Diablo 4 Class Skills
PTR
PTR
Bash
Basic • Barbarian
Fury Generate: 15
Lucky Hit: 50%
Bash the enemy with your weapon, dealing [46%] damage. After bashing enemies 4 times, your next Bash will clobber, Stunning enemies for 1.5 seconds. Clobber twice as often while using a Two-Handed weapon.

Enhanced
Clobbering an enemy grants you 20% Maximum Life as Fortify.
Battle
Clobbering an enemy generates an additional 10 Fury.
Combat
After Critically Striking 4 times with Bash using a Two-Handed weapon, your next Core or Weapon Mastery Skill will Overpower.
Flay
Basic • Barbarian
Fury Generate: 15
Lucky Hit: 50%
Flay the enemy, dealing [8%] damage and inflicting [67%] Bleeding damage over 5 seconds.

Requires a Slashing weapon
Enhanced
Flay has a 15% chance to make the enemy Vulnerable for 5 seconds. Double this chance when using a Two-Handed weapon.
Battle
When Flay deals direct damage to an enemy, they take x15% increased Bleeding damage from you for the next 3 seconds.
Combat
When Flay deals direct damage to an enemy, you gain 4% Damage Reduction and [X] Thorns for 6 seconds. This stacks up to 5 times.
Frenzy
Basic • Barbarian
Fury Generate: 7
Lucky Hit: 30%
Unleash a rapid flurry of blows, dealing [42%] damage with each pair of hits.
If Frenzy hits an enemy, its Attack Speed is increased by +20% for 3 seconds, up to +60%.

Requires Dual Wielded weapons
Enhanced
While Frenzy is granting +60% bonus Attack Speed, the Fury costs of your Core Skills are reduced by 25%.
Battle
While Berserking, your other skills gain +6% Attack Speed for each stack of Frenzy you have.
Combat
You gain 5% Damage Reduction and 5% Movement Speed per stack of Frenzy you currently have.
Lunging Strike
Basic • Barbarian
Fury Generate: 12
Lucky Hit: 50%
Lunge forward and strike an enemy for [46%] damage.

Requires any complete Arsenal weapon
Enhanced
Lunging Strike deals x30% increased damage and Heals you for 2% Maximum Life when it damages a Healthy enemy.
Battle
Lunging Strike also inflicts 20% Bleeding damage over 5 seconds.
Combat
Critical Strikes with Lunging Strike grant you Berserking for 3 seconds.
Double Swing
Core • Barbarian
Fury Cost: 25
Lucky Hit: 30%
Sweep your weapons from opposite directions, dealing [84%] damage with each weapon. Enemies caught in the center are damaged by both.

Requires Dual Wielded weapons
Enhanced
If Double Swing damages a Stunned or Knocked Down enemy, gain 25 Fury.
Violent
Hitting an enemy with both hits of Double Swing makes them Vulnerable for 2 seconds.
Furious
Casting Double Swing while Berserking grants 2 additional seconds of Berserking.
Hammer of the Ancients
Core • Barbarian
Fury Cost: 35
Lucky Hit: 50%
Slam your hammer down with the fury of the Ancients, dealing [122%] damage to a concentrated area.

Requires a Two-Handed Bludgeoning weapon
Enhanced
Gain x5% more Fury for 5 seconds for each enemy damaged by Hammer of the Ancients, stacking up to 10 times.
Violent
After Overpowering with Hammer of the Ancients, you deal x40% more damage for 5 seconds.
Furious
Hammer of the Ancients gain 5% Critical Strike Damage and Critical Strike Chance for every 10 Fury you had when cast. Its Critical Strikes Knockdown enemies for 2 seconds.
Rend
Core • Barbarian
Fury Cost: 35
Lucky Hit: 33%
Cleave enemies in front of you, dealing [35%] damage and inflicting [168%] Bleeding damage over 5 seconds.

Requires a Slashing weapon
Enhanced
Dealing direct damage with Rend extends the duration of Vulnerable on enemies by 2 seconds.
Violent
Rend deals x30% increased damage to Vulnerable enemies.
Furious
Direct damage with Rend grants 5 Fury per enemy hit, up to a maximum of 25 Fury.
Upheaval
Core • Barbarian
Fury Cost: 40
Lucky Hit: 30%
Tear into the ground with your weapon and fling debris forward, dealing [168%] damage.

Requires a Two-Handed weapon
Enhanced
Upheaval has a 45% chance to Stun all enemies it damages for 3 seconds.
Violent
If Upheaval damages at least 2 enemies or a Boss, you gain Berserking for 3 seconds, increased to 5 seconds if it damages at least 4 enemies.
Furious
Dealing direct damage to an enemy with a Skill that is not Upheaval causes your next cast of Upheaval to deal x20% increased damage, stacking up to 10 times.
Whirlwind
Core • Barbarian
Fury Cost: 25 per second
Lucky Hit: 20%
Rapidly attack surrounding enemies for [30%] damage.

Requires any complete Arsenal weapon
Enhanced
Gain 1 Fury each time Whirlwind deals direct damage to an enemy, or 4 Fury against Elite enemies.
Violent
After using Whirlwind for 2 seconds, Whirlwind deals x35% increased damage until it is cancelled.
Furious
While using a Slashing weapon, Whirlwind also inflicts 40% of its Base damage as Bleeding damage over 5 seconds.
Challenging Shout
Defensive • Barbarian
Cooldown: 25 seconds
Taunt Nearby enemies and gain [48%] Damage Reduction for 6 seconds.
Enhanced
While Challenging Shout is active, gain x20% bonus Maximum Life.
Tactical
While Challenging Shout is active, you gain 6 Fury each time you take damage.
Strategic
While Challenging Shout is active, gain Thorns equal to 30% of your Maximum Life.
Ground Stomp
Defensive • Barbarian
Cooldown: [13.12] seconds
Lucky Hit: 33%
Smash the ground, dealing [112%] damage and Stunning surrounding enemies for 3 seconds.

Enhanced
Ground Stomp generates 60 Fury and has a 2 second increased Stun duration.
Tactical
Ground Stomp is now a Brawling Skill and deals x900% increased damage. It also applies Vulnerable for 4 seconds.
Strategic
Reduce the Cooldown of your Ultimate Skill by 5 seconds per enemy damaged by Ground Stomp, up to 15 seconds.
Iron Skin
Defensive • Barbarian
Cooldown: 12 seconds
Steel yourself, gaining a Barrier that absorbs [70%] of your missing Life for 5 seconds.

Enhanced
Iron Skin grants Unhindered for 5 seconds and its Barrier absorbs 30% more of your Maximum Life.
Tactical
While Iron Skin is active, Heal for 20% of the Barrier's original amount as Life per second.
Strategic
Iron Skin also grants 30% Maximum Life as Fortify. Double this amount if cast while below 50% Life.
Rallying Cry
Defensive • Barbarian
Cooldown: 25 seconds
Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by x [56%] for 6 seconds, and Nearby allies for 3 seconds.

Enhanced
Rallying Cry grants you Unstoppable while active.
Tactical
Rallying Cry generates 20 Fury and grants you an additional x20% Resource Generation.
Strategic
Rallying Cry grants you 10% Maximum Life as Fortify. While Rallying Cry is active, you gain an additional 2% Maximum Life as Fortify each time you take or deal direct damage.
Charge
Brawling • Barbarian
Cooldown: [13.94] seconds
Lucky Hit: 100%
Become Unstoppable and rush forward, pushing enemies with you and then swinging through them dealing [252%] damage and Knocking them Back.

Requires any complete Arsenal weapon
Enhanced
Enemies who are Knocked Back into terrain by Charge take 150% damage and are Stunned for 3 seconds.
Mighty
Damaging enemies with Charge makes them Vulnerable for 4 seconds.
Power
Reduce Charge's Cooldown by 2 seconds for each enemy it hits, up to 6 seconds. Charging a boss reduces the Cooldown by 4 seconds.
Kick
Brawling • Barbarian
Charges: 2
Charge Cooldown: [7.38] seconds
Lucky Hit: 40%
Throw a powerful kick that deals [84%] damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional 105% damage and are Stunned for 3 seconds.

Enhanced
Damaging enemies with Kick makes them Vulnerable for 4 seconds.
Mighty
Kicked enemies deal 54% damage to enemies they collide with while being Knocked Back. Enemies damaged this way are Knocked Down for 4 seconds.
Power
Kick is now also a Core Skill. If Kick damages an enemy, it consumes all of your Fury and deals an additional 25% damage per 10 Fury spent. Kick no longer Knocks Back enemies.
Leap
Brawling • Barbarian
Cooldown: [13.93] seconds
Lucky Hit: 66%
Leap forward and then slam down, dealing [77%] damage and Knocking Back surrounding enemies on impact.

Requires any complete Arsenal weapon
Enhanced
If Leap doesn't damage any enemies, its Cooldown is reduced by 4 seconds.
Mighty
Enemies damaged by Leap are Slowed by 70% for 5 seconds.
Power
If Leap damages at least one enemy, gain 40 Fury.
War Cry
Brawling • Barbarian
Cooldown: 25 seconds
Bellow a mighty war cry, increasing your damage dealt by x [21%] for 6 seconds, and Nearby allies for 3 seconds.
Enhanced
War Cry grants you Berserking for 4 seconds.
Mighty
War Cry grants you 15% Maximum Life as Fortify.
Power
If at least 6 enemies are Nearby when you cast War Cry, your damage bonus is increased by an additional x10%.
Death Blow
Weapon Mastery • Barbarian
Cooldown: 15 seconds
Lucky Hit: 50%
Attempt a killing strike, dealing [196%] damage to enemies in front of you.
If this kills an enemy, its Cooldown is reset.

Requires any complete Arsenal weapon
Enhanced
Death Blow deals x200% increased damage to Bosses.
Warrior's
If Death Blow damages at least one enemy, gain Berserking for 3 seconds.
Fighter's
If Death Blow damages at least one enemy, gain 20 Fury.
Rupture
Weapon Mastery • Barbarian
Cooldown: [8.2] seconds
Lucky Hit: 50%
Skewer enemies in front of you, dealing 25% damage which is guaranteed to Overpower. Then rip your weapon out, damaging enemies for their total Bleeding amount and removing all Bleeding damage from them.

Requires a Slashing weapon
Enhanced
Ripping your weapon out of enemies during Rupture causes an explosion that deals 70% Bleeding damage over 5 seconds. This damage is increased by x35% for each 50 Strength you have.
Warrior's
Hitting enemies with Rupture increases your Attack Speed by +40% for 5 seconds.
Fighter's
Hitting at least 1 enemy with Rupture Heals you for 22% of your Maximum Life.
Steel Grasp
Weapon Mastery • Barbarian
Charges: 2
Charge Cooldown: [9.01] seconds
Lucky Hit: 25%
Thow out a trio of chains that deal [49%] damage and Pull In enemies.

Enhanced
Steel Grasp also makes enemies Vulnerable for 3 seconds.
Warrior's
Steel Grasp gains 1 additional Charge.
Fighter's
If Steel Grasp damages an enemy, gain Berserking for 2 seconds.
Mighty Throw
Weapon Mastery • Barbarian
Cooldown: 12 seconds
Lucky Hit: 15%
Hurl your weapon, dealing [147%] damage upon impact and sticking in the ground. While in the ground, your weapon pulses and deals [70%] damage every second for 4 seconds.

Requires any complete Arsenal weapon
Enhanced
While a thrown weapon is out, gain +25% increased Attack Speed.
Warrior's
Mighty Throw's impact deals x200% increased damage and Stuns enemies for 2 seconds.
Fighter's
Swapping weapons near any of your thrown weapons creates an additional pulse. Each extra pulse generates 5% of your Maximum Life as a Barrier for 5 seconds.
Call of the Ancients
Ultimate • Barbarian
Cooldown: [40] seconds
Call upon 3 Ancients to aid you in battle for 6 seconds.
- Korlic leaps at enemies, dealing [154%] damage and swings his weapons in a frenzy, dealing [56%] damage per hit.
- Talic spins in a whirlwind rapidly attacking enemies for [112%] damage.
- Madawc upheaves the ground, dealing [280%] damage.
Rank 5: While Call of the Ancients is active, gain +40% Movement Speed and 20% Distant Damage Reduction.
Prime
While Call of the Ancients is active, gain +20% bonus Attack Speed and x30% increased damage.
Supreme
Each of the Ancients gains additional power:
Korlic: You gain 10 Fury each time Korlic damages an enemy with his Frenzy.
Talic: Enemies are Slowed by 50% for 1 second when damaged by his Whirlwind.
Madawc: 30% chance to Stun enemies for 3 seconds when using his Upheaval.
Iron Maelstrom
Ultimate • Barbarian
Cooldown: [36.9] seconds
Lucky Hit: 24%
Activate three times to attach chains to each of your weapons and perform an attack:
- First your Two-Handed Bludgeoning weapon slams into the ground, dealing [105%] damage and Stunning enemies for 2 seconds.
- Next, your Two-Handed Slashing weapon swiped in front of you, dealing [28%] damage and inflicting [168%] Bleeding damage over 5 seconds.
- Finally, your Dual Wield weapons swing around you, dealing [60%] damage per hit.
Rank 5: Iron Maelstrom damage is increased by x60% of your Damage to Injured and Healthy bonuses.

Requires a Full Arsenal of weapons
Prime
Iron Maelstrom gains +30% increased Critical Strike Chance and deals x50% increased Critical Strike Damage
Supreme
Swapping weapons reduces Iron Maelstrom's Cooldown by 1 second.
Wrath of the Berserker
Ultimate • Barbarian
Cooldown: [49.2] seconds
Lucky Hit: 20%
Explode into rage, Knocking Back surrounding enemies and gaining Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic Skills grants Berserking for 5 seconds.
Rank 5: Wrath of the Berserker Pulls In surrounding enemies instead of Knocking Back and deals 200% damage to them.
Prime
While Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by x30%.
Supreme
While Wrath of the Berserker is active, every 50 Fury you spend increases Berserking's damage bonus by x25%, up to x100%.
Aggressive Resistance
• Barbarian
Gain [12%] Damage Reduction while Berserking.
Battle Fervor
• Barbarian
When a Brawling Skill damages at least one enemy, gain Berserking for [3] seconds.
Booming Voice
• Barbarian
Your Shout Skill effect durations are increased by x [24%].
Brute Force
• Barbarian
Your Overpowers deal x [24%] increased damage when using a Two-Handed weapon.
Concussion
• Barbarian
Lucky Hit: Skills using Bludgeoning weapons have up to a [30%] chance to Stun enemies for 2 seconds, or up to a [45%] chance when using a Two-Handed Bludgeoning weapon.
Counteroffensive
• Barbarian
While you have Fortify for over 50% of your Maximum Life, you deal x [12%] increased damage.
Cut to the Bone
• Barbarian
Your Bleeding effects deal x [15%] increased damage to Vulnerable enemies.
Defensive Stance
• Barbarian
While Fortified, you gain an additional [6%] Damage Reduction and Heal 0.5% Maximum Life every second.
Duelist
• Barbarian
Attack Speed is increased by + [9%] while using One-Handed weapons.
Endless Fury
• Barbarian
Basic Skills generate x [36%] more Fury.
Expose Vulnerability
• Barbarian
Dealing direct damage with a Weapon Mastery skill causes your next Core Skill to make enemies Vulnerable for [3] second.
Furious Impulse
• Barbarian
Each time you swap weapons, gain [6] Fury.
Gushing Wounds
• Barbarian
When causing an enemy to Bleed, you have a chance equal to your Critical Strike Chance to increase the Bleed amount by x70%, and also increased by +100% of your Critical Strike Damage bonus.
Overpowering a Bleeding enemy creates an explosion that inflicts 150% Bleeding damage over 5 seconds.
Guttural Yell
• Barbarian
Your Shout Skills cause enemies to deal [12%] less damage for 5 seconds.
Hamstring
• Barbarian
Your Bleeding effects have a [45%] chance to Slow Healthy and Injured enemies by 70% each time they deal damage.
Heavy Handed
• Barbarian
While using Two-Handed weapons you deal x [18%] increased Critical Strike Damage.
Imposing Presence
• Barbarian
Gain x [15%] additional Maximum Life.
Invigorating Fury
• Barbarian
Heal for [9%] of your Maximum Life for each 100 Fury spent.
Martial Vigor
• Barbarian
Damage Reduction against Elites is increased by [18%].
No Mercy
• Barbarian
You gain + [9%] increased Critical Strike Chance.
Outburst
• Barbarian
Gain [X] Thorns. Also gain [X] Thorns for each 20 bonus Maximum Life you have.
Pit Fighter
• Barbarian
You deal x [9%] increased damage to Close enemies and gain [6%] Damage Reduction.
Pressure Point
• Barbarian
Lucky Hit: Your Core and Weapon Mastery skills have up to a [30%] chance to make enemies Vulnerable for 2 seconds.
Prolific Fury
• Barbarian
While Berserking, Fury Generation is increased by x [18%].
Quick Impulses
• Barbarian
Reduce the duration of Control Impairing Effects by [18%].
Raid Leader
• Barbarian
Your Shouts also Heal allies for [3%] of their Maximum Life per second.
Slaying Strike
• Barbarian
You deal [15%] increased damage to Injured and Healthy enemies.
Swiftness
• Barbarian
Movement Speed is increased by + [12%].
Tempered Fury
• Barbarian
Increase your Maximum Fury by [15].
Thick Skin
• Barbarian
Each time you take direct damage gain [1.8%] Maximum Life as Fortify.
Tough as Nails
• Barbarian
Increase your Thorns by + [9%]. When enemies hit you, they take an additional 15% of your Thorns as Bleeding damage over 5 seconds.
Unbridled Rage
• Barbarian
Your Core Skills deal 45% increased damage but cost 100% more Fury. The damage is doubled against Injured enemies.
Unconstrained
• Barbarian
Berserking's damage bonus is increased to x60%. While below 65% Life, you are always Berserk and gain a x30% Physical Damage Reduction bonus.
Walking Arsenal
• Barbarian
Casting a Skill with a Two-Handed Bludgeoning, Two-Handed Slashing, or Dual Wielded weapon grants 15% increased damage for 10 seconds.
While all three bonuses are active, you gain +25% Crowd Control Duration and Attack Speed.
Wallop
• Barbarian
Your Skills using Bludgeoning weapons deal x [15%] increased damage if the enemy is Stunned or Vulnerable.
Barbed Carapace
• Barbarian
For every 25 Fury you spend, you gain +10% Thorns for 8 seconds, up to 120%.
Casting a Skill with a Cooldown grants you Unhindered for 5 seconds. During this time, you deal 100% of your Thorns as Physical damage to Close enemies every second.
Heavy Hitter
• Barbarian
Your Ultimate Skills, Earthquakes, and Dust Devils deal [45%] more damage.
Irrepressible
• Barbarian
Casting a Weapon Mastery Skill Fortifies you for [30%] of your Maximum Life.
Belligerence
• Barbarian
Damaging an enemy with a Basic Skill increases your damage by x [12%] for 4 seconds.
Warpath
• Barbarian
After Overpowering, you deal x [12%] increased damage for 4 seconds.
Claw
Basic • Druid
Spirit Generate: 15
Lucky Hit: 50%
Shapeshift into a Werewolf and claw at an enemy for [39%] damage.

