | 3 | While spinning, you have increased movement speed. |
| Warpath | Sentinel | Sentinel | Reckless Spin | Void KnightForge GuardPaladin | 1 | Warpath costs significantly less mana per second, but you have reduced elemental resistance while spinning.- Channel Cost -6
- Elemental Resistance -30%
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| Warpath | Sentinel | Sentinel | Unchained | Void KnightForge GuardPaladin | 5 | Warpath costs less mana per second.- Channel Cost -2 per point
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| Warpath | Sentinel | Sentinel | Void Spiral | Void KnightForge GuardPaladin | 5 | Warpath deals additional melee void damage. This effect is doubled while wielding a 2 handed weapon.- Melee Void Damage +5 per point
- Doubled With 2h
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| Warpath | Sentinel | Sentinel | Warpath | Void KnightForge GuardPaladin | 0 | Spin towards the mouse while you hold down the ability key, striking nearby enemies as you move. |
| Warpath | Sentinel | Sentinel | Warrior's Fury | Void KnightForge GuardPaladin | 5 | For 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
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| Warpath | Sentinel | Sentinel | Way of the Cleric | Void KnightForge GuardPaladin | 5 | While 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
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| Warpath | Sentinel | Sentinel | Way of the Executioner | Void KnightForge GuardPaladin | 5 | Warpath deals more melee damage to enemies on low health (multiplicative with other modifiers).- Melee Damage To Low Health +20% per point
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| Warpath | Sentinel | Sentinel | Whirling Steel | Void KnightForge GuardPaladin | 5 | Warpath 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
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| Warpath | Sentinel | Sentinel | Winds of Justice | Void KnightForge GuardPaladin | 4 | While 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
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| Forge Strike | Sentinel | Forge Guard | Anvil Blow | Forge Guard | 1 | Converts 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%
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| Forge Strike | Sentinel | Forge Guard | Arcane Welding | Forge Guard | 3 | You are granted ward when Forge Strike summons a Forged Weapon.- Ward Granted On Forged Weapon 25 per point
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| Forge Strike | Sentinel | Forge Guard | Bellows | Forge Guard | 1 | Ailments inflicted by Forge Strike deal increased damage over time equal to your increased stun chance.- Stun Chance -> Damage Over Time
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| Forge Strike | Sentinel | Forge Guard | Beneath Solarum | Forge Guard | 1 | Forge Strike has no cooldown, but costs additional mana.- No Cooldown
- Mana Cost +10
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| Forge Strike | Sentinel | Forge Guard | Detonating Ground | Forge Guard | 1 | Forge 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%
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| Forge Strike | Sentinel | Forge Guard | Eagle Strike | Forge Guard | 1 | Forge Strike can now be cast at your target instead of in front of you. |
| Forge Strike | Sentinel | Forge Guard | Engines of War | Forge Guard | 5 | Forge Strike and Forged Weapons' hits deal damage in a larger area |
| Forge Strike | Sentinel | Forge Guard | Fan The Flames | Forge Guard | 2 | You have additional global Fire Penetration if you have used Forge Strike recently (last 4 seconds).- Global Fire Penetration +15% per point
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| Forge Strike | Sentinel | Forge Guard | Forge Strike | Forge Guard | 0 | A 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 Strike | Sentinel | Forge Guard | Forged by Fire | Forge Guard | 4 | Forged Weapons deal additional melee fire damage. Forged Weapons gain the fire tag.- Forged Weapon Fire Damage +10 per point
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| Forge Strike | Sentinel | Forge Guard | Forgemaster | Forge Guard | 1 | Forged 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%
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| Forge Strike | Sentinel | Forge Guard | Goliath Strike | Forge Guard | 1 | Forge Strike hits deal more damage against rare and boss enemies (multiplicative with other modifiers).- More Hit Damage Against Rares And Bosses 25%
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| Forge Strike | Sentinel | Forge Guard | Heavy Strike | Forge Guard | 5 | Forge 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
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| Forge Strike | Sentinel | Forge Guard | Ignited Grounds | Forge Guard | 3 | Detonating Ground has a chance to ignite enemies on hit.- Detonating Ground Ignite Chance +100% per point
- Ignite Duration +10% per point
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| Forge Strike | Sentinel | Forge Guard | Ironbound | Forge Guard | 3 | Improves Forge Strike's base critical chance, and critical strikes deal more damage.- Base Crit Chance +1% per point
- Critical Multiplier +15% per point
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| Forge Strike | Sentinel | Forge Guard | Lava Burn | Forge Guard | 4 | Detonating Ground hits deal more damage.- Detonating Ground Hit Damage +40% per point
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| Forge Strike | Sentinel | Forge Guard | Lightforge | Forge Guard | 4 | Forge 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
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| Forge Strike | Sentinel | Forge Guard | Mass Production | Forge Guard | 3 | Forge 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
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| Forge Strike | Sentinel | Forge Guard | Put to the Sword | Forge Guard | 1 | Converts 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
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| Forge Strike | Sentinel | Forge Guard | Reinforce Armor | Forge Guard | 4 | You have increased armor if you have used Forge Strike recently (last 4 seconds). |
| Forge Strike | Sentinel | Forge Guard | Reinforce Weapon | Forge Guard | 3 | You deal more damage (multiplicative with other modifiers) if you have used Forge Strike recently (last 4 seconds).- Global More Damage +4% per point
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| Forge Strike | Sentinel | Forge Guard | Rending Descent | Forge Guard | 5 | Forge 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
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| Forge Strike | Sentinel | Forge Guard | Rewarding Craft | Forge Guard | 1 | Forged Weapons no longer move or attack, but generate ward when you are near them.- Forged Weapon Ward Per Second 15
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| Forge Strike | Sentinel | Forge Guard | Serrated Blade | Forge Guard | 4 | Bleed inflicted by Forge Strike has additional Physical Penetration and lasts longer.- Physical Penetration with Bleed +25% per point
- Bleed Duration +10% per point
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| Forge Strike | Sentinel | Forge Guard | Shrapnel | Forge Guard | 1 | Forged 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%
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| Forge Strike | Sentinel | Forge Guard | Singular Craft | Forge Guard | 1 | Improves 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%
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| Forge Strike | Sentinel | Forge Guard | Spear Forge | Forge Guard | 1 | Converts 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%
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| Forge Strike | Sentinel | Forge Guard | Temper | Forge Guard | 5 | Forge 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
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| Forge Strike | Sentinel | Forge Guard | Well Forged Weapons | Forge Guard | 4 | Forged Weapons last longer and you can control more forged weapons at once.- Forged Weapon Duration +15% per point
- Maximum Forged Weapons +1 per point
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| Manifest Armor | Sentinel | Forge Guard | Bellow | Void KnightForge GuardPaladin | 5 | Forgebreath deals more damage (multiplicative with other modifiers) in a larger area.- Forgebreath Damage +10% per point
- Forgebreath Area +10% per point
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| Manifest Armor | Sentinel | Forge Guard | Bladed Armour | Void KnightForge GuardPaladin | 5 | Manifested Armor's melee attacks have a chance to reduce enemy armor.- Armor Shred Chance +40% per point
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| Manifest Armor | Sentinel | Forge Guard | Blast Forge | Void KnightForge GuardPaladin | 1 | Manifested 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. |
| Manifest Armor | Sentinel | Forge Guard | Bulwark | Void KnightForge GuardPaladin | 4 | Manifested Armor has more health (multiplicative with other modifiers). |
| Manifest Armor | Sentinel | Forge Guard | Burning Armor | Void KnightForge GuardPaladin | 5 | Manifested 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
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| Manifest Armor | Sentinel | Forge Guard | Dash Boots | Void KnightForge GuardPaladin | 1 | Manifested Armor gains a charge ability, which deals physical damage and knocks back any enemy it passes through. 6 second cooldown. |
| Manifest Armor | Sentinel | Forge Guard | Force of Impact | Void KnightForge GuardPaladin | 1 | Your 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
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| Manifest Armor | Sentinel | Forge Guard | Forged Fire | Void KnightForge GuardPaladin | 2 | Forgebreath has additional ignite chance and a shorter cooldown.- Forgebreath Ignite Chance +50% per point
- Forgebreath Cooldown -50% per point
