• Bash

    Basic • Barbarian
    Bludgeoning
    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.
    Physical DamagePhysical Damage
    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
    Slashing
    Fury Generate: 15
    Lucky Hit: 50%
    Flay the enemy, dealing [8%] damage and inflicting [67%] Bleeding damage over 5 seconds.
    Physical DamagePhysical Damage
    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
    Dual Wield
    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%.
    Physical DamagePhysical Damage
    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
    Mobility
    Fury Generate: 12
    Lucky Hit: 50%
    Lunge forward and strike an enemy for [46%] damage.
    Physical DamagePhysical 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
    Dual Wield
    Fury Cost: 25
    Lucky Hit: 30%
    Sweep your weapons from opposite directions, dealing [80%] damage with each weapon. Enemies caught in the center are damaged by both.
    Physical DamagePhysical Damage
    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
    Bludgeoning
    Fury Cost: 35
    Lucky Hit: 50%
    Slam your hammer down with the fury of the Ancients, dealing [90%] damage to a concentrated area.
    Physical DamagePhysical Damage
    Requires a Two-Handed Bludgeoning weapon
    Enhanced
    Gain x3% 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 gains +2% Critical Strike Chance for every 10 Fury you had when cast. Its Critical Strikes Knock Down enemies for 2 seconds.
  • Rend

    Core • Barbarian
    Slashing
    Fury Cost: 35
    Lucky Hit: 33%
    Cleave enemies in front of you, dealing [45%] damage and inflicting [140%] Bleeding damage over 5 seconds.
    Physical DamagePhysical Damage
    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 [140%] damage.
    Physical DamagePhysical 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
    Channeled
    Fury Cost: 25 per second
    Lucky Hit: 20%
    Rapidly attack surrounding enemies for [28%] damage.
    Physical DamagePhysical 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
    Shout
    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 [88%] damage and Stunning surrounding enemies for 3 seconds.
    Physical DamagePhysical Damage
    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.
    Physical DamagePhysical Damage
    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
    Shout
    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.
    Physical DamagePhysical Damage
    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
    Mobility
    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.
    Physical DamagePhysical Damage
    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
    Core
    Charges: 2
    Charge Cooldown: [7.38] seconds
    Lucky Hit: 40%
    Throw a powerful kick that deals 60% 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.
    Physical DamagePhysical Damage
    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 2 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
    Mobility
    Cooldown: [13.94] seconds
    Lucky Hit: 66%
    Leap forward and then slam down, dealing [75%] damage and Knocking Back surrounding enemies on impact.
    Physical DamagePhysical Damage
    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
    Shout
    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
    Slashing
    Cooldown: 15 seconds
    Lucky Hit: 50%
    Attempt a killing strike, dealing [160%] damage to enemies in front of you.
    If this kills an enemy, its Cooldown is reset.
    Physical DamagePhysical Damage
    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.
    Physical DamagePhysical Damage
    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: [9.02] seconds
    Lucky Hit: 25%
    Thow out a trio of chains that deal [55%] damage and Pull In enemies.
    Physical DamagePhysical Damage
    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 [140%] damage upon impact and sticking in the ground. While in the ground, your weapon pulses and deals [75%] damage every second for 4 seconds.
    Physical DamagePhysical Damage
    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.
    Prime
    While Call of the Ancients is active, gain +20% bonus Attack Speed and x25% 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 [84%] 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 [46%] damage per hit.
    Physical DamagePhysical Damage
    Requires a Full Arsenal of weapons
    Prime
    Iron Maelstrom gains +30% increased Critical Strike Chance and deals x40% increased Critical Strike Damage
    Supreme
    Dealing direct damage to an enemy after swapping weapons reduces Iron Maelstrom's Cooldown by 1 second.
  • Wrath of the Berserker

    Ultimate • Barbarian
    Cooldown: [49.2] seconds
    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.
    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
    Passive
    Gain [12%] Damage Reduction while Berserking.
  • Battle Fervor

    • Barbarian
    Passive
    When a Brawling Skill damages at least one enemy, gain Berserking for [3] seconds.
  • Booming Voice

    • Barbarian
    Passive
    Your Shout Skill effect durations are increased by x [24%] .
  • Brute Force

    • Barbarian
    Passive
    Your Overpowers deal x [24%] increased damage when using a Two-Handed weapon.
  • Concussion

    • Barbarian
    Passive
    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
    Passive
    While you have Fortify for over 50% of your Maximum Life, you deal x [12%] increased damage.
  • Cut to the Bone

    • Barbarian
    Passive
    Your Bleeding effects deal x [15%] increased damage to Vulnerable enemies.
  • Defensive Stance

    • Barbarian
    Passive
    Increase the Damage Reduction gained while you are Fortified by an additional [6%] .
  • Duelist

    • Barbarian
    Passive
    Attack Speed is increased by + [9%] while using One-Handed weapons.
  • Endless Fury

    • Barbarian
    Passive
    Basic Skills generate x [36%] more Fury.
  • Expose Vulnerability

    • Barbarian
    Passive
    Dealing direct damage with a Weapon Mastery skill causes your next Core Skill to make enemies Vulnerable for [3] second.
  • Furious Impulse

    • Barbarian
    Passive
    Each time you swap weapons, gain [6] Fury.
  • Gushing Wounds

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

    • Barbarian
    Passive
    Your Shout Skills cause enemies to deal [12%] less damage for 5 seconds.
  • Hamstring

    • Barbarian
    Passive
    Your Bleeding effects have a [45%] chance to Slow Healthy and Injured enemies by 70% each time they deal damage.
  • Heavy Handed