Enhanced
Claw's Attack Speed is increased by +20%.
Fierce
Claw applies 20% Poisoning damage over 6 seconds.
Wild
Claw has a 15% chance to attack twice.
Earth Spike
Basic • Druid
Spirit Generate: 16
Lucky Hit: 39%
Sunder the earth, impaling the first enemy hit for [27%] damage.

Enhanced
Earth Spike has a 15% chance to Stun for 2.5 seconds.
Fierce
Fortify for 12% of your Maximum Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back.
Wild
Summon a second Earth Spike when hitting an Immobilized or Stunned enemy.
Maul
Basic • Druid
Spirit Generate: 20
Lucky Hit: 34%
Shapeshift into a Werebear and maul enemies in front of you, dealing [36%] damage.

Enhanced
If an enemy is hit by Maul, then Fortify for 8% of your Maximum Life.
Fierce
Increases the range and radius of Maul by 25%.
Wild
Maul has a 20% chance to Knock Down enemies for 2 seconds.
Storm Strike
Basic • Druid
Spirit Generate: 15
Lucky Hit: 25%
Electricity gathers around your weapon, dealing [28%] damage to your target and chaining to up to 3 surrounding enemies.
You gain 15% Damage Reduction for 3 seconds after dealing damage with Storm Strike.

Enhanced
Storm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds.
Fierce
Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.
Wild
Storm Strike chains to 2 additional targets.
Wind Shear
Basic • Druid
Spirit Generate: 16
Lucky Hit: 20%
Conjure a piercing blade of wind, dealing [28%] damage.

Enhanced
Wind Shear has a 20% chance to make enemies Vulnerable for 4 seconds.
Fierce
Each enemy hit by Wind Shear increases your Movement Speed by +5% for 5 seconds, up to +20%.
Wild
Wind Shear grants 4 additional Spirit for each enemy hit beyond the first.
Landslide
Core • Druid
Spirit Cost: 33
Lucky Hit: 20%
Crush enemies between 4 pillars of earth, dealing up to [196%] damage.

Enhanced
After Landslide damages enemies 4 times, the next hit will Immobilize enemies for 3 seconds.
Raging
When you strike an Immobilized or Stunned enemy with Landslide, an additional pillar of earth is formed.
Primal
When you Immobilize or Stun an enemy, you gain a Terramote. Each enemy hit by Landslide consumes a Terramote causing a guaranteed Critical Strike with x40% increased Critical Strike Damage. Bosses always have up to a 10% chance to grant a Terramote
when hit.
Lightning Storm
Core • Druid
Spirit Cost: 16 per strike
Lucky Hit: 15%
Conjure a growing lightning storm that deals [104%] damage per strike. The number of strikes increase the longer the storm is channeled up to a maximum of 5 at once.

Enhanced
The size of your Lightning Storm is preserved for 6 seconds after channeling.
Raging
Lightning Storm gains 1 additional lightning strike.
Primal
Lightning Storm has a 12% chance to Immobilize enemies hit for 3 seconds.
Pulverize
Core • Druid
Spirit Cost: 38
Lucky Hit: 25%
Shapeshift into a Werebear and slam the ground, dealing [129%] damage to surrounding enemies.

Enhanced
Your next Pulverize will Overpower every 12 seconds while you remain Healthy.
Raging
Pulverize deals x75% increased Overpower Damage. Enemies Overpowered by Pulverize are Stunned for 3 seconds.
Primal
Enemies hit with Pulverize deal 20% reduced damage for 4 seconds.
Shred
Core • Druid
Spirit Cost: 38
Lucky Hit: 20%
Shapeshift into a Werewolf and perform a trio of combo attacks:
- 1st Attack: Dash towards the target and deal [73%] damage.
- 2nd Attack: Deal [101%] damage.
- 3rd Attack: Perform a larger finishing move dealing [200%] damage.

Enhanced
Shred gains +30% Attack Speed and Heals for 4% of your Maximum Life if an enemy is struck.
Raging
Shred's third combo attack is larger, applies an additional 143% Poisoning damage over 5 seconds, and causes enemies to take x150% increased Poisoning damage for 5 seconds.
Primal
Shred's second and third attacks also perform a dash. In addition, Shred's Critical Strike Damage is increased by x30%.
Stone Burst
Core • Druid
Spirit Cost: 33
Gather stones beneath your enemies then detonate them dealing [168%] damage.
Channeling deals 20% damage and increases the size of the affected area, up to a 400% increase after 01.0 seconds.

Enhanced
Stone Burst's final explosion damage is increased by x25% within the initial radius.
Raging
Stone Burst costs x66% more Spirit, and its final explosion deals x50% more damage.
Primal
While Channeling Stone Burst, and for 2 seconds after it ends, gain +30% Attack Speed.
Tornado
Core • Druid
Spirit Cost: 35
Lucky Hit: 8%
Conjure a swirling tornado that deals [91%] damage.

Enhanced
Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado.
Raging
Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.
Primal
Enemies damaged by Tornado are Slowed by 8% for 3 seconds, stacking up to 40%.
Blood Howl
Defensive • Druid
Cooldown: 15 seconds
Shapeshift into a Werewolf and howl furiously, Healing you for [26.8%] of your Maximum Life.
Enhanced
Kills reduce the Cooldown of Blood Howl by 1 second.
Innate
Blood Howl also generates 20 Spirit. You deal x25% increased damage until you shapeshift out of Werewolf form.
Preserving
Blood Howl also increases your Attack Speed by +15% for 4 seconds.
Cyclone Armor
Defensive • Druid
Cooldown: 18 seconds
Lucky Hit: 25%
Passive: Powerful winds surround you, granting [20.3%] Non-Physical Damage Reduction.
Active: The winds rapidly expand, Knocking Back enemies and dealing [42%] damage.

Enhanced
Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 2 seconds.
Innate
Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds.
Preserving
Every 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds.
Debilitating Roar
Defensive • Druid
Cooldown: [18] seconds
Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 40% for 4 seconds.
Enhanced
Debilitating Roar also Fortifies you for 22% Maximum Life.
Innate
You deal x15% increased damage while Debilitating Roar is active.
Preserving
Debilitating Roar also Heals you for 6% of your Maximum Life each second for its duration.
Earthen Bulwark
Defensive • Druid
Cooldown: 16 seconds
Lucky Hit: 30%
Rock's surround you for 3 seconds, granting a Barrier that absorbs [63%] of your Maximum Life in damage.
Enhanced
Earthen Bulwark makes you Unstoppable while active.
Innate
Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing 60% to surrounding enemies. This damage is increased by Barrier bonuses.
Preserving
Casting Earthen Bulwark grants 18% Maximum Life as Fortify.
Ravens
Companion • Druid
Cooldown: 15 seconds
Lucky Hit: 45%
Passive: 1 Raven flies above you and periodically attacks your enemies for [61%] damage every 3 seconds.
Active: The target area is swarmed with ravens, dealing [420%] damage over 6 seconds.

Enhanced
You have 8% increased Critical Strike Chance against enemies for 6 seconds after they are hit by Ravens.
Ferocious
Enemies inside the swarm of Ravens when it is activated become Vulnerable for 3 seconds.
Brutal
2 additional Ravens periodically attack enemies. Increase the passive damage of Ravens by x40%.
Poison Creeper
Companion • Druid
Cooldown: 20 seconds
Lucky Hit: 28%
Passive: 1 poison creeper periodically emerges from the ground every 7 seconds, applying [66%] Poisoning damage over 6 seconds to an enemy in the area.
Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and Poisoning them for [176%] damage over 2 seconds.

Enhanced
Pọison Creeper's Immobilize and Poison durations are increased by 1 second.
Ferocious
Pọison Creeper's active Poisoning duration is increased by 3 seconds.
Brutal
Your Critical Strike Chance is increased by +20% against enemies strangled by Pọison Creeper.
Wolves
Companion • Druid
Cooldown: 11 seconds
Lucky Hit: 50%
Passive: Summon 2 wolf companions that bite enemies for [20%] damage.
Active: Direct your wolves to focus an enemy, becoming Unstoppable, and leaping to them and striking for [280%] damage.

Enhanced
Wolves deal x25% increased damage to Immobilized, Stunned, Slowed, or Poisoned enemies.
Ferocious
Lucky Hit: Your Wolves' attacks have up to a 40% chance to Fortify you for 8% Maximum Life.
Brutal
When you Critically Strike, your Wolves gain +25% Attack Speed for 3 seconds.
Boulder
Wrath • Druid
Cooldown: 10 seconds
Lucky Hit: 4%
Unearth a large rolling boulder that repeatedly Knocks Back enemies, dealing [98%] damage with each hit.

Enhanced
When Boulder reaches the end of its path, enemies hit are Slowed by 30% for 3 seconds. If Boulder Overpowered, enemies are Stunned for 4 seconds instead.
Natural
While you have any Fortify, Boulder has 20% increased Critical Strike Chance.
Savage
Boulder's Critical Strike Chance is increased by +3% each time it deals damage.
Hurricane
Wrath • Druid
Cooldown: 20 seconds
Lucky Hit: 21%
Form a hurricane around you that deals [484%] damage to surrounding enemies over 8 seconds.

Enhanced
Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
Natural
Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds.
Savage
Enemies affected by Hurricane deal 20% less damage.
Rabies
Wrath • Druid
Cooldown: 12 seconds
Lucky Hit: 50%
Shapeshift into a Werewolf and perform an infectious bite against enemies in front of you, dealing [39%] damage and applying an additional [385%] Poisoning damage over 6 seconds.
Infected enemies spread Rabies to other surrounding targets.

Enhanced
Rabies' Poisoning damage also increases over the lifetime of the disease, dealing 60% bonus damage at max duration.
Natural
Spread distance is increased by 70%.
Savage
Rabies deals its total Poisoning damage in 4 seconds instead of 6.
Trample
Wrath • Druid
Cooldown: 14 seconds
Lucky Hit: 20%
Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing [105%] damage and Knocking Back enemies.
Enemies who are Knocked Back into terrain take an additional [63%] damage and are Stunned for 3 seconds.

Enhanced
Trample deals 150% bonus damage. This bonus is reduced by 50% for each enemy hit after the first.
Natural
Casting Trample grants 20% Maximum Life as Fortify.
Savage
Casting Trample grants 40 Spirit.
Cataclysm
Ultimate • Druid
Cooldown: [49.2] seconds
Lucky Hit: 62%
A massive storm follows you for 10 seconds. Twisters Knock Back enemies dealing [64%] damage, and lightning strikes wildly dealing [161%] damage.
Rank 5: Casting Cataclysm Slows surrounding enemies by 70% for 8 seconds.

Prime
Cataclysm's duration is increased by 4 seconds.
Supreme
Lightning strikes from Cataclysm make enemies Vulnerable for 6 seconds.
Grizzly Rage
Ultimate • Druid
Cooldown: [41] seconds
Shapeshift into a Dire Werebear for 10 seconds gaining x60% bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form, up to a maximum of 75%. Kills extend the duration by 1 second, but the duration cannot go above 10 seconds. Overpowering Bosses now extends the duration by 5 seconds.
Rank 5: Casting Grizzly Rage Knocks Down surrounding enemies for 5 seconds and deals 200% damage to them.
Prime
Grizzly Rage grants you Unstoppable for 6 seconds.
Supreme
Gain 8% Maximum Life as Fortify per second while Grizzly Rage is active.
Lacerate
Ultimate • Druid
Cooldown: [28.7] seconds
Lucky Hit: 7%
Shapeshift into a Werewolf, become Immune and quickly dash 10 times between enemies in the area dealing up to [840%] damage.
Rank 5: Lacerate damage is increased by x30% of your Critical Strike Damage bonus.
Prime
Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. The first Critical Strike is guaranteed and deals x150% increased damage.
Supreme
Whenever Lacerate Critically Strikes, you deal x4% increased damage for 10 seconds, up to x40%.
Petrify
Ultimate • Druid
Cooldown: [41] seconds
Generates 100 Spirit. Encase all Nearby enemies in stone, Stunning them for 4 seconds.
Rank 5: Casting Petrify resets all your non-Ultimate Skill Cooldowns.

Prime
You deal x30% increased Critical Strike Damage to enemies affected by Petrify.
Against Bosses the Critical Strike Damage bonus is increased to x50% and its duration is increased to 7 seconds.
Bonus Critical Strike Damage now applies to damage done by your Companions.
Supreme
Killing an enemy affected by Petrify reduces its Cooldown by 1 second. Hitting a Boss with Petrify reduces its Cooldown by 10 seconds.
Abundance
• Druid
Basic Skills generate x [18%] more Spirit.
Ancestral Fortitude
• Druid
Increases your Non-Physical Resistances by [15%].
Bad Omen
• Druid
Lucky Hit: Up to a [30%] chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Bolt also hits dealing 70% damage.
Bestial Rampage
• Druid
When Shapeshifting, Werebear grants x40% increases damage and Werewolf grants +30% Attack Speed.
Both bonuses persist as long as you are in either animal form, but are lost after 3 seconds in Human form.
Call of the Wild
• Druid
Your Companion Skills deal [36%] bonus damage.
Charged Atmosphere
• Druid
Every [8] seconds, a Lightning Bolt hits a Nearby enemy dealing 45% damage. Your Lightning Bolts deal 10% increased damage.
Circle of Life
• Druid
Nature Magic Skills that consume Spirit Heal you for [3%] of your Maximum Life.
Clarity
• Druid
After casting a Companion Skill, your next Core or Wrath Skill's damage and Critical Strike Chance are increased by [15%] , up to [45%].
Crushing Earth
• Druid
Earth Skills deal x [15%] increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
Defensive Posture
• Druid
Increases the amount of Fortify you gain from all sources by [15%] and you gain [9%] Damage Reduction while Fortified.
Defiance
• Druid
Nature Magic Skills deal x [12%] increased damage to Elites.
Digitigrade Gait
• Druid
You gain + [12%] Movement Speed while in Werewolf form.
This bonus persists for 3 seconds after leaving Werewolf form.
Earthen Might
• Druid
Lucky Hit: Damaging enemies with Earth Skills has up to a 15% chance to:
- Restore all of your Spirit
- Cause your attacks to be guaranteed Critical Strikes for 5 seconds
This chance is increased by:
- 15% for Critical Strikes
- 15% if the target is Stunned, Immobilized, or Knocked Back
Electric Shock
• Druid
Lucky Hit: Dealing Lightning damage to enemies has up to a [24%] chance to Immobilize them for 3 seconds.
If the target is already Immobilized, the Lightning damage dealt to them is increased by x [21%] instead.
Elemental Exposure
• Druid
Lucky Hit: Your Storm Skills have up to a 10% chance to make enemies Vulnerable for [3] seconds.
Endless Tempest
• Druid
Increase the duration of Hurricane and Cataclysm by [15%].
Envenom
• Druid
You and your Companions gain [30%] bonus Critical Strike Damage against Poisoned enemies.
Heart of the Wild
• Druid
Maximum Spirit is increased by [9].
Heightened Senses
• Druid
When Shapeshifting, Werebear grants [9%] Damage Reduction and Werewolf grants [9%] Movement Speed.
Both bonuses persist as long as you are in either animal form. They are lost after 3 seconds in Human form.
Iron Fur
• Druid
You gain [12%] Damage Reduction while in Werebear form.
This bonus persists for 3 seconds after leaving Werebearform.
Lupine Ferocity
• Druid
Every 3rd Werewolf Skill hit Critically Strikes. Werewolf Critical Strikes deal x75% increased damage.
Mending
• Druid
While in Werebear form, you receive [18%] additional Healing from all sources and gain [12%] increased Maximum Life.
Natural Disaster
• Druid
Your Earth Skills deal x [12%] increased damage to Vulnerable enemies.
Your Storm Skills deal x [12%] increased damage to enemies that are Stunned, Immobilized, or Knocked Back.
Natural Fortitude
• Druid
Shapeshifting Fortifies you for [6%] Maximum Life.
Nature's Fury
• Druid
Casting an Earth Skill has a 40% chance to trigger a free Storm Skill of the same category, and vice versa.
In addition, these free Skills count as both Earth and Storm Skills.
Nature's Reach
• Druid
Deal x [15%] increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back.
Nature's Resolve
• Druid
[15%] chance when struck to Fortify you for 4% Maximum Life.
Neurotoxin
• Druid
Poisoned enemies are slowed by [24%].
One With Nature
• Druid
Your Companion Skills each gain 1 additional companion and deal x80% increased damage.
Gain the Passive Effect of Ravens, Wolves, and Poison Creeper.
Perfect Storm
• Druid
Storm Skills that you cast grant 2 Spirit and deal x60% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy.
Predatory Instinct
• Druid
Critical Strike Chance against Close enemies is increased by + [6%].
Provocation
• Druid
When you remain in Werebear form for at least [12] seconds, your next non-Defensive Skill will Overpower.
Quickshift
• Druid
Shapeshifting into a new animal form grants x [3%] increased damage, up to x [18%]. This bonus is lost after 3 seconds in Human form.
Resonance
• Druid
Nature Magic Skills deal x [6%] increased damage. Triple this bonus if an Earth Skill is the next Skill cast after a Storm Skill, or a Storm Skill is the next Skill cast after an Earth Skill.
Safeguard
• Druid
Critical Strikes with Earth Skills Fortify you for [9%] Maximum Life.
Stone Guard
• Druid
While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal x [12%] increased damage.
Thick Hide
• Druid
Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for [30%] Maximum Life.
Toxic Claws
• Druid
Damage with Shred and Lacerate deal an additional [72%] of their Base damage as Poisoning damage over 4 seconds.
Unrestrained
• Druid
Reduce the duration of Control Impairing Effects by [15%]. Double this effect while you have Fortify for over 50% of your Maximum Life.
Ursine Strength
• Druid
Gain x30% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form.
While Healthy, deal x15% increased damage, and x70% increased Overpower damage.
Vigilance
• Druid
You gain [21%] Damage Reduction for 6 seconds after using a Defensive Skill.
Wild Impulses
• Druid
Your Core Skills cost x [9%] more Spirit but deal x [15%] increased damage.
Feral Aptitude
• Druid
You deal x [9%] increased damage while Healthy and x [9%] increased damage while above 100% Movement Speed. These bonuses can stack.
Humanity
• Druid
You deal x [15%] increased damage while in Human form.
Catastrophe
• Druid
You deal x [15%] increased damage for 8 seconds after casting an Ultimate Skill.
Backlash
• Druid
You deal x [12%] increased damage for 5 seconds after casting a Defensive Skill.
Bone Splinters
Basic • Necromancer
Generate Essence: 10
Lucky Hit: 30%
Fire 3 splinters of bone, dealing [21%] damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence.