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| Manifest Armor | Sentinel | Forge Guard | Great Helm | Void KnightForge GuardPaladin | 4 | Manifested Armor gains increased effect of stats from your helmet.- Stats From Helmet +60% per point
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| Manifest Armor | Sentinel | Forge Guard | Heated Metal | Void KnightForge GuardPaladin | 5 | Manifested Armor's melee attacks have a chance to ignite enemies.- Ignite Chance +40% per point
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| Manifest Armor | Sentinel | Forge Guard | Iron Grasp | Void KnightForge GuardPaladin | 4 | Manifested Armor gains increased effect of stats from your gloves.- Gloves Stats +60% per point
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| Manifest Armor | Sentinel | Forge Guard | Lambent Metal | Void KnightForge GuardPaladin | 1 | Manifested Armor gains increased effect for health regeneration from all items that affect Manifest Armor.- Increased Effect From Health Regeneration 50%
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| Manifest Armor | Sentinel | Forge Guard | Lethargy | Void KnightForge GuardPaladin | 2 | Manifested Armor has a chance to slow attacking enemies when hit.- Slow Chance When Hit +50% per point
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| Manifest Armor | Sentinel | Forge Guard | Manifest Armor | Void KnightForge GuardPaladin | 0 | Manifests 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 Armor | Sentinel | Forge Guard | Platemail | Void KnightForge GuardPaladin | 4 | Manifested Armor gains increased effect of stats from your body armor.- Stats From Armor +40% per point
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| Manifest Armor | Sentinel | Forge Guard | Redistributed Steel | Void KnightForge GuardPaladin | 4 | Manifested Armor deals more damage, but has less armor (multiplicative with other modifiers).- Damage +15% per point
- Armor -6% per point
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| Manifest Armor | Sentinel | Forge Guard | Self Repair | Void KnightForge GuardPaladin | 5 | Manifested Armor gains additional health regeneration.- Health Regenerated Per Second +5 per point
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| Manifest Armor | Sentinel | Forge Guard | Sharpened Metal | Void KnightForge GuardPaladin | 5 | Manifested Armor's melee physical attacks have a chance to cause enemies to bleed.- Bleed Chance +25% per point
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| Manifest Armor | Sentinel | Forge Guard | Sharper Metal | Void KnightForge GuardPaladin | 5 | Manifested Armor deals more physical damage over time (multiplicative with other modifiers).- Physical Damage Over Time +30% per point
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| Manifest Armor | Sentinel | Forge Guard | Shield-Bearer | Void KnightForge GuardPaladin | 1 | Manifested Armor gains a shield which scales with the stats of your equipped shield. |
| Manifest Armor | Sentinel | Forge Guard | Steel Greaves | Void KnightForge GuardPaladin | 4 | Manifested Armor gains increased effect of stats from your boots.- Stats From Boots +60% per point
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| Manifest Armor | Sentinel | Forge Guard | Thick Padding | Void KnightForge GuardPaladin | 1 | Manifested Armor cannot be stunned. |
| Manifest Armor | Sentinel | Forge Guard | Thornmail | Void KnightForge GuardPaladin | 1 | Manifested Armor reflects damage back to attackers for an amount equal to your attunement.- Damage Reflected Per Point Of Attunement +1
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| Manifest Armor | Sentinel | Forge Guard | Titan Sword | Void KnightForge GuardPaladin | 1 | Manifested Armor gains a sword which scales with your equipped weapon's stats. |
| Manifest Armor | Sentinel | Forge Guard | Vengeful Guardian | Void KnightForge GuardPaladin | 4 | Manifested Armor reflects a percentage of damage to attackers.- Percent Reflect +10% per point
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| Manifest Armor | Sentinel | Forge Guard | Warstomp | Void KnightForge GuardPaladin | 3 | Manifested Armor has a chance to taunt nearby enemies each second.- Chance To Taunt Enemies 10% per point
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| Manifest Armor | Sentinel | Forge Guard | Whirlwind | Void KnightForge GuardPaladin | 1 | Manifested 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. |
| Ring Of Shields | Sentinel | Forge Guard | Aegis of Life | Forge Guard | 4 | Shields have increased healing effectiveness.- Increased Shield Healing 15% per point
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| Ring Of Shields | Sentinel | Forge Guard | Amass | Forge Guard | 3 | Ring of Shields summons additional Shields, but costs more mana.- Additional Shields +1 per point
- Mana Cost +5 per point
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| Ring Of Shields | Sentinel | Forge Guard | Banding | Forge Guard | 5 | Shields have increased health and additional physical resistance.- Health +20% per point
- Physical Resistance +10% per point
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| Ring Of Shields | Sentinel | Forge Guard | Bastion | Forge Guard | 5 | Shields rotate around you at a greater distance.- Rotation Distance +20% per point
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| Ring Of Shields | Sentinel | Forge Guard | Coating | Forge Guard | 1 | Consuming a potion also heals your Shields. |
| Ring Of Shields | Sentinel | Forge Guard | Collateral Damage | Forge Guard | 1 | Shields shatter into Shrapnel when they die, dealing physical damage to surrounding enemies. |
| Ring Of Shields | Sentinel | Forge Guard | Defensive Shields | Forge Guard | 5 | You 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
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| Ring Of Shields | Sentinel | Forge Guard | Displacement | Forge Guard | 1 | Ring 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
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| Ring Of Shields | Sentinel | Forge Guard | Enduring Defense | Forge Guard | 3 | Ring of Shields lasts longer.- Duration (seconds) +2 per point
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| Ring Of Shields | Sentinel | Forge Guard | Fire Spin | Forge Guard | 4 | Shields deal more damage (multiplicative with other modifiers) and shields rotate faster.- Damage +15% per point
- Shield Rotation Speed +15% per point
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| Ring Of Shields | Sentinel | Forge Guard | Healing Shields | Forge Guard | 4 | Every 6 seconds each Shield heals nearby allies.- Heal Amount Per Shield 10 per point
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| Ring Of Shields | Sentinel | Forge Guard | Heavy Burden | Forge Guard | 3 | Shields have a chance to slow enemies that hit them.- Slow Retaliation Chance 34# per point
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| Ring Of Shields | Sentinel | Forge Guard | Heavy Shrapnel | Forge Guard | 3 | Shrapnel created by your dying Shields has a signficantly increased chance to stun enemies.- Shrapnel Increased Stun Chance 100% per point
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| Ring Of Shields | Sentinel | Forge Guard | Immolation | Forge Guard | 1 | Shields now emanate Forge Flames, dealing fire damage over time to surrounding enemies. |
| Ring Of Shields | Sentinel | Forge Guard | Iron Form | Forge Guard | 1 | You are invulnerable for 1 second after casting Ring of Shields, but you cannot move or use abilities.- Invulnerability
- Cannot Move Or Use Abilities
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| Ring Of Shields | Sentinel | Forge Guard | Martyr Shields | Forge Guard | 4 | You are healed any time one of your Shields dies.- Heal Amount On Shield Death 50 per point
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| Ring Of Shields | Sentinel | Forge Guard | Molten Shields | Forge Guard | 1 | Shields 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%
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| Ring Of Shields | Sentinel | Forge Guard | On the Path | Forge Guard | 3 | While 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
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| Ring Of Shields | Sentinel | Forge Guard | Phalanx | Forge Guard | 5 | When Shields heal allies, they also increase their armor for 4 seconds. This effect does not stack.- Armor On Heal +10% per point
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| Ring Of Shields | Sentinel | Forge Guard | Pulsing Shields | Forge Guard | 1 | Shields push enemies away from you every 4 seconds. |
| Ring Of Shields | Sentinel | Forge Guard | Reinforcement | Forge Guard | 2 | You summon additional shields. |
| Ring Of Shields | Sentinel | Forge Guard | Ring Of Shields | Forge Guard | 0 | Manifests 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 Shields | Sentinel | Forge Guard | Rush Wall | Forge Guard | 1 | While using Shield Rush, your Shields form a wall in front of you, increasing the area you hit.- Shield Wall During Shield Rush
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| Ring Of Shields | Sentinel | Forge Guard | Shield Spike | Forge Guard | 1 | Shields reflect a percentage of damage taken to attackers. |
| Ring Of Shields | Sentinel | Forge Guard | Sturdy Shields | Forge Guard | 5 | When Shields heal allies, they also grant them a non stacking increased block effectiveness buff for 4 seconds.- Block Effectiveness On Heal +10% per point
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| Ring Of Shields | Sentinel | Forge Guard | Tempered Steel | Forge Guard | 5 | Ring of Shields costs less mana, but Shields have reduced health.- Mana Cost -3 per point
- Shield Health -10% per point
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| Ring Of Shields | Sentinel | Forge Guard | Touched by Fire | Forge Guard | 5 | You deal additional fire damage with spells and attacks if you have cast Ring of Shields recently (last 4 seconds). |
| Ring Of Shields | Sentinel | Forge Guard | Wreathed in Flame | Forge Guard | 3 | You deal increased melee fire damage if you have cast Ring of Shields recently (last 4 seconds).- Increased Melee Fire Damage 30% per point
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| Shield Throw | Sentinel | Forge Guard | Aeroplates | Void KnightForge GuardPaladin | 3 | Shield Throw costs less mana. |
| Shield Throw | Sentinel | Forge Guard | Avenger's Wrath | Void KnightForge GuardPaladin | 1 | Shield Throw has additional critical strike multiplier scaling with your block effectiveness.- Critical Multiplier per 40 Block Effectiveness +1%
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| Shield Throw | Sentinel | Forge Guard | Burning Crusade | Void KnightForge GuardPaladin | 4 | Shield 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
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| Shield Throw | Sentinel | Forge Guard | Colossus | Void KnightForge GuardPaladin | 4 | Shield 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%
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| Shield Throw | Sentinel | Forge Guard | Crippling Throw | Void KnightForge GuardPaladin | 4 | Shield Throw has a chance to slow and increased chance to stun enemies.- Increased Stun Chance +25% per point
- Slow Chance +25% per point
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| Shield Throw | Sentinel | Forge Guard | Defender's Rage | Void KnightForge GuardPaladin | 2 | Shield Throw's hits grants you the Frenzy buff for a short duration.- Frenzy Duration (seconds) 2 per point
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| Shield Throw | Sentinel | Forge Guard | Disarming Blow | Void KnightForge GuardPaladin | 4 | Shield Throw's hits have a chance to apply Frailty.- Frailty Chance +25% per point
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| Shield Throw | Sentinel | Forge Guard | Eruption of Coals | Void KnightForge GuardPaladin | 1 | Whenever 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
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| Shield Throw | Sentinel | Forge Guard | Faithguard | Void KnightForge GuardPaladin | 1 | Steel Defense also grants allies stun avoidance when Shield Throw hits them.- Stun Avoidance Granted To Allies +300
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| Shield Throw | Sentinel | Forge Guard | Fleet of Foot | Void KnightForge GuardPaladin | 4 | When you use Shield Throw, you are granted Haste for a duration.- Haste Duration On Cast (seconds) 0.5 per point
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| Shield Throw | Sentinel | Forge Guard | Forceful Breaking | Void KnightForge GuardPaladin | 2 | Lava 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
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| Shield Throw | Sentinel | Forge Guard | Forgeborn | Void KnightForge GuardPaladin | 4 | Shield Throw deals additional throwing fire damage and penetrate enemy fire resistance.- Throwing Fire Damage +5 per point
- Fire Penetration +5% per point
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| Shield Throw | Sentinel | Forge Guard | Heavy Shield | Void KnightForge GuardPaladin | 5 | Shield Throw deals more damage (multiplicative with other modifiers) and its hits deal additional throwing damage.- Damage +3% per point
- Throwing Damage +6 per point
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| Shield Throw | Sentinel | Forge Guard | Hemrin's Technique | Void KnightForge GuardPaladin | 2 | Shield 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
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| Shield Throw | Sentinel | Forge Guard | Iron Monger | Void KnightForge GuardPaladin | 4 | Shield Throw's hits shred enemy armor.- Armor Shred Chance +25% per point
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| Shield Throw | Sentinel | Forge Guard | Magma Rage | Void KnightForge GuardPaladin | 5 | Lava Burst deals more damage (multiplicative with other modifiers).- Lava Burst Damage +30% per point
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| Shield Throw | Sentinel | Forge Guard | Manifest Inspiration | Void KnightForge GuardPaladin | 1 | If 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
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| Shield Throw | Sentinel | Forge Guard | Molten Shield | Void KnightForge GuardPaladin | 1 | Shield 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
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| Shield Throw | Sentinel | Forge Guard | Molten Toss | Void KnightForge GuardPaladin | 3 | Shield Throw deals more fire damage (multiplicative with other modifiers).- Fire Damage +25% per point
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| Shield Throw | Sentinel | Forge Guard | Ricochet | Void KnightForge GuardPaladin | 2 | Shield Throw ricochets to additional targets, but it costs additional mana.- Additional Ricochets +1 per point
- Mana Cost +3 per point
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| Shield Throw | Sentinel | Forge Guard | Rygar's Fury | Void KnightForge GuardPaladin | 1 | Shield 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%
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| Shield Throw | Sentinel | Forge Guard | Sharpened Rim | Void KnightForge GuardPaladin | 3 | Improves Shield Throw's base critical strike chance.- Base Crit Chance +2% per point
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| Shield Throw | Sentinel | Forge Guard | Shield Barrage | Void KnightForge GuardPaladin | 1 | Shield 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%
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| Shield Throw | Sentinel | Forge Guard | Shield Throw | Void KnightForge GuardPaladin | 0 | Throws 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 Throw | Sentinel | Forge Guard | Shredding Edge | Void KnightForge GuardPaladin | 4 | Shield 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
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| Shield Throw | Sentinel | Forge Guard | Siege Breaker | Void KnightForge GuardPaladin | 1 | Shield Throw deals more damage (multiplicative with other modifiers), but Shield Throw has a longer cooldown.- Damage +100%
- Cooldown (seconds) +6
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| Shield Throw | Sentinel | Forge Guard | Sleek Buckler | Void KnightForge GuardPaladin | 3 | Shield Throw has increased attack speed and projectile speed.- Attack Speed +5% per point
- Projectile Speed +20% per point
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| Shield Throw | Sentinel | Forge Guard | Spiked Plates | Void KnightForge GuardPaladin | 1 | Shield Throw deals more hit damage (multiplicative with other modifiers) equal to a portion of your block chance.- Block Chance -> Damage 50%
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| Shield Throw | Sentinel | Forge Guard | Steel Defender | Void KnightForge GuardPaladin | 4 | Shield 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
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| Shield Throw | Sentinel | Forge Guard | Testament of Light | Void KnightForge GuardPaladin | 1 | The benefits granted by Steel Defense scale with your Attunement.- Increased Aegis Effect Per Attunement 6%
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| Shield Throw | Sentinel | Forge Guard | Throwing Arm | Void KnightForge GuardPaladin | 1 | Shield Throw can ricochet between additional targets, including you if there are no other targets.- Ricochets +4
- Can Ricochet To You
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| Shield Throw | Sentinel | Forge Guard | Vampiric Steel | Void KnightForge GuardPaladin | 4 | Shield 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
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| Smelter's Wrath | Sentinel | Forge Guard | Axe Volley | Forge Guard | 1 | When 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
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| Smelter's Wrath | Sentinel | Forge Guard | Backdraft | Forge Guard | 1 | When Smelter's Wrath is released, a duplicate attack is released in the opposite direction.- Smelter's Wrath Cast Again
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| Smelter's Wrath | Sentinel | Forge Guard | Bellows | Forge Guard | 5 | Furnace deals more damage (multiplicative with other modifiers).- Furnace Damage +40% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Blacksmith's Breadth | Forge Guard | 5 | Smelter's Wrath charges up faster to reach its maximum area sooner.- Charging Speed +10% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Bolster | Forge Guard | 5 | While 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
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| Smelter's Wrath | Sentinel | Forge Guard | Brightsmith | Forge Guard | 1 | Smelter's Wrath converts your increased attack speed to increased critical strike chance.- Increased Attack Speed -> Increased Critical Chance
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| Smelter's Wrath | Sentinel | Forge Guard | Bury The Hatchet | Forge Guard | 5 | Axe Volley hits deal more hit damage per point of Dexterity.- Axe Volley Hit Damage per Dexterity +2% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Crucible | Forge Guard | 1 | When 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
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| Smelter's Wrath | Sentinel | Forge Guard | Detonation | Forge Guard | 1 | Smelter's Wrath now releases in a nova around you instead of a cone, but costs additional mana.- Cone Attack -> Nova Attack
- Mana Cost +15
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| Smelter's Wrath | Sentinel | Forge Guard | Ferrous Smash | Forge Guard | 5 | Smelter's Wrath hits have an increased chance to stun enemies per second channelled.- Increased Stun Chance Per Second +25% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Final Strike | Forge Guard | 1 | Smelter'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. |