Enhanced
Bone Splinters has a 25% chance to fire 2 additional projectiles if cast while you have 50 or more Essence.
Acolyte's
Hitting the same enemy at least 3 times with the same cast of Bone Splinters grants +8% Critical Strike Chance for 4 seconds.
Initiate's
Bone Splinters has a 20% chance per hit to make enemies Vulnerable for 2 seconds.
Decompose
Basic • Necromancer
Generate Essence: 13 per second
Lucky Hit: 40%
Tear the flesh from an enemy, dealing [84%] damage per second and forming a usable Corpse with the flesh every 1 second.

Enhanced
Decompose now causes a small explosion dealing 40% damage when creating a Corpse or when the enemy dies, and you gain 10 Essence.
Acolyte's
Explosions from Decompose make enemies Vulnerable for 4 seconds.
Initiate's
Decompose Slows enemies by 50%. When Decompose explodes, you gain +30% Movement Speed for 8 seconds.
Hemorrhage
Basic • Necromancer
Generate Essence: 13
Lucky Hit: 50%
Burst an enemy's blood, dealing [56%] damage. Hemorrhage has a 20% chance to form a Blood Orb.

Enhanced
After picking up a Blood Orb, your next Hemorrhage also deals damage to enemies around your target and grants 2 additional Essence per enemy hit.
Acolyte's
Hemorrhage gains an additional +20% Attack Speed while Healthy.
Initiate's
Hemorrhage grants 1.6% Maximum Life as Fortify each time it hits an enemy, and has a 1.5% chance per enemy hit to Fortify you for 100% of your Maximum Life.
Reap
Basic • Necromancer
Generate Essence: 4 per enemy hit
Lucky Hit: 30%
Sweep an ethereal scythe in front of you, dealing [28%] damage. Hitting an enemy with Reap increases your Damage Reduction by 15% for 4 seconds. Now generates 15 Essence when hitting a boss.

Enhanced
If an enemy hit by Reap dies within 2 seconds, you gain +30% Attack Speed for 4 seconds.
Acolyte's
Reap forms a Corpse under the first enemy hit. Can only occur every 5 seconds.
Initiate's
Reap instantly kills enemies below 5% Life. This does not work on Bosses or Players.
Blight
Core • Necromancer
Essence Cost: 20
Lucky Hit: 40%
Unleash concentrated blight that deals [56%] damage and leaves behind a defiled area, dealing [189%] damage over 6 seconds.

Enhanced
Blight's radius is increased by 15%, directly hitting an Elite with it doubles the damage of its defile area.
Supernatural
You and your Minions deal x20% increased damage to enemies within Blight.
Paranormal
Blight has a 25% chance to instantly Freeze enemies on impact for 3 seconds and its defiled area also Chills enemies for 15% every second.
Blood Lance
Core • Necromancer
Essence Cost: 15
Lucky Hit: 50%
Throw a blood lance that lingers in an enemy for 3 seconds, dealing [112%] damage to the enemy and all other lanced enemies.
Blood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies after the first.

Enhanced
After casting Blood Lance 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
Supernatural
Blood Lance deals x15% increased Critical Strike Damage and x15% increased Overpower damage.
Paranormal
While at least 2 enemies or a Boss are affected by Blood Lance, you gain +15% Attack Speed and Blood Lance's Essence cost is reduced by 3.
Blood Surge
Core • Necromancer
Essence Cost: 30
Lucky Hit: 12%
Draw blood from enemies, dealing [28%] damage, and expel a blood nova, dealing [98%] damage. Blood Surge's nova damage is increased by x5% per enemy drained, up to x50%.

Enhanced
Blood Surge Heals you for 3% of your Maximum Life when drawing blood from enemies. If 4 or more enemies are drawn from, then Heal for an additional 3% of your Maximum Life.
Supernatural
Each time an enemy is hit by Blood Surge's nova, you are Fortified for 1% Maximum Life. While you have Fortify for over 50% of your Maximum Life, Blood Surge deals x30% increased damage.
Paranormal
If an enemy is damaged by Blood Surge's nova while you are Healthy, gain 1 stack of Overwhelming Blood. When you have 5 stacks of Overwhelming Blood, your next Blood Surge Overpowers.
Bone Spear
Core • Necromancer
Essence Cost: 25
Lucky Hit: 50%
Conjure a bone spear from the ground, dealing [140%] damage and piercing through enemies.

Enhanced
Bone Spear makes the first enemy hit Vulnerable for 3 seconds and breaks into 3 bone shards when destroyed, dealing 25% damage each.
Supernatural
Bone Spear deals x40% more Overpower damage and restores 5% Maximum Life after Overpowering.
Paranormal
Bone Spear has 5% more Critical Strike Chance. If its main projectile Critically Strikes, 2 more Bone Shards form upon expiration and you gain 10% Maximum Essence for 5 seconds.
Sever
Core • Necromancer
Essence Cost: 20
Lucky Hit: 40%
A specter of you charges forward and attacks with its scythe for [154%] damage then returns to you and attacks again for [63%] damage.

Enhanced
Sever deals 85% of its initial damage along its path and Slows enemies by 40% for 3 seconds.
Supernatural
Sever deals x2% increased damage for each Minion you have upon Cast and spawns a Corpse at its end point.
Paranormal
Every 3rd cast of Sever Fears enemies and makes them Vulnerable for 3 seconds.
Blood Mist
Macabre • Necromancer
Cooldown: [20.8] seconds
Lucky Hit: 9%
Disperse into a bloody mist, becoming Immune for 3 seconds. You periodically deal 35% damage to enemies and Heal for [0.7%] of your Maximum Life.

Enhanced
Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.
Ghastly
Blood Mist is now a Mobility Skill that grants 30% Movement Speed, spawning a Corpse every second and applying Vulnerable for 5 seconds to enemies it passes through.
Dreadful
You gain 15% Critical Strike Chance and x10% Critical Strike Damage for 5 seconds after Blood Mist ends.
Bone Prison
Macabre • Necromancer
Cooldown: [12.3] seconds
Unearth a prison of bone with [X] Life that surrounds the target area for 6 seconds.
Enhanced
Enemies within Bone Prison when it appears are made Vulnerable and take x15% more damage for 8 seconds.
Ghastly
Casting Bone Prison grants 40 Essence. Trapping a Boss generates another 25 Essence.
Dreadful
Reduce your active cooldowns by 0.5 seconds for each enemy trapped by Bone Prison, up to 5 seconds.
Bone Spirit
Macabre • Necromancer
Essence Cost: All Remaining Essence
Cooldown: 12 seconds
Lucky Hit: 33%
Consume all of your Essence to conjure a spirit of bone that seeks enemies. Upon reaching an enemy, the spirit explodes, dealing [112%] damage to the target and all surrounding enemies. Damage is increased by x4% for each point of Essence spent casting Bone spirit.

Enhanced
If Bone spirit Critically Strikes, its Cooldown is reduced by 7 seconds. This effect can only happen once per cast.
Ghastly
Bone spirit has an additional +10% Critical Strike Chance.
Dreadful
After Bone spirit hits an enemy, you generate 30% of your Maximum Essence over the next 4 seconds.
Decrepify
Curse • Necromancer
Essence Cost: 10
Curse the target area. Enemies afflicted by Decrepify are Slowed by [51.1%] and deal [23.8%] less damage for 10 seconds.

Enhanced
Lucky Hit: Enemies hit while afflicted with Decrepify have up to a 10% chance to be Stunned for 2 seconds.
Abhorrent
Lucky Hit: Enemies hit while afflicted with Decrepify have up to a 15% chance to reduce your active Cooldowns by 1 second.
Horrid
When you or your Minions hit an enemy afflicted with Decrepify below 10% Life, they are instantly killed. Does not work on Bosses.
Iron Maiden
Curse • Necromancer
Essence Cost: 10
Curse the target area. Enemies afflicted by Iron Maiden take [42%] damage every 2 seconds and each time they deal direct damage. Lasts 10 seconds.

Enhanced
Iron Maiden no longer costs Essence. Instead, gain 5 Essence for each enemy Cursed. Does not work with enemies who are already Cursed with Iron Maiden.
Abhorrent
Heal for 7% of your Maximum Life when an enemy dies while afflicted with Iron Maiden.
Horrid
When at least 3 enemies are afflicted by Iron Maiden, its damage is increased by
x30%.
Corpse Explosion
Corpse • Necromancer
Lucky Hit: 25%
Detonate a Corpse, dealing [119%] damage to surrounding enemies.

Enhanced
Corpse Explosion's radius is increased by 15%.
Blighted
Corpse Explosion becomes a Darkness Skill and, instead of exploding, releases a vile miasma dealing 95% Shadow Damage over 6 seconds.
Plagued
Corpse Explosion deals x10% increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack.
Corpse Tendrils
Corpse • Necromancer
Cooldown: [9.02] seconds
Lucky Hit: 30%
Veins burst out of a Corpse, Pulling in enemies, Stunning them for 3 seconds, and dealing [28%] damage to them. Does not consume the Corpse.

Enhanced
Enemies who are in range of Corpse Tendrils are Slowed by 50% before being Pulled.
Blighted
Corpse Tendrils has a 30% chance to drop a Blood Orb when damaging enemies.
Plagued
Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds.
Army of the Dead
Ultimate • Necromancer
Cooldown: [49.2] seconds
Lucky Hit: 64%
Call forth the deep buried dead. Volatile Skeletons emerge over the next 7 seconds that explode when around enemies, dealing [168%] damage and Stun for 2 seconds.
Rank 5: Army of the Dead's damage is increased by x40% of your Skeleton Mage and Golem Damage bonuses.

Prime
When Army of the Dead‘s Volatile Skeletons explode, they have a 100% chance to leave behind a Corpse.
Supreme
Army of the Dead also raises your Skeletal Warriors and Skeletal Mages.
Blood Wave
Ultimate • Necromancer
Cooldown: [41] seconds
Lucky Hit: 50%
Conjure a tidal wave of blood that deals [630%] damage and Knocks Back
enemies.
Rank 5: Blood Wave's damage is increased by x30% of your Damage While Healthy and Damage While Fortified bonuses.

Prime
Casting Blood Wave grants 20% Damage Reduction for 10 seconds.
Supreme
Blood Wave leaves behind 6 Blood Orbs as it travels.
Bone Storm
Ultimate • Necromancer
Cooldown: [49.2] seconds
Lucky Hit: 40%
A swirling storm of bones appears around you and your Golem, dealing [592%] to surrounding enemies over 10 seconds.
Rank 5: Bone Storm's damage is increased by x30% of your Critical Strike Damage bonus.

Prime
Your Damage Reduction is increased by 15% while Bone Storm is active.
Supreme
Your Critical Strike Chance and Attack Speed are increased by +20% while Bone Storm is active.
Soulrift
Ultimate • Necromancer
Cooldown: [41] seconds
For 8 seconds, you corrupt surrounding enemies, dealing [91%] damage per second. Every 0.25 seconds of this duration, you absorb the souls of up to 3 enemies, gaining 2 Essence and a Barrier for 2% of your Maximum Life for 5 seconds.
You absorb 3 souls at a time from Bosses.
Rank 5: Every 30 souls consumed refills 1 of your Healing Potions with the lifeblood of your tortured victims.

Supreme
Every soul absorbed increases your damage by x0.5%, up to x75%. This bonus persists for 5 seconds after Soulrift ends.
Prime
Soulrift extracts twice the souls from enemies and applies Vulnerable to them for 3 seconds.
After it ends, all surrounding enemies are Feared and Slowed by 85% for 5 seconds.
Raise Skeleton
Summoning • Necromancer
You Raise a Skeleton from a Corpse to fight for you.
Once all of your Skeletons have been summoned, Raise Skeleton briefly summons a Skeletal Priest to empower your Minions for 8 seconds, increasing their damage by 30% and healing them for 25% of their Maximum Life.
Golem
Summoning • Necromancer
Cooldown: 16 seconds
Passive: You are protected by a Golem with [X] Life that attacks for 77% damage.
Active: Your Golem becomes Unstoppable and Taunts Nearby enemies and takes 30% reduced damage for the next 6 seconds. It gains 70% of its Armor as Thorns for the duration. You become Unstoppable for 1.5 seconds.
When your Golem dies, it respawns after 20 seconds.
Amplify Damage
• Necromancer
You deal x [12%] increased damage to Cursed and Feared enemies. These bonuses can stack.
Bonded in Essence
• Necromancer
Every 5 seconds, your Skeletal Priest's Healing will Heal your Skeletons for an additional [60%] of their Maximum Life.
Coalesced Blood
• Necromancer
You deal [18%] increased damage while Healthy.
Compound Fracture
• Necromancer
After Critically Striking 10 times with Bone Skills, your Bone Skills deal x [18%] increased damage for 5 seconds.
Crippling Darkness
• Necromancer
Lucky Hit: Darkness Skills have up to a 15% chance to Stun enemies for [3] seconds and deal [X] Shadow damage to them.
Death's Defense
• Necromancer
Your Minions gain + [24%] increased Armor and + [24%] increased Resistance to All Elements.
Death's Embrace
• Necromancer
Close enemies take x [6%] more damage from you and deal [12%] less damage to you.
Death's Approach
• Necromancer
Gain + [15%] Movement Speed.
Drain Vitality
• Necromancer
Lucky Hit: Hitting enemies with Blood Skills has up to a 30% chance to Fortify you for [7.5%] Maximum Life.
Evulsion
• Necromancer
Your Bone Skills deal x [18%] increased damage to Vulnerable enemies.
Fueled by Death
• Necromancer
You deal x [9%] increased damage for 6 seconds after consuming a Corpse.
Gloom
• Necromancer
When you damage enemies with Darkness Skills, they take x [6%] increased Shadow Damage from you and your Minions for 2 seconds, stacking up to 4 times.
Golem Mastery
• Necromancer
Increase the damage and Life of your Golem by x [75%].
Grim Harvest
• Necromancer
Consuming a Corpse generates [6] Essence.
Gruesome Mending
• Necromancer
You receive + [30%] more Healing from all sources.
Hellbent Commander
• Necromancer
While you control at least 7 Minions, gain [30%] Summoning Damage.
Hewed Flesh
• Necromancer
Lucky Hit: Your damage has up to a [12%] chance to create a Corpse at the target‘s location.
This chance is doubled against Bosses.
Imperfectly Balanced
• Necromancer
Your Core Skills cost x [9%] more Essence, but deal x [15%] increased damage.
Inspiring Leader
• Necromancer
While you are Healthy, you gain [12%] increased Critical Strike Chance and your Minions gain [18%] increased Critical Strike Chance.
Kalan's Edict
• Necromancer
Your Minions gain +3% Attack Speed and deal x3% increased damage for each active Minion.
Memento Mori
• Necromancer
Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by [60%].
Necrotic Carapace
• Necromancer
When a Corpse is formed from your Skills or your Minions, Fortify for [15%] Maximum Life.
Ossified Essence
• Necromancer
Your Bone Skills deal x0.5% increased damage for each point of Essence you have above 50 upon cast.
Rapid Ossification
• Necromancer
Every 100 Essence you spend reduces the cooldowns of your Bone Skills by [1.5] seconds.
Rathma's Vigor
• Necromancer
After being Healthy for 15 seconds, your next Blood Skill Overpowers. This timer is reduced by 2 seconds each time Blood Orbs Heal or Overheal you for an amount greater than or equal to your base Life.
You deal x120% Overpower damage.
Reaper's Pursuit
• Necromancer
For each Darkness Skill on your Skill Bar, gain [6%] increased Movement Speed and [6%] more damage.
Serration
• Necromancer
Your Bone Skills have a + [0.9%] increased Critical Strike Chance for each 30 Essence you have upon cast.
Shadowblight
• Necromancer
Shadow damage infects enemies with Shadowblight for 2 seconds. Every 8th time an enemy receives Shadow damage from you or your Minions while they are affected by Shadowblight, they take an additional 60% Shadow damage.
Shadowblight's damage is increased by x100% of your Shadow Damage over Time bonus.
Skeletal Mage Mastery
• Necromancer
Increase the damage and Life of your Skeletal Mages by x [60%].
Skeletal Warrior Mastery
• Necromancer
Increase the damage and Life of your Skeletal Warriors by x [45%].
Spiked Armor
• Necromancer
Gain [X] Thorns, [15%] additional Armor, and 10% Block Chance.
Stand Alone
• Necromancer
Increases Damage Reduction by [18%] when you have no minions. Each active minion reduces this bonus by 2%.
Terror
• Necromancer
You deal x [9%] increased Shadow damage to enemies who are Slowed or Chilled, and x [9%] increased Shadow damage to enemies who are Stunned, Immobilized, or Frozen. These bonuses stack and apply to Shadow Damage dealt by your Minions.
Tides of Blood
• Necromancer
Your Blood Skills deal x [15%] increased Overpower damage. This bonus is doubled while you are Healthy.
Transfusion
• Necromancer
Lucky Hit: Blood Skills have up to a [9%] chance to create a Blood Orb at the target's location. This can only occur once every 2 seconds.
This chance is doubled against Bosses.
Unliving Energy
• Necromancer
Your maximum Essence is increased by [9].
Necrotic Fortitude
• Necromancer
Lucky Hit: Up to a [15%] chance to grant yourself a Barrier for 7% of your Maximum Life for 6 seconds.
Finality
• Necromancer
You deal x [15%] increased damage for 8 seconds after casting an Ultimate Skill.
Titan's Fall
• Necromancer
While Fortified you deal x [18%] increased damage to Elites.
Precision Decay
• Necromancer
Your Lucky Hit chance is increased by + [15%].
Affliction
• Necromancer
Enemies affected by Vulnerable, Crowd Control, or Shadow Damage over Time are Afflicted, taking x15% increased damage from you and your Minions.
Your Curse Skills deal 100% Shadow damage when applied to Afflicted enemies. This amount increases by x30% of your damage to Crowd Control, Vulnerable Damage, and Critical Strike Damage bonuses combined.
Blade Shift
Basic • Rogue
Lucky Hit: 50%
Quickly stab your victim for [42%] and shift, making you Unhindered for 4 seconds.