| Smelter's Wrath | Sentinel | Forge Guard | Forge Scale | Forge Guard | 5 | Smelter's Wrath hits have a chance to shred enemies' armor for each second channelled.- Armor Shred Chance Per Second 10% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Forged By Fire | Forge Guard | 3 | Furnace has a chance to ignite enemies each second.- Furnace Ignite Chance +30% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Furnace | Forge Guard | 1 | Smelter's Wrath spews Furnace while charging, a fire spell that deals damage over time in a cone to enemies.- Channel Furnace While Charging
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| Smelter's Wrath | Sentinel | Forge Guard | Heavy Strike | Forge Guard | 5 | Smelter's Wrath deals more damage (multiplicative with other modifiers) for each second channelled.- Damage Per Second +5% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Liquefy | Forge Guard | 3 | Furnace has a chance to reduce enemy armor each second.- Furnace Armor Shred Chance +100% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Quench | Forge Guard | 5 | Furnace has a chance to slow enemies each second.- Furnace Slow Chance +30% per point
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| Smelter's Wrath | Sentinel | Forge Guard | Rebuff | Forge Guard | 3 | Smelter'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
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| Smelter's Wrath | Sentinel | Forge Guard | Smelter's Wrath | Forge Guard | 0 | Channel 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 Wrath | Sentinel | Forge Guard | Soldering Strike | Forge Guard | 5 | Smelter'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
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| Smelter's Wrath | Sentinel | Forge Guard | Stinging Steel | Forge Guard | 3 | Smelter'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
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| Smelter's Wrath | Sentinel | Forge Guard | Stoked Flames | Forge Guard | 1 | Smelter'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%
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| Smelter's Wrath | Sentinel | Forge Guard | Sulphurous Sublimation | Forge Guard | 1 | Increased 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
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| Smelter's Wrath | Sentinel | Forge Guard | Tempered Blows | Forge Guard | 3 | Smelter'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
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| Smelter's Wrath | Sentinel | Forge Guard | Valiance | Forge Guard | 3 | Smelter'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
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| Smelter's Wrath | Sentinel | Forge Guard | Vulcanic Mastery | Forge Guard | 1 | Smelter'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%
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| Smelter's Wrath | Sentinel | Forge Guard | Whetstone | Forge Guard | 5 | Smelter'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
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| Healing Hands | Sentinel | Paladin | Bane of Evil | Void KnightForge GuardPaladin | 2 | Healing 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
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| Healing Hands | Sentinel | Paladin | Blessed Parish | Void KnightForge GuardPaladin | 3 | Healing Hands has an increased area of effect and a lower mana cost.- Area +15% per point
- Mana Cost -2 per point
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| Healing Hands | Sentinel | Paladin | Cleric's Hammer | Void KnightForge GuardPaladin | 4 | When 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%
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| Healing Hands | Sentinel | Paladin | Cleric's Wrath | Void KnightForge GuardPaladin | 2 | Healing 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
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| Healing Hands | Sentinel | Paladin | Cloud Voyager | Void KnightForge GuardPaladin | 1 | A 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%
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| Healing Hands | Sentinel | Paladin | Consecrated Storm | Void KnightForge GuardPaladin | 4 | Healing hands has a chance to Electrify on hit.- Electrify Chance 25% per point
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| Healing Hands | Sentinel | Paladin | Divine Barrier | Void KnightForge GuardPaladin | 1 | Healing 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%
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| Healing Hands | Sentinel | Paladin | Divine Catalyst | Void KnightForge GuardPaladin | 5 | You 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
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| Healing Hands | Sentinel | Paladin | Font of Salvation | Void KnightForge GuardPaladin | 1 | If 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%
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| Healing Hands | Sentinel | Paladin | Guardian's Chant | Void KnightForge GuardPaladin | 3 | Healing 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
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| Healing Hands | Sentinel | Paladin | Halted Scourge | Void KnightForge GuardPaladin | 1 | Healing 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%
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| Healing Hands | Sentinel | Paladin | Hand of Aurelus | Void KnightForge GuardPaladin | 4 | When 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
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| Healing Hands | Sentinel | Paladin | Healing Hands | Void KnightForge GuardPaladin | 0 | Heals 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 Hands | Sentinel | Paladin | Holy Winds | Void KnightForge GuardPaladin | 4 | Healing 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
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| Healing Hands | Sentinel | Paladin | Homeward | Void KnightForge GuardPaladin | 1 | If 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%
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| Healing Hands | Sentinel | Paladin | Prayer of the Fallen | Void KnightForge GuardPaladin | 4 | Healing 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
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| Healing Hands | Sentinel | Paladin | Purity of Thought | Void KnightForge GuardPaladin | 1 | Healing Hands has a lower mana cost. |
| Healing Hands | Sentinel | Paladin | Rahyeh's Chariot | Void KnightForge GuardPaladin | 1 | When 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
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| Healing Hands | Sentinel | Paladin | Sacred Gift | Void KnightForge GuardPaladin | 4 | When 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
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| Healing Hands | Sentinel | Paladin | Searing Light | Void KnightForge GuardPaladin | 1 | Healing Hands now hits enemies within its area of effect, dealing spell fire damage. Added spell damage applies to it at 200% effectiveness. |
| Healing Hands | Sentinel | Paladin | Seraph Blade | Void KnightForge GuardPaladin | 1 | Healing 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. |
| Healing Hands | Sentinel | Paladin | Skyfall | Void KnightForge GuardPaladin | 1 | While 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
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| Healing Hands | Sentinel | Paladin | Sun Shroud | Void KnightForge GuardPaladin | 1 | You are immune to damage while moving with Healing Hands. |
| Healing Hands | Sentinel | Paladin | Synthesis of Light | Void KnightForge GuardPaladin | 3 | Healing 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
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| Healing Hands | Sentinel | Paladin | Turn Undead | Void KnightForge GuardPaladin | 1 | Healing 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%
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| Healing Hands | Sentinel | Paladin | Unbroken Prayer | Void KnightForge GuardPaladin | 1 | Healing 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
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| Healing Hands | Sentinel | Paladin | Urgent Healing | Void KnightForge GuardPaladin | 4 | Healing Hands restores additional health up front.- Up Front Healing +20 per point
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| Healing Hands | Sentinel | Paladin | Virtue of Patience | Void KnightForge GuardPaladin | 2 | Healing 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
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| Healing Hands | Sentinel | Paladin | Vow of Restoration | Void KnightForge GuardPaladin | 4 | Healing 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
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| Holy Aura | Sentinel | Paladin | Against The Odds | Paladin | 3 | Holy Aura grants you and your allies ward when blocking attacks.- Ward Gained On Block 7 per point
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| Holy Aura | Sentinel | Paladin | Call To Arms | Paladin | 5 | Holy Aura grants you and your allies increased physical damage.- Physical Damage +10% per point
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| Holy Aura | Sentinel | Paladin | Concentration | Paladin | 1 | Holy 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
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| Holy Aura | Sentinel | Paladin | Demoralizing Aura | Paladin | 2 | Activating Holy Aura grants you a chance to slow surrounding enemies each second.- Slow Chance When Active 50% per point
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| Holy Aura | Sentinel | Paladin | Expedite | Paladin | 3 | Holy 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
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| Holy Aura | Sentinel | Paladin | Extreme Zeal | Paladin | 3 | Holy Aura causes you and your allies' critical strikes to deal more damage.- Critical Multiplier +5% per point
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| Holy Aura | Sentinel | Paladin | Faith | Paladin | 5 | Holy Aura regenerates ward for you and nearby allies.- Ward Regen Per Second 3 per point
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| Holy Aura | Sentinel | Paladin | Faith's Reward | Paladin | 1 | Holy 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
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| Holy Aura | Sentinel | Paladin | Fanaticism | Paladin | 3 | Holy Aura grants you and your allies increased attack and cast speed.- Attack Speed +3% per point
- Cast Speed +3% per point
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| Holy Aura | Sentinel | Paladin | Firestorm | Paladin | 5 | Holy 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
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| Holy Aura | Sentinel | Paladin | Flame Burst | Paladin | 1 | Your 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. |
| Holy Aura | Sentinel | Paladin | Holy Aura | Paladin | 0 | You and nearby allies passively gain 30% increased damage and +15% additional elemental resistance. Activating Holy Aura doubles the stat bonuses for 4 seconds. |
| Holy Aura | Sentinel | Paladin | Hope | Paladin | 1 | When an enemy dies in Holy Aura's area of effect, there is a chance it spawns a Health Globe, healing for 70 health. |
| Holy Aura | Sentinel | Paladin | Improved Flame Burst | Paladin | 4 | If 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
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| Holy Aura | Sentinel | Paladin | Inner Flame | Paladin | 2 | Your 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
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| Holy Aura | Sentinel | Paladin | Mighty Shield | Paladin | 4 | Holy 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
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| Holy Aura | Sentinel | Paladin | Purification | Paladin | 1 | Holy Aura grants you and your allies additional poison resistance. Activating Holy Aura cleanses ailments for you and your allies.- Poison Resistance +20%
- Cleanses Ailments
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| Holy Aura | Sentinel | Paladin | Rahyeh's Devotion | Paladin | 3 | Holy Aura grants you and your allies a chance to ignite and electrify enemies.- Ignite Chance +5% per point
- Electrify Chance +5% per point
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| Holy Aura | Sentinel | Paladin | Rahyeh's Fury | Paladin | 2 | Holy Aura causes you and your allies to penetrate enemy fire and lightning resistance.- Fire Penetration +5% per point
- Lightning Penetration +5% per point
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| Holy Aura | Sentinel | Paladin | Redemption | Paladin | 4 | Holy Aura grants you and your allies increased healing effectiveness.- Increased Healing +10% per point
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| Holy Aura | Sentinel | Paladin | Shelter from the Storm | Paladin | 5 | Holy Aura grants you and your allies additional elemental resistance and endurance threshold.- Elemental Resistance +5% per point
- Endurance +3% per point
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| Holy Aura | Sentinel | Paladin | Shielded By Faith | Paladin | 4 | Holy Aura grants you and your allies increased ward retention.- Ward Retention +5% per point
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| Holy Aura | Sentinel | Paladin | Strength From Afar | Paladin | 4 | Holy 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
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| Holy Aura | Sentinel | Paladin | Swiftness | Paladin | 3 | Holy Aura grants you and your allies additional dodge chance.- Dodge Rating +20 per point
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| Holy Aura | Sentinel | Paladin | True Strike | Paladin | 4 | Holy Aura grants you and your allies increased critical strike chance.- Increased Crit Chance 10% per point
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| Holy Aura | Sentinel | Paladin | Vital Boon | Paladin | 4 | Holy Aura grants you and your allies increased health regeneration.- Health Regen +10% per point
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| Judgement | Sentinel | Paladin | Anointed | Paladin | 1 | Consecrated 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%
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| Judgement | Sentinel | Paladin | Ascendant Liturgy | Paladin | 1 | Judgement gains significant physical and fire penetration, but no longer leaves behind Consecrated Ground.- Physical and Fire Penetration +40%
- No Consecrated Ground
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| Judgement | Sentinel | Paladin | Ashes To Dust | Paladin | 4 | Consecrated Ground has a chance to shred enemy armor each second.- Consecrated Ground Armour Shred Chance +50% per point
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| Judgement | Sentinel | Paladin | Cleansing Light | Paladin | 1 | Holy 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
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| Judgement | Sentinel | Paladin | Deliverance | Paladin | 4 | If 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%
|
| Judgement | Sentinel | Paladin | Destructive Impact | Paladin | 4 | Consecrated Ground heals allies and deals damage in a larger area. |
| Judgement | Sentinel | Paladin | Divine Destruction | Paladin | 4 | Judgement 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
|
| Judgement | Sentinel | Paladin | Ensuing Fervour | Paladin | 4 | You gain Frenzy for a duration after using Judgement if it hits at least one enemy.- Frenzy Duration (seconds) 1 per point
|
| Judgement | Sentinel | Paladin | Expedite | Paladin | 4 | Consecrated Ground restores more health, but has a shorter duration.- Consecrated Ground Healing +25% per point
- Duration -20% per point
|
| Judgement | Sentinel | Paladin | Fervent Impact | Paladin | 4 | Judgement hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).- More Critcal Chance Against Ignited 25% per point
|
| Judgement | Sentinel | Paladin | Flaming Soul | Paladin | 4 | Consecrated Ground deals more damage (multiplicative with other modifiers).- Consecrated Ground Damage +35% per point
|
| Judgement | Sentinel | Paladin | Holy Blast | Paladin | 4 | Holy Eruption deals more damage (multiplicative with other modifiers) and restore more health.- Holy Eruption Damage +25% per point
- Holy Eruption Healing +25% per point
|
| Judgement | Sentinel | Paladin | Holy Eruption | Paladin | 1 | When 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. |
| Judgement | Sentinel | Paladin | Holy War | Paladin | 1 | While 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
|
| Judgement | Sentinel | Paladin | Judgement | Paladin | 0 | A 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. |
| Judgement | Sentinel | Paladin | Lingering Force | Paladin | 5 | Consecrated Ground lasts longer. |
| Judgement | Sentinel | Paladin | Pious Offering | Paladin | 5 | Judgement 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%
|
| Judgement | Sentinel | Paladin | Proclamation | Paladin | 5 | Judgement deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.- Damage +20% per point
- Stun Chance +20% per point
|
| Judgement | Sentinel | Paladin | Prophesied Immolation | Paladin | 1 | Judgement'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%
|
| Judgement | Sentinel | Paladin | Punish | Paladin | 4 | Judgement critical strikes deal more damage.- Critical Multiplier +25% per point
|
| Judgement | Sentinel | Paladin | Purifying Flame | Paladin | 4 | Judgement 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
|
| Judgement | Sentinel | Paladin | Righteous Decree | Paladin | 4 | Judgement 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
|
| Judgement | Sentinel | Paladin | Sacred Sword | Paladin | 4 | Judgement 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
|
| Judgement | Sentinel | Paladin | Sanctification | Paladin | 1 | Judgement 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
|
| Judgement | Sentinel | Paladin | Sanctified Serenity | Paladin | 4 | Consecrated Ground has increased healing effectiveness.- Consecrated Ground Healing Effectiveness +25% per point
|
| Judgement | Sentinel | Paladin | Scourgebane | Paladin | 4 | Judgement hits deal more hit damage to rare and boss enemies (multiplicative with other modifiers).- Hit Damage Against Rares And Bosses +20% per point
|
| Judgement | Sentinel | Paladin | Swift Verdict | Paladin | 3 | Judgement has a shorter cooldown and a lower mana cost.- Increased Cooldown Recovery Speed 11% per point
- Mana Efficiency +15% per point
|
| Judgement | Sentinel | Paladin | Symbol of Sacrifice | Paladin | 2 | Judgement 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
|
| Judgement | Sentinel | Paladin | Urgent Inquisition | Paladin | 1 | Judgement 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%
|
| Judgement | Sentinel | Paladin | Warrior's Tithe | Paladin | 4 | Judgement'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 Hope | Sentinel | Paladin | Burning Sign | Void KnightForge GuardPaladin | 5 | Symbols grant you and your allies a chance to ignite enemies.- Ignite Chance Per Symbol +6% per point
|
| Symbols of Hope | Sentinel | Paladin | Celestial Concentration | Void KnightForge GuardPaladin | 4 | Symbols of Hope grants you and your allies increased mana regeneration.- Increased Mana Regen Per Symbol 2% per point
|
| Symbols of Hope | Sentinel | Paladin | Cleansing Light | Void KnightForge GuardPaladin | 4 | Divine 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 Hope | Sentinel | Paladin | Decree of Flame | Void KnightForge GuardPaladin | 3 | Symbols grant you and your allies additional fire damage.- Fire Damage Per Symbol +1 per point
|
| Symbols of Hope | Sentinel | Paladin | Divine Flare | Void KnightForge GuardPaladin | 1 | Symbol 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 Hope | Sentinel | Paladin | Empowering Symbols | Void KnightForge GuardPaladin | 5 | Symbols increase the damage of you and your allies.- Damage Granted Per Active Symbol +5% per point
|
| Symbols of Hope | Sentinel | Paladin | Enduring Hope | Void KnightForge GuardPaladin | 2 | Symbols of Hope has a shorter cooldown.- Increased Cooldown Recovery Speed 25% per point
|