Requires Dual Wielded weapons
Enhanced
While Blade Shift is active you gain +20% Movement speed. Moving through enemies refreshes its duration.
Fundamental
Casting a skill other than Blade Shift empowers your next Blade Shift to deal x100% increased damage.
Primary
While Blade Shift is active, you gain +15% Resistance to All Elements and reduce the duration of incoming Control Impairing effects by 30%.
Forceful Arrow
Basic • Rogue
Lucky Hit: 50%
Fire a powerful arrow at an enemy, dealing [46%] damage. Every 3rd cast makes enemies hit Vulnerable for 5 seconds.

Requires a Ranged weapon
Enhanced
Every 3rd cast of Forceful Arrow additionally has a +15% increased Critical Strike Chance.
Fundamental
Forceful Arrow Knocks Back Non-Elite enemies if they are Close. If they collide with another enemy, both are Knocked Down for 1.5 seconds.
Primary
Every 3rd cast of Forceful Arrow piercing through all enemies hit.
Heartseeker
Basic • Rogue
Lucky Hit: 50%
Fire an arrow that seeks an enemy, dealing [34%] damage and increasing your Critical Strike Chance against them by +5% for 4 seconds, up to +15%.

Requires a Ranged weapon
Enhanced
When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.
Fundamental
Heartseeker also increases the Critical Strike Damage the enemy takes from you by x5% for 4 seconds, up to x15%.
Primary
Heartseeker ricochets to an additonal enemy, dealing 75% of the original damage.
Invigorating Strike
Basic • Rogue
Lucky Hit: 50%
Melee attack an enemy, dealing [63%] damage and increasing Energy Regeneration by x20% for 3 seconds.

Requires Dual Wielded weapons
Enhanced
Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to x50%.
Fundamental
Hitting an enemy with Invigorating Strike while you are below 95% Energy makes them Vulnerable for 3 seconds.
Primary
Invigorating Strike additionally grants +8% Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy increases this bonus to +16% Lucky Hit Chance.
Puncture
Basic • Rogue
Lucky Hit: 35%
Throw blades a short distance, dealing [29%] damage. Every 3rd cast Slows enemies by 20% for 2 seconds. Critical Strikes will always Slow.

Requires Dual Wielded weapons
Enhanced
Gain 2 Energy when Puncture damages a Crowd Controlled enemy.
Fundamental
Punture now throws 3 blades in a spread, each dealing 35% of its Base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds.
Primary
Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet.
Barrage
Core • Rogue
Energy Cost: 30
Lucky Hit: 16%
Unleash a barrage of 5 arrows that expands outwards, each dealing [31%] damage. Each arrows has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow's Base damage.

Requires a Ranged weapon
Enhanced
Barrage's ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critical Strike an enemy.
Advanced
Whenever a single cast of Barrage ricochets at least 4 times, your next cast gains 20% increased Critical Strike Chance.
Improved
Every 3rd cast of Barrage makes enemies Vulnerable for 2 seconds.
Flurry
Core • Rogue
Energy Cost: 25
Lucky Hit: 20%
Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of [210%] damage to each.

Requires Dual Wielded weapons
Enhanced
Each time Flurry hits an enemy, it deals x1% increased damage for 8 seconds, up to x25%, and has a 10% chance to apply Vulnerable for 3 seconds.
Advanced
Successive casts of Flurry increase its damage by x10% and reduce its Energy cost by 15%, up to 3 times.
Improved
Casting Flurry dashes you to the target and Heals 10% of your Maximum Life.
Penetrating Shot
Core • Rogue
Energy Cost: 35
Lucky Hit: 50%
Fire an arrow that pierces through all enemies in a line, dealing [133%] damage, increased by x10% per enemy it pierces.

Requires a Ranged weapon
Enhanced
Casting Penetrating Shot and hitting a Boss or Elite with it has a 40% Chance to fire it an additional time for free.
Advanced
When cast with full Energy, Penetrating Shot will Slow all enemies hit by 50% for 3 seconds. Elite enemies will take x50% increased damage and be Knocked Down for 1.5 seconds.
Improved
Penetrating Shot has a +10% increased Critical Strike Chance. If Penetrating Shot damages at least 3 enemies, you gain +10% increased Critical Strike Chance for 5 seconds.
Rapid Fire
Core • Rogue
Energy Cost: 25
Lucky Hit: 20%
Rapidly fire 5 arrows, each dealing [56%] damage.

Requires a Ranged weapon
Enhanced
Each subsequent arrow from Rapid Fire has +7.5% increased Critical Strike Chance, up to +37.5% for the 5th arrow.
Advanced
Rapid Fire deals x30% increased Critical Strike Damage for 5 seconds after you Evade.
Improved
Gain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy.
Twisting Blades
Core • Rogue
Energy Cost: 30
Lucky Hit: 33%
Impale an enemy with your blades, dealing [98%] damage and making them take x8% increased damage from you for 3 seconds. After 1.5 seconds, the blades return to you, piercing enemies for [157%] damage.

Requires Dual Wielded weapons
Enhanced
Twisting Blades deals x35% increased damage when returning.
Advanced
When your Twisting Blades return, your active Cooldowns are reduced by 0.1 second per enemy they passed through, up to 2 seconds.
Improved
Enemies are Dazed for 1.5 seconds while impaled with Twisting Blade.
Concealment
Subterfuge • Rogue
Cooldown: [16.39] seconds
Vanishes from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage.
Concealment also makes you Unstoppable and Unhindered, grants +30% Movement Speed, and Unhindered for its duration.
Using an attack Skill during Concealment will break Concealment.
Enhanced
You gain 40 Energy when you enter Concealment.
Countering
Casting Concealment grants 10% Dodge Chance and increases the Movement Speed bonus to +60% for 5 seconds.
Subverting
The Skill that breaks Concealment will always be a guaranteed Critical Strike and makes enemies Vulnerable for 6 seconds.
Dark Shroud
Subterfuge • Rogue
Cooldown: 20 seconds
Surround yourself with up to 5 protective shadows. Gain [9.6%] Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed.
Enhanced
Each active Dark Shroud shadow grants you +5% increased Movement Speed and also has a 15% chance to not be Consumed.
Countering
While you have at least 1 active shadow from Dark Shroud, gain +10% Critical Strike Chance.
Subverting
You Heal for 10% of your Maximum Life when a Dark Shroud shadow is removed.
Poison Trap
Subterfuge • Rogue
Cooldown: 10 seconds
Lucky Hit: 20%
Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying [756%] Poisoning damage over 9 seconds to enemies in the area.
You can have 4 armed traps out at once.

Enhanced
Pọison Trap Knocks Down enemies for 1.5 seconds when it activates.
Countering
Pọison Trap has a 40% chance to reset your Imbuement Skill Cooldowns when activated.
Subverting
You deal x15% increased Poison Damage to enemies standing inside your Pọison Trap.
Smoke Grenade
Subterfuge • Rogue
Cooldown: [8.19] seconds
Lucky Hit: 25%
Throw a smoky concoction at enemies that deals [126%] damage and Dazes them for 4 seconds.
Enhanced
Enemies hit by Smoke Grenade take x25% increased damage from you for 5 seconds.
Countering
Hitting an Elite or Boss with Smoke Grenade reduces its Cooldown by 5 seconds.
Subverting
Smoke Grenade now deals Poison damage and applies another 45% Poisoning damage over 5 seconds.
Caltrops
Agility • Rogue
Charges: 2
Charge Cooldown: 12 seconds
Lucky Hit: 25%
Throw caltrops on the ground, dealing [63%] damage and Slowing enemies by [62%]. Lasts 7 seconds.

Enhanced
Enemies in Caltrops take x10% increased damage from you, increased by x5% each second.
Methodical
Caltrops now deal Cold damage and Chills enemies for 25% per second.
Disciplined
You have 10% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
Dance of Knives
Agility • Rogue
Charges: 6
Charge Cooldown: 1 seconds
Lucky Hit: 20%
Channel to launch knives at surrounding enemies, consuming one Charge per second and each knife dealing [109%] damage, increased by your Attack Speed.
You gain +20% Movement Speed and 10% Dodge Chance while Channeling Dance of Knives.
Enhanced
Every 30 meters you travel while Channeling Dance of Knives grants 4 Charges.
Methodical
When you stop Channeling Dance of Knives, drop up to 12 Stun Grenades, each dealing 20% damage. The Channeled duration determines how many are dropped.
Disciplined
Each Dance of Knives knife Slows enemies by 25% for 3 seconds and has a 35% chance to pierce.
Dash
Agility • Rogue
Charges: 2
Charge Cooldown: [9.84] seconds
Lucky Hit: 25%
Dash forward and slash enemies for [91%] damage. Any enemies hit are Slowed by 30% for 3 seconds.

Requires Dual Wielded weapons
Enhanced
Casting Dash increases your Critical Strike Chance by +10% for 5 seconds.
Methodical
Dash has 1 additional Charge and its Charge Cooldown is reduced by 3 seconds.
Disciplined
At the end of Dash, Knock Down surrounding enemies for 2 seconds and deal x350% of its damage to them.
Shadow Step
Agility • Rogue
Cooldown: 9 seconds
Lucky Hit: 100%
Become Unstoppable and quickly move through the shadows to stab your victim from behind for [112%] damage. Gain 50% increased Movement Speed for 2 seconds afterwards.

Requires Dual Wielded weapons
Enhanced
Damaging an enemy with Shadow Step Dazes and applies Vulnerable to them for 3 seconds.
Methodical
After Shadow Stepping, you gain 20% Damage Reduction for 3 seconds.
Disciplined
Shadow Step deals x300% more damage. Casting Shadow Step reduces its cooldown by 3 seconds.
Cold Imbuement
Imbuement • Rogue
Cooldown: 13 seconds
Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for [45%] per hit.
Enhanced
Lucky Hit: Cold Imbued Skills have up to a 40% chance to make enemies Vulnerable for 3 seconds.
Blended
Cold Imbuement applies to 2 additional Imbueable Skills and reduces their Energy cost by 35%.
Mixed
Cold Imbued Skills deal x20% damage to Crowd Controlled enemies. Double this bonus against Frozen enemies.
Poison Imbuement
Imbuement • Rogue
Cooldown: 13 seconds
Lucky Hit: 33%
Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply [140%] of their Base damage as additional Poisoning damage over 6 seconds.

Enhanced
Casting Poison Imbuement generates 30 Energy, increased by 2 for each Nearby Poisoned enemy.
Blended
Critical Strikes with Poison Imbued Skills deal x75% increased Poisoning damage.
Mixed
Lucky Hit: Poison Imbued skills have up to a 30% chance to reduce the cooldown of Poison Imbuement by 2 seconds.
Shadow Imbuement
Imbuement • Rogue
Cooldown: 13 seconds
Lucky Hit: 33%
Imbue your weapons with festering shadows. Your next 2 Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing [56%] damage to all surrounding enemies.
If the infection expires before the enemy dies, it will deal [84%] damage to only that enemy.

Enhanced
You gain +15% increased Critical Strike Chance against enemies infected by Shadow Imbuement.
Blended
Shadow Imbuement's damage makes enemies Vulnerable for 3 seconds.
Mixed
Enemies infected by Shadow Imbuement take x12% increased Non-Physical damage from you for 8 seconds.
Death Trap
Ultimate • Rogue
Cooldown: [41] seconds
Lucky Hit: 8%
Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing a total of [420%] damage to each enemy in the area. Enemies are Pulled into Death Trap when it activates.
If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
Rank 5: Death Trap has an additional Pull In effect when it appears.

Prime
Death Trap Slows all surrounding enemies by 85% for 5 seconds when it activates.
Supreme
Enemies that resist Death Trap's Pull In are hit again for x180% of Death Trap's damage.
Rain of Arrows
Ultimate • Rogue
Cooldown: [41] seconds
Lucky Hit: 12%
Arrows immediately rain down over a large area dealing [630%] damage and Knocking Down all enemies hit for 3 seconds.
Rank 5: Rain of Arrows damage is increased by x80% of your Damage to Distant bonus.

Requires a Ranged weapon
Prime
lmbuement Skill effects applied by Rain of Arrows have x50% increased potency.
Supreme
Rain of Arrows deals x60% increased damage to both Vulnerable and Crowd Controlled enemies.
Shadow Clone
Ultimate • Rogue
Cooldown: [49.2] seconds
Your shadow mimicks your actions for 15 seconds. This Shadow Clone deals [84%] of your damage.
Rank 5: Casting Shadow Clone will Daze surrounding enemies for 3 seconds and deal 200% damage to them. Your Shadow Clone becomes a Cutthroat Skill on cast.