| Symbols of Hope | Sentinel | Paladin | Energized Flare | Void KnightForge GuardPaladin | 1 | Divine 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 Hope | Sentinel | Paladin | Faith | Void KnightForge GuardPaladin | 3 | When 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 Hope | Sentinel | Paladin | Fervor | Void KnightForge GuardPaladin | 1 | Symbol of Hope's active effect also grants Haste for its duration. |
| Symbols of Hope | Sentinel | Paladin | Healing Rites | Void KnightForge GuardPaladin | 5 | Symbol of Hope's active effect also grants increased healing effectiveness for its duration.- Healing Effectiveness On Activation 30% per point
|
| Symbols of Hope | Sentinel | Paladin | Heavenly Justice | Void KnightForge GuardPaladin | 5 | You and your allies gain increased critical strike chance per Symbol.- Increased Crit Chance Per Symbol 4% per point
|
| Symbols of Hope | Sentinel | Paladin | Holy Revelation | Void KnightForge GuardPaladin | 3 | You gain Symbols of Hope faster.- Symbols Of Hope Gain Rate +15% per point
|
| Symbols of Hope | Sentinel | Paladin | Inspire Hope | Void KnightForge GuardPaladin | 1 | You 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 Hope | Sentinel | Paladin | Invigorate | Void KnightForge GuardPaladin | 5 | Symbols grant you and your allies increased healing effectiveness.- Increased Healing Per Symbol +4% per point
|
| Symbols of Hope | Sentinel | Paladin | Iron Symbols | Void KnightForge GuardPaladin | 5 | Symbols grant you and your allies additional endurance threshold- Endurance Threshold Per Symbol +15 per point
|
| Symbols of Hope | Sentinel | Paladin | Meditation | Void KnightForge GuardPaladin | 1 | Symbols now only affect you, but provide twice as much health regeneration.- Double Health Regen From Symbols
- Symbols Only Affect You
|
| Symbols of Hope | Sentinel | Paladin | Polygram | Void KnightForge GuardPaladin | 1 | You can summon an additional Symbol. |
| Symbols of Hope | Sentinel | Paladin | Quiet Mind | Void KnightForge GuardPaladin | 3 | Symbols of Hope costs less mana and the active effect lasts longer.- Mana Efficiency +10% per point
- Active Effect Duration +10% per point
|
| Symbols of Hope | Sentinel | Paladin | Renewed Hope | Void KnightForge GuardPaladin | 3 | You have a chance to regain a Symbol after activation.- Chance To Regain Symbol 34# per point
|
| Symbols of Hope | Sentinel | Paladin | Sigils Of Hope | Void KnightForge GuardPaladin | 0 | Every 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 Hope | Sentinel | Paladin | Sign of the Guardian | Void KnightForge GuardPaladin | 3 | Symbols 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 Hope | Sentinel | Paladin | Symbol of Righteousness | Void KnightForge GuardPaladin | 3 | Your Symbols of Hope have increased effect on your other allies.- Increased Symbols Effect For Other Allies 5% per point
|
| Symbols of Hope | Sentinel | Paladin | Symbols of Despair | Void KnightForge GuardPaladin | 1 | Fire 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 Hope | Sentinel | Paladin | Tetragram | Void KnightForge GuardPaladin | 1 | You can summon an additional Symbol. |
| Symbols of Hope | Sentinel | Paladin | Unwavering Faith | Void KnightForge GuardPaladin | 2 | Activating Symbols of Hope now heals you for a portion of your maximum health.- Portion Of Health Healed 10% per point
|
| Symbols of Hope | Sentinel | Paladin | Waves of Light | Void KnightForge GuardPaladin | 4 | Directly 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 Hope | Sentinel | Paladin | Well of Light | Void KnightForge GuardPaladin | 4 | Divine 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 Hope | Sentinel | Paladin | Zeal of Storms | Void KnightForge GuardPaladin | 5 | Symbols of Hope grants you and your allies additional chance to electrify on hit.- Electrify Chance Per Symbol +6% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Abyssal Dispersion | Void KnightForge GuardPaladin | 3 | Abyssal Echoes costs less mana.- Mana Efficiency +20% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Abyssal Echoes | Void KnightForge GuardPaladin | 0 | A 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 Echoes | Sentinel | Void Knight | Abyssal Tendrils | Void KnightForge GuardPaladin | 3 | Nether Coating also grants you a chance to inflict Time Rot on hit.- Time Rot Chance With Buff +15% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Corrupting Harness | Void KnightForge GuardPaladin | 5 | Abyssal Echoes can chain additional times. This effect is tripled for echoed casts.- Additional Chains +2 per point
|
| Abyssal Echoes | Sentinel | Void Knight | Crippling Waves | Void KnightForge GuardPaladin | 3 | Abyssal Echoes' initial burst slows enemies. |
| Abyssal Echoes | Sentinel | Void Knight | Crumbling | Void KnightForge GuardPaladin | 3 | Abyssal Decay causes enemies to take increased damage over time.- Damage Over Time Taken +8% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Dark Torrent | Void KnightForge GuardPaladin | 1 | Abyssal Echoes can now be cast at the target location. |
| Abyssal Echoes | Sentinel | Void Knight | Deep Expanse | Void KnightForge GuardPaladin | 5 | Abyssal Echoes affects a larger area. |
| Abyssal Echoes | Sentinel | Void Knight | Embrace the Darkness | Void KnightForge GuardPaladin | 4 | Directly 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 Echoes | Sentinel | Void Knight | Fiery Chasm | Void KnightForge GuardPaladin | 4 | Abyssal Echoes' initial burst has a chance to ignite enemies.- Ignite Chance +50% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Fragility | Void KnightForge GuardPaladin | 1 | Abyssal 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 Echoes | Sentinel | Void Knight | Freedom of Movement | Void KnightForge GuardPaladin | 1 | Abyssal Decay causes Enemies that would apply Slow to instead grant their target Haste for 1 second. |
| Abyssal Echoes | Sentinel | Void Knight | Heavenly Gift | Void KnightForge GuardPaladin | 1 | Abyssal 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 Echoes | Sentinel | Void Knight | Impair the Weak | Void KnightForge GuardPaladin | 1 | Abyssal 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 Echoes | Sentinel | Void Knight | Myopia | Void KnightForge GuardPaladin | 1 | Abyssal Decay now blinds enemies. |
| Abyssal Echoes | Sentinel | Void Knight | Nether Breach | Void KnightForge GuardPaladin | 4 | Directly using Abyssal Echoes has a chance to cast a Void Rift from each nearby Devouring Orb.- Void Rift Chance 25% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Overwhelming Doom | Void KnightForge GuardPaladin | 1 | Abyssal 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 Echoes | Sentinel | Void Knight | Potent Corruption | Void KnightForge GuardPaladin | 1 | Abyssal 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 Echoes | Sentinel | Void Knight | Resounding Abyss | Void KnightForge GuardPaladin | 5 | Echoed casts deal more damage (multiplicative with other modifiers).- Echoed Damage +30% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Rippling Corrosion | Void KnightForge GuardPaladin | 5 | Abyssal Echoes' initial burst shreds enemy armor.- Armor Shred Stacks 1 per point
|
| Abyssal Echoes | Sentinel | Void Knight | Sanguine Eruption | Void KnightForge GuardPaladin | 1 | Abyssal 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 Echoes | Sentinel | Void Knight | Screaming Rifts | Void KnightForge GuardPaladin | 1 | Abyssal 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 Echoes | Sentinel | Void Knight | Shrieking Echoes | Void KnightForge GuardPaladin | 2 | Abyssal Rifts cast additional Abyssal Echoes.- Additional Abyssal Echoes Casts +1 per point
|
| Abyssal Echoes | Sentinel | Void Knight | Spreading Chaos | Void KnightForge GuardPaladin | 1 | Abyssal Decay now spreads to several nearby enemies after 1 second.- Abyssal Decay Spreads
- Number Of Enemies Spread To 4
|
| Abyssal Echoes | Sentinel | Void Knight | Tides of Rust | Void KnightForge GuardPaladin | 5 | Armor shred applied by Abyssal Decay has increased effect.- Armor Shred Effect +20% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Time Compression | Void KnightForge GuardPaladin | 1 | Abyssal Echoes no longer has a cooldown, but costs more mana.- No Cooldown
- Mana Cost +15
|
| Abyssal Echoes | Sentinel | Void Knight | Turbulence | Void KnightForge GuardPaladin | 4 | Abyssal Decay has increased duration.- Abyssal Decay Duration +20% per point
|
| Abyssal Echoes | Sentinel | Void Knight | Void Purifier | Void KnightForge GuardPaladin | 1 | Spell 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 Echoes | Sentinel | Void Knight | Void Supremacy | Void KnightForge GuardPaladin | 4 | After 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 Echoes | Sentinel | Void Knight | Vorpal Explosion | Void KnightForge GuardPaladin | 1 | Abyssal Echoes deals significantly more damage (multiplicative with other modifiers), but no longer chains.- Damage +80%
- No Longer Chains
|
| Abyssal Echoes | Sentinel | Void Knight | Vorpal Reverberation | Void KnightForge GuardPaladin | 5 | Abyssal Echoes deals more damage (multiplicative with other modifiers). |
| Anomaly | Sentinel | Void Knight | Anomaly | Void Knight | 0 | Combo skill that first sends enemies forward in time by 5 seconds. Reactivate the skill to bring those enemies back to your timeline early. |
| Anomaly | Sentinel | Void Knight | Anticipation | Void Knight | 3 | Anomaly has a shorter cooldown.- Cooldown (seconds) -1 per point
|
| Anomaly | Sentinel | Void Knight | Borrowed Time | Void Knight | 1 | Anomaly is cast instantly, but Anomaly has a longer cooldown.- Instant Cast
- Cooldown +50%
|
| Anomaly | Sentinel | Void Knight | Cycle of Decay | Void Knight | 1 | When enemies return to the present, the duration of damaging ailments applied to them is reset.- Ailment Duration Reset On Return
|
| Anomaly | Sentinel | Void Knight | Decimation | Void Knight | 5 | Time Bubble grants you and your allies increased critical strike chance while in its area.- Increased Critical Chance 30% per point
|
| Anomaly | Sentinel | Void Knight | Emission | Void Knight | 5 | Anomaly hits enemies in a larger area. |
| Anomaly | Sentinel | Void Knight | Exacerbate | Void Knight | 5 | Time 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
|
| Anomaly | Sentinel | Void Knight | Hour of Flame | Void Knight | 3 | Anomaly applies additional stacks of ignite.- Additional Ignite Stacks Applied +1 per point
|
| Anomaly | Sentinel | Void Knight | Immediacy | Void Knight | 1 | Anomaly 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
|
| Anomaly | Sentinel | Void Knight | Lingering Memory | Void Knight | 1 | When 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
|
| Anomaly | Sentinel | Void Knight | Manipulation | Void Knight | 2 | Time 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
|
| Anomaly | Sentinel | Void Knight | Mark of Rot | Void Knight | 5 | When enemies return to the present, they take increased void damage for a duration.- Void Damage Taken +30%
- Duration (Seconds) 1 per point
|
| Anomaly | Sentinel | Void Knight | Quicksand | Void Knight | 5 | When enemies return to the present, all damaging ailments currently applied to them apply faster.- Ailment Speed On Return +25% per point
|
| Anomaly | Sentinel | Void Knight | Red Shift | Void Knight | 5 | Anomaly lasts longer. |
| Anomaly | Sentinel | Void Knight | Reflection | Void Knight | 1 | Future Strike is applied to all enemies hit by Anomaly. |
| Anomaly | Sentinel | Void Knight | Resonate | Void Knight | 5 | Future Strikes applied by Anomaly have additional Void Penetration- Void Penetration with Future Attack +80% per point
|
| Anomaly | Sentinel | Void Knight | Stasis | Void Knight | 1 | When 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
|
| Anomaly | Sentinel | Void Knight | Swiftrest | Void Knight | 3 | Time Bubble grants you and your allies increased cooldown recovery speed while in its area.- Cooldown Recovery Speed +10% per point
|
| Anomaly | Sentinel | Void Knight | Temporal Expanse | Void Knight | 5 | Time 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
|
| Anomaly | Sentinel | Void Knight | Temporal Mastery | Void Knight | 5 | Time Bubble lasts longer.- Time Bubble Duration +20% per point
|
| Anomaly | Sentinel | Void Knight | Temporal Prison | Void Knight | 4 | Time Lock lasts longer.- Time Lock Duration +10% per point
|
| Anomaly | Sentinel | Void Knight | Tides of Time | Void Knight | 1 | An additional Time Wave is released when you cast Anomaly. |
| Anomaly | Sentinel | Void Knight | Time Bubble | Void Knight | 1 | Anomaly 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
|
| Anomaly | Sentinel | Void Knight | Time Eater | Void Knight | 4 | Time 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
|
| Anomaly | Sentinel | Void Knight | Time Lock | Void Knight | 1 | When 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
|
| Anomaly | Sentinel | Void Knight | Time Lord | Void Knight | 1 | Time Bubble is now cast on yourself and moves with you, but Anomaly costs more mana.- Time Bubble Is Cast On You
- Mana Cost +20
|
| Anomaly | Sentinel | Void Knight | Time Wave | Void Knight | 1 | When enemies return to the present a Time Wave is released, a spell dealing void damage to nearby enemies.- Time Wave Cast On Enemy Return
|
| Anomaly | Sentinel | Void Knight | Void Maw | Void Knight | 4 | Time Bubble grants you and your allies increased health leech while in its area.- Increased Health Leech 50% per point
|
| Anomaly | Sentinel | Void Knight | Void Touched | Void Knight | 1 | Enemies hit by Anomaly are afflicted with Time Rot when they return.- Time Rot Chance On Return 100%
|
| Anomaly | Sentinel | Void Knight | Voidfire | Void Knight | 1 | Anomaly now applies Ignite instead of Time Rot. Modifiers to Time Rot apply to Ignite instead. |
| Devouring Orb | Sentinel | Void Knight | Abyssal Emission | Void KnightForge GuardPaladin | 1 | Every 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 Orb | Sentinel | Void Knight | Abyssal Expanse | Void KnightForge GuardPaladin | 4 | Devouring Orb deals damage in a larger area. |
| Devouring Orb | Sentinel | Void Knight | Abyssal Juggernaut | Void KnightForge GuardPaladin | 4 | You have a chance to gain a Void Essence when Devouring Orb expires.- Void Essence Chance +25% per point
|
| Devouring Orb | Sentinel | Void Knight | Abyssal Rush | Void KnightForge GuardPaladin | 1 | While 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 Orb | Sentinel | Void Knight | All Consuming | Void KnightForge GuardPaladin | 1 | When 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 Orb | Sentinel | Void Knight | Cataclysm | Void KnightForge GuardPaladin | 1 | Devouring 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 Orb | Sentinel | Void Knight | Chaotic Torrent | Void KnightForge GuardPaladin | 4 | The 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 Orb | Sentinel | Void Knight | Cosmic Impact | Void KnightForge GuardPaladin | 1 | Devouring Orb now deals void damage to enemies it collides with. |
| Devouring Orb | Sentinel | Void Knight | Dark Moon | Void KnightForge GuardPaladin | 1 | Devouring Orb now orbits you, but has a much shorter duration (multiplicative with other duration modifiers).- Devouring Orb Orbits You
- Duration -50%
|
| Devouring Orb | Sentinel | Void Knight | Devouring Orb | Void KnightForge GuardPaladin | 0 | Creates 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 Orb | Sentinel | Void Knight | Distant Satellite | Void KnightForge GuardPaladin | 4 | Devouring Orb deals more damage and orbits you at a greater distance.- Damage +5% per point
- Orbit Range +50% per point
|
| Devouring Orb | Sentinel | Void Knight | Dust Channeller | Void KnightForge GuardPaladin | 4 | Devouring Orb has increased cast speed and a shorter cooldown.- Increased Cooldown Recovery Speed 15% per point
- Cast Speed +5% per point
|
| Devouring Orb | Sentinel | Void Knight | Eldritch Bloom | Void KnightForge GuardPaladin | 3 | Devouring Orb gains more radius each second, up to a maximum.- Radius Each Second +3% per point
- Max Bonus Radius 30%
|
| Devouring Orb | Sentinel | Void Knight | Eternal Decay | Void KnightForge GuardPaladin | 4 | Devouring 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
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| Devouring Orb | Sentinel | Void Knight | Extinction | Void KnightForge GuardPaladin | 5 | Devouring 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
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| Devouring Orb | Sentinel | Void Knight | Fleeting Orb | Void KnightForge GuardPaladin | 4 | Devouring Orb costs less mana, but has a shorter duration (multiplicative with other duration modifiers).- Mana Efficiency +35% per point
- Duration -20% per point
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| Devouring Orb | Sentinel | Void Knight | Hollow Orb | Void KnightForge GuardPaladin | 1 | Devouring 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
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| Devouring Orb | Sentinel | Void Knight | Orb Master | Void KnightForge GuardPaladin | 5 | Devouring Orb has a shorter cooldown and Void Eruption deals more damage- Increased Cooldown Recovery Speed 18% per point
- Void Eruption Damage +18% per point
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| Devouring Orb | Sentinel | Void Knight | Patient Hunger | Void KnightForge GuardPaladin | 2 | Devouring orb gains additional charges, but costs more mana.- Additional Charges +1 per point
- Mana Cost +3 per point
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| Devouring Orb | Sentinel | Void Knight | Rift Caller | Void KnightForge GuardPaladin | 5 | All 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
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| Devouring Orb | Sentinel | Void Knight | Rotting Prey | Void KnightForge GuardPaladin | 4 | Devouring Orb has a chance to apply frailty to enemies within its area of effect each second.- Frailty Chance Per Second +25% per point
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| Devouring Orb | Sentinel | Void Knight | Sightless Star | Void KnightForge GuardPaladin | 4 | Whenever 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
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| Devouring Orb | Sentinel | Void Knight | Soul Eater | Void KnightForge GuardPaladin | 2 | The 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
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| Devouring Orb | Sentinel | Void Knight | Soul Gorger | Void KnightForge GuardPaladin | 2 | Void Rift hits deal more damage (multiplicative with other modifiers) to Time Rotting enemies.- Hit Damage To Time Rotting Enemies +20% per point
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| Devouring Orb | Sentinel | Void Knight | The Rending Maw | Void KnightForge GuardPaladin | 4 | Devouring Orb hits have a chance to slow and shred enemy void resistance.- Void Res Shred Chance +25% per point
- Slow Chance +25% per point
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| Devouring Orb | Sentinel | Void Knight | Void Adept | Void KnightForge GuardPaladin | 5 | You 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
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| Devouring Orb | Sentinel | Void Knight | World Rot | Void KnightForge GuardPaladin | 4 | Devouring 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
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| Erasing Strike | Sentinel | Void Knight | Absorb the Remains | Void Knight | 3 | When 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
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| Erasing Strike | Sentinel | Void Knight | Certain Erasure | Void Knight | 2 | Erasing Strike critical strikes deal more damage.- Critical Multiplier +25% per point
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| Erasing Strike | Sentinel | Void Knight | Chamber of Fate | Void Knight | 2 | Erasing 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
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| Erasing Strike | Sentinel | Void Knight | Dematerialize | Void Knight | 5 | Erasing Strike deals more damage over time.- Damage Over Time +15% per point