Prime
You gain Stealth and Unstoppable for 5 seconds after casting Shadow Clone.
Supreme
Your Shadow Clone deals an additional 20% of your damage.
Adrenaline Rush
• Rogue
While moving, you gain x [21%] increased Energy Regeneration.
Aftermath
• Rogue
While an Ultimate Skill is on your Action Bar, you Heal for [1.5%] Maximum Life every second. After using an Ultimate, restore [75] Energy.
Agile
• Rogue
Using a Cooldown increases your Dodge Chance by [12%] for 3 seconds.
Alchemical Advantage
• Rogue
Dealing Poison damage increases your Attack Speed and Lucky Hit Chance by [3%] for 8 seconds, up to 5%.
Alchemist's Fortune
• Rogue
Non-Physical damage you deal has a + [15%] increased Lucky Hit Chance.
Chilling Weight
• Rogue
Chilled enemies have their Movement Speed further reduced by up to [30%] and you gain x [15%] increased Chill effect.
Close Quarters Combat
• Rogue
Damaging a Close enemy with Marksman or Cutthroat Skills each grant a +15% Attack Speed bonus for 8 seconds.
While both Attack Speed bonuses are active, you deal increased damage equal to x25% of of your Damage vs Close bonus.
Unstable Elixirs
• Rogue
Using a Healing Potion Stuns surrounding enemies for 2 seconds and increases your damage by x [18%] for 10 seconds.
Consuming Shadows
• Rogue
Each time you kill an enemy with Shadow damage, you generate [30] Energy.
Deadly Venom
• Rogue
You deal x [18%] increased Poisoning damage.
Debilitating Toxins
• Rogue
Poisoned enemies deal [15%] less damage.
Exploit
• Rogue
You deal x [24%] increased damage to Healthy and injured enemies.
Exposure
• Rogue
Lucky Hit: Dealing damage to an enemy affected by a Trap Skill has up to a 40% chance to:
- Reduce the active Cooldowns of your Trap Skills by 30%
- Drop a cluster of exploding Stun Grenades that deal 80% of total Physical damage and Stun enemies for 1 second
Frigid Finesse
• Rogue
You deal x [15%] increased damage to Chilled enemies. This bonus increases to x [30%] against Frozen enemies.
Haste
• Rogue
While at or above 50% maximum Energy, gain + [15%] increased Movement Speed. While below 50% maximum Energy, gain + [15%] increased Attack Speed.
Impetus
• Rogue
After moving 15 meters, your next Core or Ultimate Skill deals x [24%] increased damage.
While this damage bonus is ready, your Basic, Agility and Subterfuge Skills deal x [15%] increased damage.
Innervation
• Rogue
Lucky Hit: Up to a [30%] chance to gain 8 Energy.
Malice
• Rogue
You deal x [9%] increased damage to Vulnerable and x [9%] increased damage to Knocked Down enemies. These bonuses can apply simultaneously.
Mending Obscurity
• Rogue
When entering Stealth and every second while Stealthed, you Heal for [21%] Maximum Life.
Momentum
• Rogue
Casting or Channeling a Cutthroat Skill grants a stack of Momentum. Casting a Marksman Skill removes a stack of Momentum.
For each stack of Momentum, you gain:
- 3% Damage Reduction
- 3% Maximum Energy
- x3% Energy Regeneration
- +3% Movement Speed
- x6% Increased Damage
Maximum of 10 Stacks.
Precision
• Rogue
When you cast a Marksman Skill, you gain a stack of Precision.
When you reach 3 stacks of Precision, your next Marksman Ultimate or Core Skill is a guaranteed Critical Strike and deals x65% increased Critical Strike Damage, consuming all stacks of Precision. This damage is further increased by x25% of your Critical Strike Damage bonus.
Precision Imbuement
• Rogue
Imbued Skills gain + [9%] increased Critical Strike Chance.
Deadeye
• Rogue
You deal x [30%] increased damage to Distant enemies.
Rapid Gambits
• Rogue
Evading through an enemy Dazes them for 2 seconds. Your Evade Cooldown is reduced by [0.75] seconds when you Daze an enemy.
Reactive Defense
• Rogue
Gain [18%] Damage Reduction while inflicted with Control Impairing Effects.
Rugged
• Rogue
Gain [27%] Damage Reduction against Damage Over Time effects.
Second Wind
• Rogue
Every 100 Energy you spend grants [45%] of your Maximum Life as a Barrier for 3 seconds.
Shadow Crash
• Rogue
Lucky Hit: Shadow damage has up to a [30%] chance to Stun for 1.5 seconds.
Siphoning Strikes
• Rogue
Lucky Hit: Critical Strikes against Close enemies have up to a 85% chance to Heal for [3%] of your Maximum Life.
Sturdy
• Rogue
You gain [18%] Close Damage Reduction.
Stutter Step
• Rogue
Critically Striking an enemy grants + [15%] Movement Speed for 4 seconds.
Trap Mastery
• Rogue
When Pọison Trap or Death Trap activates, you gain + [12%] increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.
Trick Attacks
• Rogue
Dazing or Stunning an enemy increases your Critical Strike Chance by + [6%] and Critical Strike Damage by x [6%] for 5 seconds, both up to [36%] %.
Victimize
• Rogue
Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 50% chance to cause an explosion, dealing 80% damage of the same type to them and surrounding enemies.
Victimize's damage is increased by x150% of your Vulnerable Damage Bonus.
Weapon Mastery
• Rogue
Gain a bonus based on the weapons used in your attack:
- Daggers: x [21%] increased damage to Healthy and Injured enemies.
- Swords: x [9%] increased damage.
- Bows: x [12%] increased damage to Vulnerable enemies.
- Crossbows: x [15%] increased Critical Strike Damage.
Target Practice
• Rogue
Your Critical Strike Chance with Marksman and Cutthroat Skills is increased by + [9%].
Balestra
• Rogue
Gain x [12%] increased damage for 4 seconds after using Evade.
Evasive
• Rogue
After Dodging an attack, gain [6%] Damage Reduction for 4 seconds.
Unto Dawn
• Rogue
Your Ultimate skills deal x [45%] increased damage.
Alchemical Admixture
• Rogue
Dealing 2 different types of Non-Physical damage increases the Potency of your Imbuement Skills by x40% for 5 seconds.
This Potency is further increased by 40% of the total amount of your Bonus damage to Poison, Shadow, and Cold.
Arc Lash
Basic • Sorcerer
Lucky Hit: 16%
Unleash arcing lightning that deals [59%] damage to enemies in front of you. Every 10 times Arc Lash swipes, it Stuns all enemies hit for 2 seconds.
Enchantment: When you use a Cooldown, enemies around you are Stunned for 1 second.

Enhanced
If Arc Lash's initial swipe Critically Strikes, it swipes an additional time.
Glinting
Hitting a Stunned enemy with Arc Lash reduces your Cooldowns by 0.15 seconds.
Flickering
Arc Lash grants 5 Mana if your swipe hits at least one enemy. When you hit 3 or more enemies or a Boss, your next swipe also deals 50% more damage.
Fire Bolt
Basic • Sorcerer
Lucky Hit: 40%
Hurl a flaming bolt, dealing [25%] damage and Burning for [62%] damage over 6 seconds.
Enchantment: Dealing Burning damage has a 10% chance to heal you for 4% of your Maximum Life and unleash a Fire Bolt at a nearby enemy.

Enhanced
Fire Bolt pierces through Burning enemies.
Glinting
Fire Bolt increases the Burning damage you deal to the enemy by 25% for 3 seconds.
Flickering
Fire Bolt generates 2 Mana when hitting an enemy.
Frost Bolt
Basic • Sorcerer
Lucky Hit: 46%
Throw a bolt of frost at an enemy, dealing [53%] damage and Chilling them for 15%.
Enchantment: Direct damage from Skills applies up to 18% Chill.

Enhanced
Frost Bolt has a 15% chance to explode on Chilled enemies, hitting surrounding enemies. Chance increased to 100% against frozen enemies.
Glinting
Frost Bolt generates 4 Mana when hitting Chilled or Frozen enemies.
Flickering
Frost Bolt makes Frozen enemies Vulnerable for 3 seconds.
Spark
Basic • Sorcerer
Lucky Hit: 10%
Launch a bolt of lightning that shocks an enemy 4 times, dealing [17%] damage each hit.
Enchantment: Killing an enemy has a 20% chance to form a Crackling Energy.

Enhanced
Each time Spark hits its primary target, it has a 40% chance to hit up to 3 additional enemies, dealing 9% damage. If there are no other enemies to hit, Spark instead deals x20% increased damage to its primary target.
Glinting
Spark grants 2% increased Critical Strike Chance per cast for 5 seconds, up to 8%. At max stacks, your Spark hits grant 1 Mana.
Flickering
Each time Spark hits an enemy it has a 4% chance to form a Crackling Energy.
Chain Lightning
Core • Sorcerer
Mana Cost: 35
Lucky Hit: 29%
Unleash a stream of lightning that deals [60%] damage and chains between Nearby enemies and you up to 5 times, prioritizing enemies.
Enchantment: Chain Lightning forms automatically after spending 100 Mana.

Enhanced
Chain Lightning gains a 3% increased Critical Strike Chance per bounce.
Greater
Each time Chain Lightning bounces, it deals x10% increased damage for its duration, up to x30%.
Destructive
When Chain Lightning Critically Strikes, it has a 30% chance to form a Crackling Energy.
Charged Bolts
Core • Sorcerer
Mana Cost: 30
Lucky Hit: 23%
Release 5 bolts of lightning that course along the ground in an erratic pattern, dealing [63%] damage.
Enchantment: When you Stun an enemy, there's a 40% chance to release 3 Charged Bolts from them.

Enhanced
The 3rd time an enemy is hit by a single cast of Charged Bolts, that bolt surges upor impact, dealing x79% in an area.
Greater
Charged Bolts deals x35% increased damage to Stunned enemies.
Destructive
Hitting an enemy with Charged Bolts reduces their damage dealt by 25% for 3 seconds.
Fireball
Core • Sorcerer
Mana Cost: 35
Lucky Hit: 38%
Hurl an exploding ball offire, dealing [92%] damage to surrounding enemies.
Enchantment: When you kill an enemy, they explode in a Fireball for 50% of its damage.

Enhanced
Casting Fireball increases its radius by 50% and Burns enemies for 10% damage over 6 seconds.
Greater
Fireball deals 10% of the Burning damage you've applied to enemies as additional direct damage.
Destructive
Fireball's Critical Strike Damage is increased by x20%. increased to x30% when hitting at least 3 enemies.
Frozen Orb
Core • Sorcerer
Mana Cost: 40
Lucky Hit: 5%
Unleash an orb that Chills for 34% and expels piercing shards, dealing a total of [73%] damage. Upon expiration, Frọzen Orb explodes, dealing [70%] damage and Chilling enemies for 9%.
Enchantment: Whenever you cast a Non-Basic Skill, you have a 30% chance to launch a Frozen Orb at a Nearby enemy.

Enhanced
While Healthy, the explosion of Frozen Orb deals x45% increased damage.
Greater
Frọzen Orb‘s explosion has a 40% chance to make all enemies hit Vulnerable for 3 seconds. Frọzen enemies are always made Vulnerable.
Destructive
Frọzen Orb's explosion restores 5 Mana when hitting a Frozen enemy.
Ice Shards
Core • Sorcerer
Mana Cost: 30
Lucky Hit: 18%
Launch 5 shards that deal [50%] damage each. Deals x50% increased damage to Frozen enemies.
Enchantment: Ice Shards automatlcally conjure and fly towards Frozen enemies.

Enhanced
Ice Shards have a 50% chance to ricochet to another enemy. Ice Shards always ricochet off of Frozen enemies.
Greater
While you have a Barrier active, Ice Shards always receives its bonuses against Frozen enemies.
Destructive
Hitting an enemy with 5 Ice Shards in a single cast makes them Vulnerable for 2 seconds.
Incinerate
Core • Sorcerer
Cost: 25 Mana per second
Lucky Hit: 10%
Channel a beam of fire, Burning enemies for [168%] damage per second. Damage per second increases over 2 seconds, up to [250%].
You gain 20% Damage Reduction while channeling.
Enchantment: Every 8 seconds, a serpent spawns and Incinerates enemies for 8 seconds.

Enhanced
While channeling lncinerate, you Burn
enemies around you for 50% of the
damage per second.
Greater
Every 3 seconds an enemy has been hit by lncinerate, they are Immobilized for 1.5 seconds.
Destructive
Enemies deal 30% less damage while Burning from Incinerate.
Flame Shield
Defensive • Sorcerer
Cooldown: 20 seconds
Lucky Hit: 40%
Engulf yourself in flames for [2.4] seconds, Burning surrounding enemies for [56%] damage per second.
While Flame Shield is active, you are Immune.
Enchantment: Taking 30% of your life within 2 seconds activates Flame Shield. Can only happen once every 30 seconds.

Enhanced
Flame Shield has a 50% larger burn radius.
Mystical
After Flame Shield ends, surrounding enemies are Stunned for 3 seconds and your next Skill is a guaranteed Critical Strike.
Shimmering
Flame Shield Heals you for 50% of your missing Life.
Frost Nova
Defensive • Sorcerer
Cooldown: [19.7] seconds
Unleash a torrent of frost, Freezing enemies around you for 3 seconds.
Enchantment: Lucky Hit: Your Conjuration Skills have up to a 35% chance to unleash a Frost Nova when hitting enemies.
Enhanced
Killing enemies Frozen by Frost Nova reduces its Cooldown by 1 seconds, up to 4 seconds per cast.
Mystical
Frost Nova makes enemies Vulnerable and increases the damage they take from you by x15% for 4 seconds, increased to 8 seconds against Bosses.
Shimmering
Casting Frost Nova grants +15% Dodge Chance for 8 seconds and restores 10% of your Missing Mana for every enemy hit. Hitting a Boss with Frost Nova restores 100% of your Mana.
Ice Armor
Defensive • Sorcerer
Cooldown: 20 seconds
A Barrier of ice forms around you for 6 seconds, absorbing [78%] of your Maximum Life in damage.
Enchantment: Upon getting hit, you have a 5% chance apply Ice Armor.
Enhanced
While Ice Armor is active, your Mana Regeneration is increased by x30%.
Mystical
While Ice Armor is active, you periodically Chill Close enemies for 20% and deal 15% increased damage to Frozen enemies.
Shimmering
While Ice Armor is active, you reduce its Cooldown by 1 seconds for every 50 Mana you spend.
Teleport
Defensive • Sorcerer
Cooldown: [11.48] seconds
Lucky Hit: 75%
Transform into lightning, becoming Unstoppable and surging to the target location, dealing [49%] damage around you upon arrival.
Enchantment: Evade is replaced with a short range Teleport on a 17 second Cooldown. This version of Teleport does not make you Unstoppable.

Enhanced
You gain 30% Movement Speed for 3 seconds after Teleporting.
Mystical
Teleport deals 500% increased damage. It also forms a Crackling Energy for each enemy it hits, up to 3.
Shimmering
After Teleporting, you gain 30% Damage Reduction for 4 seconds.
Familiar
Conjuration • Sorcerer
Charges: 3
Charge Cooldown: 12 seconds
Lucky Hit: 11%
Summon a Familiar of the element of your last cast Skill for 8 seconds. The Familiar chases enemies and periodically explodes, dealing [98%] of its element's damage in an area.
You may have 6 Familiars summoned at a time.
Enchantment: Each time you summon a non-Familiar Conjuration, you have a 25% chance to spawn a Familiar of the same element.
Enhanced
Familiar passively applies an effect to nearby enemies, based on their element.
Fire Familiar: Applies 94% Burning damage to enemies.
Cold Familiar: Applies 15% Chill to enemies.
Lightning Familiar: Stuns enemies for 1 second.
Invoked
While a Familiar is active, gain x10% increased damage to skills that deal its damage type.
Summoned
Your Familiars' Element no longer depends on your previous cast Skill, and instead follows a set sequence of Fire to Cold, Cold to Lightning and Lightning to Fire.
While you have at least two different element Familiars active, gain 3% Damage Reduction.
Hydra
Conjuration • Sorcerer
Mana Cost: 20
Lucky Hit: 3%
Summon a 3-headed hydra for 10 seconds. Each head spits fire at enemies, dealing [25%] damage.
You may have up to 2 Hydras active at a time.
Enchantment: After spending 200 Mana, a 5-headed Hydra spawns for 10 seconds.

Enhanced
While Healthy, your casts of Hydra gain 1 additional head and deal x50% increased damage.
Invoked
After you Critically Strike, your Hydras gain 30% Critical Strike Chance for 3 seconds.
Summoned
Hydra also Burns enemies for an additional 100% of its Base damage dealt over 6 seconds.
Ice Blades
Conjuration • Sorcerer
Cooldown: 16 seconds
Lucky Hit: 17%
Conjure a pair of ice blades for 6.0 seconds that rapidly slash enemies for [32%] damage and have a 40% chance to make them Vulnerable for 2 seconds.
Enchantment: For every 40 seconds in Cooldowns you spend, you spawn an Ice Blades on a random enemy.

Enhanced
Ice Blades's Cooldown is reduced by 0.5 seconds each time it hits a Vulnerable enemy.
Invoked
You and your Ice Blades gain +10% Attack Speed per active Ice Blade.
Summoned
20% of Enhanced Ice Blades's Cooldown reduction is applied to your other Skills.
Lightning Spear
Conjuration • Sorcerer
Cooldown: 20 seconds
Lucky Hit: 6%
Conjure a spear of lightning that seeks out enemies for 6.0 seconds, dealing [22%] damage per hit. Critical Strikes apply Vulnerable for 3 seconds. Only 12 Lightning Spears can exist at one time. Any new ones created will destroy the oldest one.
Enchantment: Absorbing Crackling Energy has a 10% chance to conjure a Lightning Spear.

Enhanced
Casting Lightning Spear spawns an additional Lightning Spear and increases their Critical Strike Chance by 5%.
Invoked
Lightning Spear Stuns enemies for 2 seconds when Critically Striking.
Summoned
Collecting Crackling Energy increases the damage of your next Lightning Spear cast by x20%, up to x160%.
Blizzard
Mastery • Sorcerer
Mana Cost: 40
Lucky Hit: 38%
Summon a frigid blizzard that deals [294%] damage and continually Chills enemies for 18% over 8 seconds.
Enchantment: Every 15 seconds, a Blizzard forms over you and follows you for 6 seconds.

Enhanced
Blizzard deals x40% increased damage to Frozen enemies.
Wizard's
While Blizzard is active, you gain 1 Mana Regeneration for every 20 Maximum Mana.
Mage's
Blizzard's duration is increased by 4 seconds.
Firewall
Mastery • Sorcerer
Mana Cost: 30
Lucky Hit: 34%
Create a wall of flames that Burns enemies for [322%] damage over 8 seconds.
Enchantment: Lucky Hit: Up to 25% chance when dealing Burning damage to spawn 2 Firewalls for 3 seconds.

Enhanced
Enemies take 25% increased Burning damage from you while standing in Firewall.
Wizard's
You gain 5% increased Mana Regeneration per active Firewall, up to 35%.
Mage's
Enemies continue Burning for 3 seconds after leaving Firewall.
Meteor
Mastery • Sorcerer
Mana Cost: 40
Lucky Hit: 46%
Summon a meteor that strikes the target location, dealing [168%] damage and Burning the ground for [49%] damage over 3 seconds.
Enchantment: Lucky Hit: Up to a 8% chance for a Meteor to fall on enemies.

Enhanced
If a cast of Meteor hits 3 or more enemies, an additional Meteor falls on the same location.
Wizard's
Meteor's impact Immobilizes enemies for 2 seconds.
Mage's
Meteor falls 30% faster.
Ball Lightning
Mastery • Sorcerer
Mana Cost: 50
Lucky Hit: 6%
Discharge a ball of lightning that slowly moves forward, continually zapping enemies for [39%] damage.
Enchantment: Lucky Hit: Critical Strikes have up to a 25% chance to spawn a static Ball Lightning.

Enhanced
Your attack speed is increased by +5% for 3 seconds each time you cast Ball Lightning, up to +20%.
Wizard's
Casting Ball Lightning spawns 2 Crackling Energies.
Mage's
Ball Lightning deals x30% increased damage against Stunned enemies.
Deep Freeze
Ultimate • Sorcerer
Cooldown: [49.2] seconds
Lucky Hit: 2%
Encase yourself in ice and become Immune for 4 seconds, Chilling surrounding enemies for 14% and continuously dealing [38%] damage to them. When Deep Freeze ends, you explode for [189%] more damage.
Casting Deep Freeze again ends the effect early.
Rank 5: Deep Freeze damage is increased by x30% of your Vulnerable Damage bonus.

Prime
When Deep Freeze ends, gain 50% of your Maximum Life as a Barrier for 8 seconds.
Supreme
Deep Freeze's initial hit makes surrounding enemies Vulnerable for 5 seconds. After it ends, your Non-Ultimate Cooldowns are instantly reset and your Frost Skills deal x25% increased damage for 5 seconds.
Inferno
Ultimate • Sorcerer
Cooldown: [36.9] seconds
Lucky Hit: 12%
Summon a fiery serpent that continually constricts the target area, Burning enemies for [X] damage over 8 seconds.
Rank 5: Enemies within Inferno are continually made Vulnerable for 5 seconds.

Prime
Inferno repeatedly Pulls enemies to its center.
Supreme
While Inferno is active, your Pyromancy Skills deal x50% increased damage and cost no Mana.
Unstable Currents
Ultimate • Sorcerer
Cooldown: [57.4] seconds
Lightning surges within you for 10 seconds. Whenever you cast a Shock Skill, a random Core, Conjuration, or Mastery Shock Skill is unleashed.
Rank 5: Casting Unstable Currents Stuns surrounding enemies for 3 seconds.
Prime
Unstable Currents increases your Attack Speed by +25% while active.
Supreme
While Unstable Currents is active, you pulse Crackling Energy for free at a 25% faster rate.
Align the Elements
• Sorcerer
You gain [9%] Damage Reduction against Elites for each second you haven't taken damage from one, up to 60%. This bonus persists for 3 seconds after taking damage.
Avalanche
• Sorcerer
Lucky Hit: Your Frost Skills have up to a 30% chance to make your next cast of Ice Shards, Frọzen Orb, or Blizzard consume no Mana and deal x60% increased damage. Damage is increased by x25% against Vulnerable enemies.
Cold Front
• Sorcerer
While you have a Barrier active, you apply [24%] more Chill.
Combustion
• Sorcerer
Your Burning effects deal x60% increased damage, and an additional x25% of your Bonus Damage to Burning Enemies.
Conduction
• Sorcerer
Critical Strikes with Shock Skills increase your Movement Speed by + [12%] for 4 seconds.
Primordial Binding
• Sorcerer
Gain a stacking bonus for each active Summon, up to 10 Summons:
[6%] Summoning Damage
[6%] Movement Speed
[12%] Mana Regeneration
Convulsions
• Sorcerer
Lucky Hit: Shock Skills have up to a [21%] chance to Stun enemies for 3 seconds.
Coursing Currents
• Sorcerer
Hitting enemies with Shock Skills increases your Critical Strike Chance by [3%]. Resets upon getting a Critical Strike.
Crippling Flames
• Sorcerer
Lucky Hit: Your Pyromancy Skills have up to a [21%] chance to Immobilize enemies for 2 seconds. This chance is doubled while you are Healthy.
Devastation
• Sorcerer
Your Maximum Mana is increased by [9].
Devouring Blaze
• Sorcerer
Your Pyromancy Skills deal an additional [30%] increased Critical Strike Damage.
Electrocution
• Sorcerer
Enemies deal [18%] less damage for 5 seconds after being Critically Struck by your Shock Skills.
Elemental Attunement
• Sorcerer
Lucky Hit: Critical Strikes have up to a [21%] chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.
Elemental Dominance
• Sorcerer
Your Core Skills deal x [12%] increased damage when cast above 50 Mana.
Endless Pyre
• Sorcerer
You deal x [18%] increased Burning damage. This bonus is increased to x [75%] to enemies while they are affected by more Damage Over Time than their total Life.
Esu's Ferocity
• Sorcerer
Your Fire Critical Strike Damage is increased by x75% against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +40% against enemies below 50% Life.
Critical Strikes that kill enemies or hit a Boss grant both bonuses against all enemies for 3 seconds.
Fiery Surge
• Sorcerer
Killing a Burning enemy increases your Mana Regeneration by [45%] for 3 seconds.
Frigid Breeze
• Sorcerer
Lucky Hit: Cold damage against Vulnerable enemies has up to a 20% chance to generate [15] Mana.
Glass Cannon
• Sorcerer
You deal x [24%] increased damage, but take x [6%] more damage.
Hoarfrost
• Sorcerer
You deal x [9%] increased damage to Chilled enemies, and x [18%] increased damage to Frozen enemies.
Icy Touch
• Sorcerer
You deal [12%] increased damage to Vulnerable enemies.
Icy Veil
• Sorcerer
Your Barriers have a [24%] increased duration.
Inner Flames
• Sorcerer
You deal [18%] increased damage while Healthy.
Invigorating Conduit
• Sorcerer
Upon absorbing Crackling Energy, you gain [12] Mana.
Mana Shield
• Sorcerer
Everytime you spend 100 Mana, you gain [30%] Damage Reduction for 5 seconds.
Overflowing Energy
• Sorcerer
Crackling Energy hits 1 additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill Cooldowns are reduced by 0.1 seconds, increased to 0.35 seconds against Elites.
Permafrost
• Sorcerer
You deal x [18%] increased damage while a Frost skill is on your Action Bar.
Potent Warding
• Sorcerer
Casting a Skill grants + [9%] All Resistance and + [6%] Maximum Resistance to that Skill's element for 9 seconds.
Precision Magic
• Sorcerer
Your Lucky Hit Chance is increased by + [15%].
Protection
• Sorcerer
Using a Cooldown grants [30%] of your Maximum Life as a Barrier for 3 seconds.
Shatter
• Sorcerer
After Freeze expires, enemies explode for 45% of the damage you dealt to them while Frozen.
Shocking Impact
• Sorcerer
Every time you Stun an enemy or attempt to Stun a Boss, you deal [150%] Lightning damage to them.
Snap Freeze
• Sorcerer
Lucky Hit: Frost Skills have up to a [21%] chance to instantly Freeze.
Soulfire
• Sorcerer
Your Pyromancy Skills cost [12%] less Mana and deal [6%] increased damage. Double these bonuses after standing still for 2 seconds.
Static Discharge
• Sorcerer
Lucky Hit: Critical Strikes with Shock Skills have up to a [18%] chance to form a Crackling Energy.
Vyr's Mastery
• Sorcerer
When you Critical Strike an enemy with a Shock Skill you become Charged and take 25% less damage for 5 seconds.
While Charged:
Critical Strikes have a 15% chance to causes the damage to arc as Lightning damage to another Nearby enemy, or if there are no other targets you hit the target again for 500% of the damage.
Warmth
• Sorcerer
Every 1 second, you Heal for [3%] of your Maximum Life for each Nearby Burning enemy. Healing increased to [12%] from Bosses.
Evocation
• Sorcerer
Gain [12%] Cooldown Reduction.
Energy Focus
• Sorcerer
You generate a 6 second Barrier for [1.5%] of your Maximum Life every second up to 30%. This effect is lost for 5 seconds after losing health.
Dampen Layer
• Sorcerer
You gain [6%] Damage Reduction while you have an active Barrier.
Elemental Synergies
• Sorcerer
Your Frost, Shock, and Pyromancy damage is increased by x [3%] for each skill you have equipped of that type. The bonus is doubled if all of your Skills are the same element.
Enlightenment
• Sorcerer
Casting any Skill grants 1 stack of Enlightenment, or grants 8 if your previous cast Skill was a different Element.
After gaining 100 stacks you become Enlightened, can no longer gain stacks, and lose 10 stacks per second.
While Enlightened, your Bonus Damage with Fire, Lightning and Cold are equal to them combined and you gain:
- x25% increased damage
- +45% Mana Regeneration
- +20% Attack Speed
Skeletal Warriors
• Necromancer
Skirmishers
Sword-wielding skeletal minions that deal 30% increased damage but have 15% reduced Life.
Upgrades & Sacrifice
- You can raise one additional Skirmisher Warrior.
- Each time you Critically Strike, your Skirmishers Warriors' next attack Critically Strikes and deals x50% bonus Critical Strike damage.
- Your Critical Strike Chance is increased by +10%, but you can no longer raise Skeletal Warriors.
Defenders
Durable shield-bearers with 15% increased Life.
Upgrades & Sacrifice
- Every 6 seconds your Skeletal Defenders Taunt enemies.
- Skeletal Defenders take 99% reduced damage.
- You gain +25% Resistance to All Elements, but you can no longer raise Skeletal Warriors.
Reapers
Wields a powerful scythe that has a special wind-up attack, dealing heavy damage every 10 seconds.
Upgrades & Sacrifice
- Reaper's wind-up attacks now reduce one of your active Cooldowns by 3 seconds.
- Reapers have a 15% chance to carve the flesh off enemies, forming a Corpse.
- You deal x20% increased Shadow Damage, but you can no longer raise Skeletal Warriors.
Skeletal Mages
• Necromancer
Shadow
Shadow Mages wield power from the beyond firing piercing shadow bolts.
Upgrades & Sacrifice
- You deal x3% increased damage for each active Shadow Mage.
- Shadow Mages fire an additional shadow bolt every 3 attacks.
- Your Essence Generation is increased by x20% and your maximum Essence is increased by 20, but you can no longer raise Skeletal Mages.
Cold
Cold Mages attacks will chill enemies eventually freezing them in their tracks.
Upgrades & Sacrifice
- Each time your Cold Mages damage enemies with their primary attack, you gain 3 Essence.
- Cold Mages' attacks apply Vulnerable for 4 seconds.
- You deal x20% increased damage to Vulnerable enemies, but you can no longer raise Skeletal Mages.
Bone
Bone Mages use their own bodies as projectiles, dealing heavy damage at the cost of their own Life.
Upgrades & Sacrifice
- Every 6th attack, your Bone Mages cast Bone Splinters or Bone Spear if it is on your Action Bar.
- Each time a Bone Mage dies, they leave behind a Corpse. Their attacks Fortify you for 3% of your Maximum Life.
- Your Overpower damage is increased by x30%, but you can no longer raise Skeletal Mages.
Golems
• Necromancer
Bone
A horrid protector that taunts enemies, forcing them to attack the Golem.
Upgrades & Sacrifice
- Activating your Golem's ability causes it to shed 5 corpses.
- When your Bone Golem takes damage, it unleashes Bone Spikes dealing 154% damage and makes enemies Vulnerable for 4 seconds. This effect can only happen once every 3 seconds.
- You gain +15% increased Attack Speed, but you lose the ability to summon a Golem.
Blood
Drains Life from nearby enemies to heal and bolster itself.
Upgrades & Sacrifice
- Your Blood Golem absorbs 30% of damage you would take.
- When Blood Golem heals itself with its active ability, you are healed for 5% of your Maximum Life for each enemy drained. While your Blood Golem is Healthy, they gain 25% Damage Reduction and x50% increased damage.
- Your Maximum Life is increased by 20%, but you lose the ability to summon a Golem.
Iron
An amalgamation of steel that slams the ground and Stuns enemies.
Upgrades & Sacrifice
- Every 2nd Iron Golem attack causes a shockwave, dealing 154% damage to the primary enemy and to enemies behind them.
- Your Iron Golem's slam attack also pull in enemies.
- You deal x35% increased Critical Strike Damage, but you lose the ability to summon a Golem.
Combo Points
• Rogue
Your Basic Skills now generate Combo Points. Core Skills consume Combo Points for additional effects.
Inner Sight
• Rogue
Attack marked enemies to fill up your Inner Sight gauge. When full, gain unlimited Energy and +25% Critical Strike Chance for 4 seconds.
Preparation
• Rogue
Spend 75 Energy to reduce your Ultimate Skill's Cooldown by 5 seconds. Ultimate Skills reset other Cooldowns and grant 15% Damage Reduction for 10 seconds.
1h Axe
• Barbarian
+ [10.0%] increased Critical Strike Chance against Injured enemies. Double this amount when using two Axes.
Rank 10: Lucky Hit: Critical Strikes have up to a 55% chance to grant x6% increased Attack Speed for 2 seconds. Double the Attack Speed bonus when using two Axes.
1h Mace
• Barbarian
x [10%] increased damage to Stunned enemies. Double this amount when using two Maces.
Rank 10: Lucky Hit: Up to a 10% chance to gain Berserking for 1.5 seconds when you hit a Stunned enemy. Double this chance when using two Maces.
1h Sword
• Barbarian
Lucky Hit: Up to a [10%] chance to gain 5 Fury when hitting a Crowd Controlled enemy. Double this chance when using two Swords.
Rank 10: Killing a Crowd Controlled enemy grants +15% increased Attack Speed for 3 seconds. Double this amount for kills with two Swords.
2h Axe
• Barbarian
x [10.0%] increased damage to Vulnerable enemies.
Rank 10: +10% increased Critical Strike Chance against Vulnerable enemies.
Polearm
• Barbarian
x [15%] increased Lucky Hit Chance.
Rank 10: You deal x15% increased damage while Healthy.
2h Sword
• Barbarian
+ [20%] of direct damage you deal is inflicted as Bleeding damage over 5 seconds.
Rank 10: You deal x30% increased Bleeding damage for 5 seconds after killing an enemy.
2h Mace
• Barbarian
Lucky Hit: Up to a [10%] chance to gain 5 Fury when hitting an enemy. Double the amount of Fury gained while Berserking.
Rank 10: You deal x15% increased Critical Strike damage while Berserking.
Prickleskin
• Druid
Deal x5% increased damage to enemies for 5 seconds after they attack you.
Gift of the Stag
• Druid
Gain 40 Maximum Spirit. You gain 5 Spirit every second.
Wariness
• Druid
Take 15% reduced damage from Elites.
Advantageous Beast
• Druid
Gain +15% Movement Speed and 15% Impairment Reduction.
Scythe Talons
• Druid
Gain 15% increased Critical Strike Chance and 15% increased Lucky Hit Chance.
Iron Feather
• Druid
Gain x30% Maximum Life.
Swooping Attacks
• Druid
Gain +20% Attack Speed.
Avian Wrath
• Druid
Gain x40% Critical Strike Damage.
Obsidian Slam
• Druid
Every 6th attack cast will cause your next Earth Skill to Overpower.
Overload
• Druid
Dealing Storm damage also applies an additional 20% Poisoning damage over 5 seconds.
Lucky Hit: Dealing Poison damage has up to a 1% chance to summon a Lightning Bolt on the target dealing 120% damage.
Masochistic
• Druid
Lucky Hit: Critical Strikes with Shapeshifting Skills have up to a 75% chance to Heal you for 10% Maximum Life.
Calm Before the Storm
• Druid
Lucky Hit: Nature Magic Skills have up to a 10% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds.
Packleader
• Druid
Lucky Hit: Critical Strikes have up to a 30% chance to reset the Cooldowns of your Companion Skills.
Energize
• Druid
Lucky Hit: Dealing damage has a 15% chance to fully restore your Spirit.
Bolster
• Druid
Fortify for 50% of your Maximum Life when you use a Defensive Skill.
Calamity
• Druid
Extend the duration of Ultimate Skills by 35%.
Withering Fist
Basic • Spiritborn
Vigor Generate: 9
Lucky Hit: 25%
Dart at and jab an enemy, dealing [7%] damage and applying [48%] Poisoning damage over 6 seconds.
Your 3rd attack bursts on your target, damaging surrounding enemies and Slowing them by 40% for 3 seconds.

Enhanced
You gain 1 Vigor per second for every Nearby enemy Poisoned by Withering Fist, up to 10.
Sharp
Withering Fist's 3rd attack spreads its Poisoning to 5 Nearby unaffected enemies. Hitting a Vulnerable enemy will also spread that effect to all hit.
Accelerated
Enemies Poisoned by Withering Fist deal 20% less damage.
Thrash
Basic • Spiritborn
Vigor Generate: 8
Lucky Hit: 20%
Dive at an enemy and slash into it dealing [25%] damage.
Your 3rd attack unleashes a rapid series of slashes around your target, dealing a total of [38%] damage.

Enhanced
After killing an enemy, your next Thrash generates 10 additional Vigor, up to 10 casts of Thrash.
Sharp
Thrash's 3rd attack grants a 2 stacks of Ferocity.
Accelerated
Thrash continues to unleash its 3rd attack if cast again within 1.5 seconds.
Thunderspike
Basic • Spiritborn
Vigor Generate: 9
Lucky Hit: 22%
Quickly jab forward with a piercing strike dealing [21%] damage.
Your 3rd attack pierces further, dealing [45%] damage and reducing your Evade Cooldown by 5 seconds.

Enhanced
Thunderspike generates 7 additional Vigor if you have moved in the last 2 seconds.
Sharp
Thunderspike's 3rd attack strikes back again, Pulling in and Knocking Down Distant enemies for 3 seconds.
Accelerated
When you Evade, you attack with Thunderspike along the way and make enemies Vulnerable for 3 seconds.
Rock Splitter
Basic • Spiritborn
Vigor Generate: 11
Lucky Hit: 28%
Rush at a target and clobber enemies in front of you, dealing [28%] damage.
Your 3rd attack strikes enemies around you, dealing [39%] damage.

Enhanced
Rock Splitter increases your Block Chance by +15% for 5 seconds and when you Block you gain 11 Vigor.
Sharp
Rock Splitter's 3rd attack Knocks enemies Back and grants Resolve per enemy hit.
Accelerated
Rock Splitter increases your Thorns by [X] for 5 seconds and your 3rd attack deals 100% of your Thorns to enemies.
Crushing Hand
Core • Spiritborn
Vigor Cost: 30
Lucky Hit: 25%
Smash down next to you with devastating force, creating 2 shockwaves on either side that overlap and each deal [56%] damage.