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| Erasing Strike | Sentinel | Void Knight | Dust To Wind | Void Knight | 3 | Erasing Strike and Void Rifts it creates deals damage in a larger area.- Melee Area +15% per point
- Void Rift Area +25% per point
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| Erasing Strike | Sentinel | Void Knight | Erasing Strike | Void Knight | 0 | A 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 Strike | Sentinel | Void Knight | Erasure of the Living | Void Knight | 5 | Erasing 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
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| Erasing Strike | Sentinel | Void Knight | Essence of the End | Void Knight | 3 | Erasing 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
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| Erasing Strike | Sentinel | Void Knight | Final Hour | Void Knight | 1 | Bleed 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%
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| Erasing Strike | Sentinel | Void Knight | Hastened Cataclysm | Void Knight | 3 | Erasing Strike has increased cooldown recovery speed, but also has a higher mana cost.- Cooldown Recovery Speed +35% per point
- Mana Cost +15 per point
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| Erasing Strike | Sentinel | Void Knight | Implements of Destruction | Void Knight | 4 | Erasing 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
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| Erasing Strike | Sentinel | Void Knight | Iriesha's Fall | Void Knight | 1 | Erasing Strike always creates a Void Rift at its impact location. |
| Erasing Strike | Sentinel | Void Knight | Mark of the End | Void Knight | 4 | Erasing Strike hits shred enemy void resistance.- Void Shred Chance +100% per point
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| Erasing Strike | Sentinel | Void Knight | Merciful | Void Knight | 4 | Erasing 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
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| Erasing Strike | Sentinel | Void Knight | Moments Stolen | Void Knight | 3 | You 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
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| Erasing Strike | Sentinel | Void Knight | Obliteration | Void Knight | 5 | Erasing 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
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| Erasing Strike | Sentinel | Void Knight | Prophet's Onslaught | Void Knight | 3 | Improves Erasing Strike's base critical strike chance. Additionally, Erasing Strike's hits cannot be dodged.- Base Crit Chance +3% per point
- Cannot Be Dodged
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| Erasing Strike | Sentinel | Void Knight | Ravenous Void | Void Knight | 1 | If 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
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| Erasing Strike | Sentinel | Void Knight | Regicide | Void Knight | 4 | When 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
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| Erasing Strike | Sentinel | Void Knight | Rifts of Decay | Void Knight | 4 | Erasing 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
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| Erasing Strike | Sentinel | Void Knight | Ruthless | Void Knight | 4 | Erasing Strike deals more melee damage to enemies at full health (multiplicative with other modifiers).- Melee Damage Vs Full Health Enemies +25% per point
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| Erasing Strike | Sentinel | Void Knight | Shattered Continuity | Void Knight | 1 | Erasing Strike no longer has a cooldown, but it deals less damage (multiplicative with other modifiers). |
| Erasing Strike | Sentinel | Void Knight | Time Loop | Void Knight | 3 | Erasing 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
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| Erasing Strike | Sentinel | Void Knight | Twin Cataclysms | Void Knight | 1 | You can store an additional charge of Erasing Strike. |
| Erasing Strike | Sentinel | Void Knight | Void Bringer | Void Knight | 2 | The 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
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| Erasing Strike | Sentinel | Void Knight | Void Lens | Void Knight | 2 | All Void Beams created by Erasing Strike deal more damage (multiplicative with other modifiers).- Void Beam Damage +40% per point
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| Erasing Strike | Sentinel | Void Knight | Void Pyre | Void Knight | 2 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Accelerationist | Void KnightForge GuardPaladin | 3 | When you jump forwards in time, your existing Devouring Orbs become older. This causes them to expire sooner.- Seconds Older 2 per point
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| Volatile Reversal | Sentinel | Void Knight | Anchored Timeline | Void KnightForge GuardPaladin | 1 | Volatile 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%
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| Volatile Reversal | Sentinel | Void Knight | Catching Up | Void KnightForge GuardPaladin | 3 | You gain the Haste buff for a short duration, when you jump backwards in time.- Haste Duration (seconds) 1 per point
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| Volatile Reversal | Sentinel | Void Knight | Chrono-Devourer | Void KnightForge GuardPaladin | 2 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Dark Expanse | Void KnightForge GuardPaladin | 4 | Volatile Reversal deals damage in a larger area. |
| Volatile Reversal | Sentinel | Void Knight | Dissipation | Void KnightForge GuardPaladin | 4 | Volatile 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
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| Volatile Reversal | Sentinel | Void Knight | Eldritch Infusion | Void KnightForge GuardPaladin | 3 | Volatile Reversal's melee hits have a chance to grant you a Void Essence.- Void Essence Chance 34# per point
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| Volatile Reversal | Sentinel | Void Knight | Eternal Banquet | Void KnightForge GuardPaladin | 2 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Food for Wyrms | Void KnightForge GuardPaladin | 4 | Volatile Reversal's Void Bolts have a chance to inflict time rot.- Void Bolt Time Rot Chance +50% per point
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| Volatile Reversal | Sentinel | Void Knight | Future Focus | Void KnightForge GuardPaladin | 1 | Volatile 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
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| Volatile Reversal | Sentinel | Void Knight | Hellfire Rifts | Void KnightForge GuardPaladin | 1 | Volatile 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
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| Volatile Reversal | Sentinel | Void Knight | Hollow Cascade | Void KnightForge GuardPaladin | 1 | The 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%
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| Volatile Reversal | Sentinel | Void Knight | Immutable Past | Void KnightForge GuardPaladin | 1 | Volatile 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
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| Volatile Reversal | Sentinel | Void Knight | Incipient Void Bolt | Void KnightForge GuardPaladin | 1 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Nether Convergence | Void KnightForge GuardPaladin | 1 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Phased Reality | Void KnightForge GuardPaladin | 4 | While 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
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| Volatile Reversal | Sentinel | Void Knight | Reclaimed Action | Void KnightForge GuardPaladin | 1 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Rending Maw | Void KnightForge GuardPaladin | 3 | Volatile Reversal has additional critical strike chance.- Critical Chance +3% per point
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| Volatile Reversal | Sentinel | Void Knight | Returning Corruption | Void KnightForge GuardPaladin | 1 | Your 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%
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| Volatile Reversal | Sentinel | Void Knight | Swift Echoes | Void KnightForge GuardPaladin | 4 | Volatile Reversal has a shorter cooldown.- Increased Cooldown Recovery Speed 5% per point
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| Volatile Reversal | Sentinel | Void Knight | Temporal Dilation | Void KnightForge GuardPaladin | 2 | You 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
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| Volatile Reversal | Sentinel | Void Knight | Terminal Void Bolt | Void KnightForge GuardPaladin | 1 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Termination | Void KnightForge GuardPaladin | 5 | Volatile Reversal deals more damage (multiplicative with other modifiers). |
| Volatile Reversal | Sentinel | Void Knight | Time Rifts | Void KnightForge GuardPaladin | 4 | Enemies 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%
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| Volatile Reversal | Sentinel | Void Knight | Voidbound Momentum | Void KnightForge GuardPaladin | 3 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Voidstep Siphon | Void KnightForge GuardPaladin | 3 | When you critically strike at least one enemy with Volatile Reversal you regain mana. |
| Volatile Reversal | Sentinel | Void Knight | Volatile Power | Void KnightForge GuardPaladin | 3 | When 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
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| Volatile Reversal | Sentinel | Void Knight | Volatile Reversal | Void KnightForge GuardPaladin | 0 | A 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 Reversal | Sentinel | Void Knight | Warped Time | Void KnightForge GuardPaladin | 1 | You gain the Frenzy buff, while you are able to jump backwards in time.- Frenzy While Able To Jump Back
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