Enhanced
Crushing Hand grants a Barrier equal to 10% of the damage it deals for 2 seconds, up to 30% of your Maximum Life.
Advantageous
Enemies hit by both strikes of Crushing Hand are Knocked Down for 2 seconds.
Rampant
Crushing Hand's damage increases by x3% for every stack of Resolve you have, up to x24%.
Quill Volley
Core • Spiritborn
Vigor Cost: 35
Lucky Hit: 12%
Hurl 5 feathers that pierce through enemies, each dealing [36%] damage.

Enhanced
Quill Volley makes enemies Vulnerable for 3 seconds if they are hit with at least 3 feathers at once.
Advantageous
Quill Volley hurls out 3 additonal feathers and deals x10% increased damage to each enemy per hit.
Rampant
Quill Volley's feathers fly 50% further and converge on your target with +0.20% additional Critical Strike Chance for each point of Vigor you had on cast.
Rake
Core • Spiritborn
Vigor Cost: 30
Lucky Hit: 18%
Conjure claws that rake through enemies in front of you, dealing [42%] damage before exploding for an additional [63%] damage.

Enhanced
Casting Rake grants a stack of Ferocity.
Advantageous
Hitting at least one enemy with Rake reduces your longest active Cooldown by 0.5 seconds.
Rampant
Rake's Vigor cost is reduced by 2 per stack of Ferocity you have.
Stinger
Core • Spiritborn
Vigor Cost: 40
Lucky Hit: 20%
Strike a small area, dealing [108%] damage to enemies within as well as all surrounding Poisoned enemies.

Enhanced
Stinger applies 60% of its Base damage as Poisoning over 6 seconds to all enemies hit.
Advantageous
If Stinger strikes a Vulnerable enemy it Heals you for 10% of your Maximum Life. If you are Healthy it makes enemies Vulnerable for 3 seconds.
Rampant
Stinger does x40% increased damage if it only hits a single enemy. Instead of echoing to surrounding Poisoned enemies, Stinger now draws from each to hit enemies in the primary area again for an additional 10% of its Base damage.
Follow Through
• Spiritborn
Your Basic Skills deal x [6%] increased damage, doubled to x [12%] for 3rd casts.
Vigorous
• Spiritborn
Casting a Core Skill increases all Vigor Generation by x [15%] for 3 seconds.
Balanced Exertion
• Spiritborn
Your Core Skills cost x [9%] more Vigor, but deal x [15%] increased damage.
Velocity
• Spiritborn
Generate [3] Vigor per second while moving.
Vortex
Focus • Spiritborn
Cooldown: 12 seconds
Lucky Hit: 20%
Creates a cyclone that Pulls enemies inward followed by a crushing downdraft that deals [49%] damage to them.

Enhanced
Casting Vortex increases the damage of the next Skill cast by x20%.
Measured
While you have an active Barrier, your Vortex does x300% additional damage and Knocks enemies down for 3 seconds.
Replenishing
Critical Strikes with Vortex reduces its Cooldown by 1 second.
Soar
Focus • Spiritborn
Cooldown: 15 seconds
Lucky Hit: 25%
Fly into the air, creating a cloud which makes enemies at your target location Vulnerable for 5 seconds before you crash down upon them dealing [70%] damage.

Enhanced
The next hit against an enemy struck by Soar is a guaranteed Critical Strike. If Soar hits no enemies you instead gain +50% increased Movement Speed for 3 seconds.
Measured
Soar makes you Unstoppable for 4 seconds.
Replenishing
Soar's cloud remains around you for 4 seconds after landing and continues to make enemies Vulnerable.
Mirage
• Spiritborn
Gain +20% increased Dodge Chance during Evade. Whenever you Dodge, you gain + [15%] Critical Strike Chance for 3 seconds.
Unrestrained Power
• Spiritborn
You deal x [12%] increased damage while Unhindered or Unstoppable.
Swift
• Spiritborn
Your Mobility Skill Cooldowns are reduced up to [3] seconds based on how far you travel with them.
Ravager
Focus • Spiritborn
Cooldown: 25 seconds
Lucky Hit: 30%
Passive: Minimum Ferocity increased by [3].
Active: Unleash a savage roar, causing each of your attacks to trigger an additional [56%] damage strike per enemy over 6 seconds.

Enhanced
Ravager's duration is extended by 2 seconds per kill while active. This bonus is reduced by 0.25 each kill, to a minimum of 0.25 seconds.
Measured
While Ravager is active, your Core Skills instantly dash to your target and all Vigor Generation is increased by x30%.
Replenishing
Ravager passively stockpiles any Healing you receive up to 40 stacks. While active, Ravager spends stacks to strike Elite enemies up to an additonal 4 times.
Toxic Skin
Focus • Spiritborn
Cooldown: 15 seconds
Lucky Hit: 20%
Passive: Enemies that attack you are Poisoned for [48%] damage over [5] seconds.
Active: Your toxins overflow, applying the Poisoning in a trail and making you Unhindered for [7] seconds.

Enhanced
While active, Toxic Skin's Poisoning is increased by 130% over 3 seconds.
Measured
While Toxic Skin is active, your deal an additional 36% Poison Damage as Critical Strikes to Nearby Vulnerable Poisoned enemies every second.
Replenishing
Toxic Skin passively increases Thorns damage you deal to Poisoned enemies by x100%.
Focal Point
• Spiritborn
Gain a bonus based on the weapon type you wield. Casting a Focus Skill doubles this bonus for 5 seconds:
- Glaive: + [15%] Bonus Lucky Hit Chance
- Quarterstaff: + [9%] Blocked Damage Reduction
- Polearm: + [30%] Lucky Hit Chance to make enemies Vulnerable
Apex
• Spiritborn
You deal x [9%] increased Vulnerable damage. Double this bonus vs Elite enemies.
Diminishment
• Spiritborn
Vulnerable enemies deal [15%] less damage to you.
Endurance
• Spiritborn
Casting a Defensive Skill grants [30] Vigor.
Perseverance
• Spiritborn
Gain [1.5%] additional Damage Reduction per stack of Resolve.
Fueled
• Spiritborn
Gain increased Life On Kill equal to [15%] of your Maximum Life while you have at least 4 stacks of Ferocity.
Armored Hide
Defensive • Spiritborn
Cooldown: 25 seconds
Lucky Hit: 30%
Passive: Gain [2] Resolve every 5 seconds.
Active: Encase yourself, becoming Unstoppable and gaining +100% Block Chance for [4.2] seconds.

Enhanced
Activating Armored Hide grants you Maximum Resolve and increases your Thorns by [X] for the duration.
Adaptable
When you Evade through enemies with Armored Hide active, you deal 100% of your Thorns to them and Heal for 5% of your Maximum Life per hit.
Reinforced
While active, Armored Hide increases your Blocked Damage Reduction by +5% for every Nearby enemy, up to +20%.
Concussive Stomp
Defensive • Spiritborn
Cooldown: 10 seconds
Lucky Hit: 20%
Stomp in front of you, releasing a shockwave that deals [42%] damage and Knocks Down enemies for [4.2] seconds.

Enhanced
Concussive Stomp grants a Barrier equal to 10% of your Maximum Life per enemy hit for 3 seconds, up to 40%.
Adaptable
When enemies recover from Concussive Stomp, you Dodge their next 3 attacks.
Reinforced
Concussive Stomp gains an additional Charge and does x600% increased damage to Unstoppable enemies and Bosses.
Counterattack
Defensive • Spiritborn
Charges: 2
Charge Cooldown: 20 seconds
Lucky Hit: 30%
Passive: Gain 10% Dodge Chance and automatically retaliate against Close enemies for [112%] damage when you Dodge their attacks.
Active: Dodge all direct attacks for 3 seconds per cast, up to 6 seconds.

Enhanced
Counterattack's Cooldown is reduced by 0.5 seconds per stack of Ferocity you have.
Adaptable
When you Dodge a Control Impairing attack with Counterattack it will reflect that Crowd Control to all Close enemies for 2 seconds.
Reinforced
Counterattack passively increases your Critical Strike Damage by x6% for every Close enemy, up to x30%.
Scourge
Defensive • Spiritborn
Cooldown: 12 seconds
Lucky Hit: 10%
Call forth a wave of insects that bite enemies, Fearing and Slowing them by 50% for 3 seconds while applying [140%] Poisoning damage over 6 seconds.

Enhanced
Each time you hit an enemy with Scourge you gain x1% increased damage vs Crowd Controlled enemies for 6 seconds, up to x50%.
Adaptable
Lucky Hit: Hitting an enemy affected by Scourge has up to a 60% chance to Life Steal 35% of the damage done, up to 35% of your Maximum Life.
Reinforced
Casting Scourge grants 60% of your Maximum Vigor over 6 seconds.
Antivenom
• Spiritborn
You gain + [45%] increased Poison Resistance and your Maximum Poison Resistance is increased by + [9%].
Nourishment
• Spiritborn
Your Healing is increased by +20%. Whenever you Heal, your Poisoning Damage is increased by x [12%] for 3 seconds.
Patient Guard
• Spiritborn
Gain +10% Block Chance.
After standing still for 0.5 seconds, you gain + [9%] Block Damage Reduction until you next move.
Bastion
• Spiritborn
Gain [360] Thorns. While you have a Barrier your Thorns are increased by x20%.
Auspicious
• Spiritborn
You accumulate [3%] of your Maximum Life as a Barrier every second, up to [30%].
Taking damage prevents additional accumulation for 2 seconds.
Resilient
• Spiritborn
Casting a Gorilla Skill grants x [15%] increased Maximum Life for 10 seconds.
Dominant
• Spiritborn
Gorilla Skills deal x [15%] increased damage to Knocked Down enemies and their first hits have a 5% chance to Execute Non-Bosses.
Payback
Potency • Spiritborn
Cooldown: 15 seconds
Lucky Hit: 30%
Smash enemies in front of you, dealing [175%] damage.
When attacked, you have a 35% chance to reduce Payback's active Cooldown by 1 seconds.

Enhanced
Each time an enemy attacks you the damage they take from Payback is increased by x5% for 60 seconds, up to x100%.
Poised
Payback passively grants you Vigor when you take damage. Payback is now a Core Skill and consumes all available Vigor to increase its damage by x0.5% for each point spent.
Invasive
Becoming Control Impaired while Payback is on Cooldown makes it free to cast and grants you Unstoppable for 5 seconds. Can only occur once every 8 seconds.
Brilliance
• Spiritborn
Your Eagle Skill damage is increased by x [9%] of your Movement Speed bonus.
Acceleration
• Spiritborn
Gain 1 additional Evade Charge. After you Evade, your Eagle Skills deal [24%] increased damage for 2 seconds.
Razor Wings
Potency • Spiritborn
Charges: 3
Charge Cooldown: 10 seconds
Lucky Hit: 22%
Whirl out a cluster of razor sharp feathers that rebound back, dealing [95%] damage each way.
You can have up to 15 active Razor Wings.

Enhanced
Razor Wings makes enemies Vulnerable for 5 seconds when hitting with a Critical Strike or from behind.
Poised
Razor Wings has a 10% chance to regain a Charge when they hit an enemy. Double this chance if you have an active Barrier.
Invasive
Razor Wings lasts 300% longer and spiral outwards.
Rushing Claw
Potency • Spiritborn
Charges: 4
Charge Cooldown: 4 per 20 seconds
Lucky Hit: 25%
Slash a short distance through an enemy, striking all enemies along the way twice for a total of [70%] damage.

Enhanced
Enemies hit by Rushing Claw take x20% increased damage from Rushing Claw, up to x100%.
Poised
When Rushing Claw hits an Elite enemy you gain 10% increased Dodge Chance for 6 seconds.
Invasive
Using Rushing Claw's last Charge will instantly refill 4 Charges by consuming 4 stacks of Ferocity.
Potent
• Spiritborn
Hitting enemies with Jaguar Skills increases the damage they take from you by x [0.3%] up to x [30%].
Furnace
• Spiritborn
Jaguar Skills deal x [1.5%] increased Critical Strike Damage per stack of Ferocity.
Touch of Death
Potency • Spiritborn
Cooldown: 15 seconds
Lucky Hit: 20%
Strike an enemy and infect them, dealing 5% damage and applying [420%] Poisoning damage over 9 seconds.
When the infection expires or the host dies, a swarm hatches and seeks enemies for 9 seconds, dealing [14%] damage per hit.
You can have up to 3 swarms active at once.

Enhanced
Touch of Death's infection Heals you for 2% of your Maximum Life per second for a total of 18% Maximum Life. You
Heal any remaining when the swarm hatches.
Poised
Touch of Death is now a Core Skill which costs 70 Vigor and has no Cooldown.
Invasive
Touch of Death's swarm bursts every second, applying 30% of its Base Poisoning damage over 6 seconds to surrounding enemies.
Ravenous
• Spiritborn
Your Centipede Skills deal x [7.5%] increased damage. Double this bonus vs Healthy enemies.
Oppressive
• Spiritborn
Your Centipede Skills deal x [12%] increased damage to Crowd Controlled enemies and gain +30% increased Crowd Control Durations.
Vehemence
• Spiritborn
Your Potency Skills deal x [30%] increased damage, but have [15%] increased Cooldowns.
The Protector
Ultimate • Spiritborn
Cooldown: [37] seconds
Lucky Hit: 15%
The Gorilla Spirit protects an area for 6 seconds, continuously smashing surrounding enemies for [112%] damage and granting you Barrier for 15% of your Maximum Life every 1.5 seconds.
Rank 5: The Protector's domain pulses 100% of your Thorns as Physical damage to enemies within every second.

Harmonious
The Protector's strikes deal x300% increased damage to Non-Elite enemies and reduce the damage you take from Elite enemies by 30% for 6 seconds.
Exalted
The Protector's area persists for an additional 6 seconds. While in the area you are Unstoppable and any enemies or Small Missiles inside are Slowed by 80%.
The Seeker
Ultimate • Spiritborn
Charges: 3
Charge Cooldown: [37] seconds
Lucky Hit: 35%
The Eagle Spirit swoops down and deals [49%] damage. After a short delay it blasts off dealing [420%] damage.
Rank 5: The Seeker's damage is increased by 40% of your Critical Strike and Vulnerable Damage bonuses.

Harmonious
The Seeker's first hit Knocks Down enemies for 4 seconds. Both its first and second hits are guaranteed to Critically Strike.
Exalted
The Seeker constantly makes all Nearby enemies Vulnerable while active.
The Hunter
Ultimate • Spiritborn
Cooldown: [37] seconds
Lucky Hit: 15%
Bound across the battlefield with the Jaguar Spirit, dealing [70%] damage upon landing and the rapidily slashing enemies in the area for [280%] total damage over 7 strikes.
Rank 5: The Hunter's initial damage will Execute Injured Non-Boss enemies.

Harmonious
The Hunter overfills your Ferocity by 4 stacks and causes you to deal x100% increased damage to Injured enemies for 8 seconds.
Exalted
Killing an enemy while The Hunter is present has a 40% chance to instantly reset its Cooldown. This chance is halved after each consecutive reset.
The Devourer
Ultimate • Spiritborn
Cooldown: [37] seconds
Lucky Hit: 10%
The Centipede Spirit emerges, blasting enemies in a line for [196%] damage and spitting at others for [56%] damage. Lasts for 15 seconds.
Rank 5: The Devourer's damage is increased by 150% of your Healing Received bonus.

Harmonious
As it emerges, The Devourer launches 10 toxic globs that apply 210% Poisoning damage over 6 seconds wherever they land.
Exalted
While The Devourer is active, if a Non-Boss enemy's remaining Life becomes Poisoned they die instantly and unleash a Pestilent Swarm that deals 30% damage per hit to enemies it passes through.
Resolution
• Spiritborn
Casting an Ultimate Skill grants x [15%] increased damage to Elites for 3 seconds. Double this bonus if you are only fighting one enemy.
Spiritual Attunement
• Spiritborn
Your maximum Vigor is increased by [30] while you have an Ultimate Skill equipped.
Supremacy
• Spiritborn
Any enemies you kill while an Ultimate Skill is active grants a stack of Supremacy, each increasing your damage by x [3%] , up to x [30%]. When an Ultimate Skill ends, you gain 5 stacks of Supremacy, but you begin to lose one stack every second.
Initiative
• Spiritborn
Casting an Ultimate Skill makes you Unstoppable for [6] seconds.
Intricacy
• Spiritborn
Upon casting an Ultimate Skill, the last Potency, Defensive, or Focus Skill you cast prior is reset and can be cast for free up to [3] time in the next 7 seconds.
Sustenance
• Spiritborn
Hitting enemies with Ultimate Skills Heals you for [6%] of your Maximum Life.
Vital Strikes
• Spiritborn
You deal x45% increased damage to Vulnerable enemies.
After making an enemy Vulnerable, your next Direct damage dealt to them:
- Heals you for 2% of your Maximum Life
- Generates 5 Vigor
- Removes the Vulnerable effect
Adaptive Stances
• Spiritborn
The Base Spirit of a Skill cast grants:
- Eagle: +30% Movement Speed
- Gorilla: 30% Damage Reduction
- Jaguar: +30% Attack Speed
- Centipede: 3% Life per Second
Casting a Skill of a different Base Spirit:
- Swaps to the new bonus
- Increases Core Stats by +50% for 7 seconds
Prodigy's Tempo
• Spiritborn
Every 3rd consecutive cast of the same Basic Skill increases all purchased Skills' Ranks by 2 for 5 seconds.
Every 3rd consecutive cast of the same Core or Potency Skill reduces all Skills' active Cooldowns by 10%, increased by 2% for each of their Skill Ranks.
Noxious Resonance
• Spiritborn
Your Critical Strikes cause your Poisoning on an enemy to burst, dealing 100% of the total Poisoning instantly to them and 20% of it to surrounding enemies before removing the Poisoning effect from the primary target.
Damage increased by x30% of your Critical Strike Damage bonus.
Eagle
• Spiritborn
Casting an Eagle Skill grants 4 seconds of the Storm Feathers Movement Speed bonus. When you Evade, fling up to 8 Storm Feathers for every remaining second, each dealing 125% Lightning damage and making targets Vulnerable for 5 seconds.
All Skills are now also Eagle Skills.
For every 4 meters you move, your Critical Strike Chance increases by +4%. This bonus is reset 4 seconds after you Critically Strike.
Jaguar
• Spiritborn
Every 15th time you deal direct damage to an enemy with a Jaguar Skill, unleash an additional strike dealing 15% of the damage you have dealt to them in the last 0.5 seconds.
All Skills are now also Jaguar Skills.
Maximum Ferocity is increased by 1.
Gain 1 stack of Ferocity whenever you kill an enemy or damage a Boss.
Gorilla
• Spiritborn
Casting a Gorilla Skill deals 100% Thorns to enemies you hit and grants a Barrier for 5% of Maximum Life, up to 30%, for 3 seconds.
All Skills are now also Gorilla Skills.
Maximum Resolve inscreased by 2.
When you have at least 5 stacks of Resolve, you are Unstoppable.
Centipede
• Spiritborn
Hitting an enemy with a Centipede Skill reduces their Damage by 2%, Slows them by 10%, and deals 70% Poisoning damage over 6 seconds, stacking up to a maximum of 8 times.
All Skills are now also Centipede Skills.
Heal for 1% of your Maximum Life for every Nearby enemy you've Poisoned in the last 3 seconds, up to 5%.
Skill Cast
Reinforcement •
Cast when the player casts any skill in combat.
Injured
Reinforcement •
Cast when the player becomes Injured.
Control Impaired
Reinforcement •
Cast when the player is hit with a Control Impairing Effect.
Valiance
Mercenary Perk • Raheir, The Shieldbearer
Cooldown: 30 seconds
When you would be damaged for at least 15% of your current Life at once, Raheir comes to your aid to negate the damage, Knock Down Close enemies for 2 seconds, and grant you Unstoppable for 0.5 seconds.

Shield Charge
Mercenary Core • Raheir, The Shieldbearer
Cooldown: 11 seconds
Raheir rushes forward aggressively, dealing 110% Physical damage and Taunting nearby enemies for 4 seconds.
Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

Ground Slam
Mercenary Core • Raheir, The Shieldbearer
Cooldown: 11 seconds
Raheir brutalizes the ground, dealing 160% Physical damage and Slowing enemies by 30% for 6 seconds. Targets in the center of the slam are Slowed by 60% instead.
Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

Raheir's Guard
• Raheir, The Shieldbearer
Raheir grants you +15% Armor.
Vanguard
• Raheir, The Shieldbearer
Raheir Slows surrounding enemies by 40%.
Raheir's Aegis
• Raheir, The Shieldbearer
Raheir grants you 15% Resistance to All Elements.
Draw Fire
• Raheir, The Shieldbearer
When you use a Healing Potion, Raheir Taunts enemies around him for 4 seconds. Can only occur once every 20 seconds.
Provoke
Mercenary Iconic • Raheir, The Shieldbearer
Cooldown: 25 seconds
Raheir Taunts enemies around you for 5 seconds. You gain 5% Damage Reduction for each target, up to 20%.

Crater
Mercenary Iconic • Raheir, The Shieldbearer
Cooldown: 22 seconds
Raheir strikes the ground 3 times, each burst dealing 30% Physical damage and Pulling In enemies. The final burst additionally deals 40% more Physical damage and Stuns enemies for 2 seconds.

Bastion-v2
Mercenary Iconic • Raheir, The Shieldbearer
Cooldown: 30 seconds
Raheir takes a protective position for 5 seconds, redirecting 90% of the damage that would be dealt to surrounding allies to himself for 5 seconds.
Bastion's initial cast also grants surrounding allies Unstoppable for 1 second.

Shield Throw
Mercenary Iconic • Raheir, The Shieldbearer
Cooldown: 22 seconds
Raheir throws his shield, dealing 450% Physical damage and Taunting enemies for 5 seconds. The shield bounces up to 9 times and cannot bounce to the same target twice.

Mocking Lure
• Raheir, The Shieldbearer
You deal x15% increased damage to enemies Taunted by Raheir.
Iron Wolf's Ward
• Raheir, The Shieldbearer
When Raheir's Valiance is triggered, he Knocks Back Close enemies and Taunts Distant enemies for 4 seconds.
Raheir's Valiance Cooldown is reduced by 35%.
Iron Wolf's Call
• Raheir, The Shieldbearer
When Raheir's Valiance is triggered, your next 4 Core Skills within 10 seconds deal x25% increased damage and cost no Resource.
Raheir's Valiance Cooldown is reduced by 35%.
Sundering Shield
• Raheir, The Shieldbearer
Raheir's final Crater burst inflicts Vulnerable on enemies for 4 seconds.
Inspiration
• Raheir, The Shieldbearer
Enemies affected by Raheir's Ground Slam take x15% increased damage.
Allies affected by Raheir's Bastion deal x25% increased damage.
Iron Wolf's Virtue
• Raheir, The Shieldbearer
When Raheir's Valiance is triggered, he Heals you for 25% of your Maximum Life.
Raheir's Valiance Cooldown is reduced by 35%.
Iron Wolf's Arrival
• Raheir, The Shieldbearer
When Raheir's Valiance is triggered, he also casts Ground Slam and Shield Throw.
Raheir's Valiance's Cooldown is reduced by 35%.
Consecrated Shield
• Raheir, The Shieldbearer
Raheir's Shield Throw Consecrates enemies for 6 seconds. Directly damaging a Consecrated enemy Heals you for 6% of your Maximum Life, once per target.
Massacre
Mercenary Perk • Varyana, The Berserker Crone
You and Varyana stack Massacre together on kills. Certain stack thresholds grant Movement Speed:
- 10 Stacks: +5% Movement Speed
- 25 Stacks +10% Movement Speed
- 50 Stacks +15% Movement Speed
- 100 Stacks: +20% Movement Speed
Massacre resets after 7 seconds of not killing an enemy.

Cleave
Mercenary Core • Varyana, The Berserker Crone
Cooldown: 11 seconds
Varyana swings two axes in an arc in front of her, dealing 60% Physical damage and 24% Bleeding damage over 4 seconds.
Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

Shockwave
Mercenary Core • Varyana, The Berserker Crone
Cooldown: 11 seconds
Varyana slams the ground for a brutal shockwave in front of her, dealing 80% Physical damage and Knocking Down enemies for 2 seconds.
Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

Hysteria
• Varyana, The Berserker Crone
You gain +1% Attack Speed for 5 seconds whenever Varyana damages an enemy, up to +10%.
Recklessness
• Varyana, The Berserker Crone
Varyana's Cleave inflicts Vulnerable on enemies for 3 seconds.
Crushing Force
• Varyana, The Berserker Crone
When Varyana deals damage to an enemy, she has a 30% chance to Knock them Down for 2 seconds.
Reprisal
• Varyana, The Berserker Crone
If you become Crowd Controlled, Varyana leaps towards the enemy that inflicted it, dealing 128% Physical damage and Knocking Down surrounding enemies for 2 seconds on impact. This can only occur once every 12 seconds.
Bloodthirst
Mercenary Iconic • Varyana, The Berserker Crone
Cooldown: 22 seconds
Varyana enters Bloodthirst, gaining +30% Attack Speed, +200% Movement Speed, and Unstoppable for 7 seconds.
Varyana's Bloodthirst grants +10% Attack Speed to you for the same duration.

Whirlwind-v2
Mercenary Iconic • Varyana, The Berserker Crone
Cooldown: 11 seconds
Varyana spins violently in a line, repeatedly dealing 85% Physical damage and 30% Bleeding damage over 5 seconds.

Earth Breaker
Mercenary Iconic • Varyana, The Berserker Crone
Cooldown: 17 seconds
Varyana crushes the ground with her mace, leaving a tremor that deals 180% Physical damage over 3 seconds and Knocks enemies Down repeatedly.

Ancient Harpoons
Mercenary Iconic • Varyana, The Berserker Crone
Cooldown: 17 seconds
Varyana launches three harpoons ahead of her, piercing enemies for 200% Physical damage. She then rips them back, Pulling In and Stunning enemies for 4 seconds.

Intimidated
• Varyana, The Berserker Crone
While Varyana has Bloodthirst, enemies around her deal 15% reduced damage.
Bloodlust
• Varyana, The Berserker Crone
Varyana's Bloodthirst further increases your Attack Speed by +5%.
No Escape
• Varyana, The Berserker Crone
Varyana's Whirlwind Pulls In enemies every 1.5 seconds and gains 60% Size.
Taste of Flesh
• Varyana, The Berserker Crone
When you or Varyana deal direct damage to an enemy inflicted with any of her Bleeding effects, you Heal for 2% of your Maximum Life.
Rampage
• Varyana, The Berserker Crone
You deal x15% increased damage to enemies afflicted by any of Varyana's Crowd Control effects.
Dismembering
• Varyana, The Berserker Crone
Enemies damaged by Varyana's Earth Breaker are left exposed, causing your next hit against them within 3 seconds to be a guaranteed Overpower. This may only occur on the same target once every 5 seconds.
Annihilator
• Varyana, The Berserker Crone
Varyana's Ancient Harpoons additionally Slow enemies by 40% for 5 seconds. During this time, you gain x30% Lucky Hit Chance against those targets.
Iron Grip
• Varyana, The Berserker Crone
Varyana's Ancient Harpoons travel 33% farther and reduce enemies' Impairment Resistance by 50% for 5 seconds.
Blasphemous Fate
Mercenary Perk • Aldkin, The Cursed Child
Aldkin occasionally loses control of his curse, transforming into a ferocious demon for 22 seconds. This grants Aldkin powerful new abilities, but the unleashed evil curses you for its duration.
Curse of Darkness: You and nearby enemies become Vulnerable.
Curse of Flames: Your direct damage Burns enemies for 30% damage over 3 seconds, but you lose 8% of your Maximum Resource per second.
Aldkin's curse and demon form are determined by his Mercenary Core Skill.

Haunt
Mercenary Core • Aldkin, The Cursed Child
Cooldown: 14 seconds
Aldkin emits 3 ghostly souls at enemies, each Haunting their victims and dealing 90% Shadow damage over 10 seconds. If a target dies while being Haunted, its soul jumps to another target.
Aldkin's Mercenary Core Skill alters his Fate and Basic Attack.

Flame Surge
Mercenary Core • Aldkin, The Cursed Child
Cooldown: 11 seconds
Aldkin channels a cone of flame for 4 seconds, repeatedly dealing 80% Fire damage.
Aldkin's Mercenary Core Skill alters his Fate and Basic Attack.

Terrify
• Aldkin, The Cursed Child
Hits of Aldkin's Haunt have a 30% chance to inflict Vulnerable on enemies for 4 seconds.
Exhaustion
• Aldkin, The Cursed Child
Aldkin's Shadow damage has a 10% chance to Daze enemies for 2 seconds.
Covered in Ash
• Aldkin, The Cursed Child
Hits of Aldkin's Flame Surge Slows enemies by 20% and deal an additional 60% Burning damage over 3 seconds.
Raging Violence
• Aldkin, The Cursed Child
Allies gain +15% Critical Strike Chance against enemies affected by Flame Surge.
Field of Languish
Mercenary Iconic • Aldkin, The Cursed Child
Cooldown: 20 seconds
Aldkin desiccates an area for 6 seconds, Slowing enemies within by 40% and reducing their damage dealt by 20%.

Chain of Souls
Mercenary Iconic • Aldkin, The Cursed Child
Cooldown: 21 seconds
Aldkin chains up to 10 enemies to himself, Tethering to them and dealing 84% Shadow damage over 3 seconds.
When the chains expire, they deal 35% Shadow damage and Stun their victims for 2.5 seconds.

Storm of Fire
Mercenary Iconic • Aldkin, The Cursed Child
Cooldown: 20 seconds
Aldkin rains a Fire Storm down from the sky that deals 300% Fire damage on impact and remains on the ground for 10 seconds. Every second, the Fire Storm Burns enemies within for 55% damage over 3 seconds.
Enemies hit by Fire Storm's impact or aftershocks have a 30% chance to be Stunned for 1 second.

Wave of Flame
Mercenary Iconic • Aldkin, The Cursed Child
Cooldown: 25 seconds
Aldkin conjures a mass of flames forward, repeatedly dealing 550% Fire damage, Knocking Back enemies, and destroying small missiles.

Paranoia
• Aldkin, The Cursed Child
Languishing enemies take x15% increased damage from you.
Lucky Hit: Attacks against Languishing enemies have up to a 20% chance to Daze them for 1 second.
Condemned
• Aldkin, The Cursed Child
You instantly kill Languishing enemies with less than 40% Life. Does not work on Elites.
Amplified Suffering
• Aldkin, The Cursed Child
Damaging a Soul Chained enemy detonates the chain early, dealing 50% Shadow damage around them.
Shared Pain
• Aldkin, The Cursed Child
Aldkin's Chain of Souls Cooldown is reduced by 2 seconds when a chained target dies.
Eradication
• Aldkin, The Cursed Child
Enemies killed within Aldkin's Fire Storm explode for 120% Fire damage.
Ember's Gift
• Aldkin, The Cursed Child
You restore 33% of your Primary Resource per second while inside Aldkin's Fire Storm.
Burning Chaos
• Aldkin, The Cursed Child
Aldkin's Wave of Flame Cooldown resets when you cast an Ultimate Skill.
Raging Havoc
• Aldkin, The Cursed Child
Enemies damaged by Aldkin's Wave of Flame take x15% increased Damage Over Time for 4 seconds.
Wire Trap
Mercenary Core • Subo, The Drunken Archer
Cooldown: 10 seconds
Subo places a concussive trap that arms after 0.8 seconds. When an enemy moves within range, it explodes for 80% Physical damage and Stuns enemies for 2 seconds.
Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

Molotov
Mercenary Core • Subo, The Drunken Archer
Cooldown: 11 seconds
Subo tosses an incendiary at an enemy, dealing 10% Physical damage and Stunning them for 1 second before exploding into flames. For the next 5 seconds, enemies within the area repeatedly take 36% Burning damage over 3 seconds.
Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.

Piercing Arrows
• Subo, The Drunken Archer
Subo's Heavy Shot now pierces through enemies.
Ready At Hand
• Subo, The Drunken Archer
Direct damage to an Elite grants you +20% Movement Speed for 2 seconds.
Scorched Earth
• Subo, The Drunken Archer
Subo's initial Molotov explosions cause enemies to take x30% increased Damage Over Time from you for 3 seconds.
Share a Drink
• Subo, The Drunken Archer
When one of Subo's Molotovs explodes, it has a 50% chance to drop a Healing Potion for you.
Cover Fire
Mercenary Iconic • Subo, The Drunken Archer
Cooldown: 20 seconds
Subo charges a countless volley of arrows, then unleashes it over your position for 140% Physical damage that Slows enemies by 50% for 4 seconds.

Trip Mines
Mercenary Iconic • Subo, The Drunken Archer
Cooldown: 18 seconds
Subo scatters 3 explosive traps that each arm after 1 second. When an enemy moves within range of one, it explodes for 300% Physical damage and Knocks Down enemies for 1.5 seconds.

Snipe
Mercenary Iconic • Subo, The Drunken Archer
Cooldown: 20 seconds
Subo charges a massive piercing bolt, then unleashes it forwards for 450% Physical damage that Knocks Back enemies.

Explosive Charge
Mercenary Iconic • Subo, The Drunken Archer
Cooldown: 22 seconds
Subo fires 4 Explosive Charges that stick to enemies. Each explodes after 7 seconds, dealing 60% Physical damage.
Explosive Charges detonate early if their target dies or takes Overpower damage.

Pin Cushion
• Subo, The Drunken Archer
Subo's Cover Fire also Immobilizes enemies for 3 seconds.
Opening Fire
• Subo, The Drunken Archer
You deal x25% increased Critical Strike Damage to enemies hit by Subo's Cover Fire for 4 seconds.
Loaded Munitions
• Subo, The Drunken Archer
Subo's Wire Traps and Trip Mines inflict Vulnerable on enemies for 5 seconds.
Mastermind
• Subo, The Drunken Archer
Subo's Wire Trap and Trip Mines gain 60% Size.
You and Subo gain +25% Crowd Control Duration.
Incendiary Bolt
• Subo, The Drunken Archer
If Subo's Snipe hits the target he originally aimed at, a Molotov explodes on them.
Ambusher
• Subo, The Drunken Archer
You gain x20% Lucky Hit Chance against enemies damaged by Subo's Salvo within the last 3 seconds.
Thrillseeker
• Subo, The Drunken Archer
Your active Cooldowns are reduced by 0.5 seconds when an Explosive Charge explodes.
Explosive Charges now detonate after only 1.5 seconds.
Bargaining Chips
• Subo, The Drunken Archer
Targets stuck with Explosive Charges take x5% increased Overpower Damage per Explosive Charge stuck.
Each Explosive Charge can be detonated by an additional 2 Overpowers before expiring.
Seeker
Mercenary Perk • Subo, The Drunken Archer
Cooldown: 20 seconds
Passive: Subo reveals all enemies and materials in the area.
Active: Subo calls out an enemy target, marking them for 10 seconds. Killing a marked enemy restores 50% of your Maximum Resource and reduces Subo's Seeker Cooldown by 10 seconds.