    • Barbarian
    Passive
    While using Two-Handed weapons you deal x [18%] increased Critical Strike Damage.
  • Imposing Presence

    • Barbarian
    Passive
    Gain x [15%] additional Maximum Life.
  • Invigorating Fury

    • Barbarian
    Passive
    Heal for [9%] of your Maximum Life for each 100 Fury spent.
  • Martial Vigor

    • Barbarian
    Passive
    Damage Reduction against Elites is increased by [18%] .
  • No Mercy

    • Barbarian
    Passive
    You gain + [9%] increased Critical Strike Chance.
  • Outburst

    • Barbarian
    Passive
    Gain [X] Thorns. Also gain [X] Thorns for each 20 bonus Maximum Life you have.
  • Pit Fighter

    • Barbarian
    Passive
    You deal x [9%] increased damage to Close enemies and gain [6%] Damage Reduction.
  • Pressure Point

    • Barbarian
    Passive
    Lucky Hit: Your Core and Weapon Mastery skills have up to a [30%] chance to make enemies Vulnerable for 2 seconds.
  • Prolific Fury

    • Barbarian
    Passive
    While Berserking, Fury Generation is increased by x [18%] .
  • Quick Impulses

    • Barbarian
    Passive
    Reduce the duration of Control Impairing Effects by [18%] .
  • Raid Leader

    • Barbarian
    Passive
    Your Shouts also Heal allies for [3%] of their Maximum Life per second.
  • Slaying Strike

    • Barbarian
    Passive
    You deal x [15%] increased damage against Injured enemies.
  • Swiftness

    • Barbarian
    Passive
    Movement Speed is increased by + [12%] .
  • Tempered Fury

    • Barbarian
    Passive
    Increase your Maximum Fury by [9] .
  • Thick Skin

    • Barbarian
    Passive
    Each time you take direct damage gain [1.8%] Maximum Life as Fortify.
  • Tough as Nails

    • Barbarian
    Passive
    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
    Passive
    Core Skills deal x45% increased damage, but cost x100% more Fury.
  • Unconstrained

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

    • Barbarian
    Passive
    Your Skills using Bludgeoning weapons deal x [15%] increased damage if the enemy is Stunned or Vulnerable.
  • Barbed Carapace

    • Barbarian
    Passive
    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
    Passive
    Your Ultimate Skills deal x [45%] more damage.
  • Irrepressible

    • Barbarian
    Passive
    Casting a Weapon Mastery Skill Fortifies you for [30%] of your Maximum Life.
  • Belligerence

    • Barbarian
    Passive
    Damaging an enemy with a Basic Skill increases your damage by x [9%] for 4 seconds.
  • Warpath

    • Barbarian
    Passive
    After Overpowering, you deal x [12%] increased damage for 4 seconds.
  • Claw

    Basic • Druid
    Werewolf
    Shapeshifting
    Spirit Generate: 15
    Lucky Hit: 50%
    Shapeshift into a Werewolf and claw at an enemy for [39%] damage.
    Physical DamagePhysical 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
    Nature Magic
    Earth
    Spirit Generate: 16
    Lucky Hit: 39%
    Sunder the earth, impaling the first enemy hit for [27%] damage.
    Physical DamagePhysical 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
    Werebear
    Shapeshifting
    Spirit Generate: 20
    Lucky Hit: 34%
    Shapeshift into a Werebear and maul enemies in front of you, dealing [36%] damage.
    Physical DamagePhysical 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
    Storm
    Nature Magic
    Chain
    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.
    Lightning DamageLightning Damage
    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
    Storm
    Nature Magic
    Spirit Generate: 16
    Lucky Hit: 20%
    Conjure a piercing blade of wind, dealing [28%] damage.
    Physical DamagePhysical 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
    Nature Magic
    Earth
    Spirit Cost: 33
    Lucky Hit: 20%
    Crush enemies between 4 pillars of earth, dealing up to [196%] damage.
    Physical DamagePhysical 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
    Storm
    Nature Magic
    Channeled
    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.
    Lightning DamageLightning Damage
    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
    Werebear
    Shapeshifting
    Spirit Cost: 38
    Lucky Hit: 25%
    Shapeshift into a Werebear and slam the ground, dealing [129%] damage to surrounding enemies.
    Physical DamagePhysical Damage
    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
    Werewolf
    Shapeshifting
    Mobility
    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.
    Physical DamagePhysical 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 and applies an additional 143% Poisoning damage over 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
    Nature Magic
    Earth
    Channeled
    Spirit Cost: 33
    Gather stones beneath your enemies then detonate them dealing [152%] damage.
    Channeling deals 20% damage and increases the size of the affected area, up to a 400% increase after 01.0 seconds.
    Physical DamagePhysical Damage
    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
    Storm
    Nature Magic
    Spirit Cost: 35
    Lucky Hit: 8%
    Conjure a swirling tornado that deals [91%] damage.
    Physical DamagePhysical 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
    Werewolf
    Shapeshifting
    Shout
    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.
    Preserving
    Blood Howl also increases your Attack Speed by +15% for 4 seconds.
  • Cyclone Armor

    Defensive • Druid
    Storm
    Nature Magic
    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.
    Physical DamagePhysical 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
    Werebear
    Shapeshifting
    Shout
    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
    Nature Magic
    Earth
    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.
    Physical DamagePhysical Damage
    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.
    Poison DamagePoison Damage
    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.
    Physical DamagePhysical 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
    Nature Magic
    Earth
    Cooldown: 10 seconds
    Lucky Hit: 4%
    Unearth a large rolling boulder that repeatedly Knocks Back enemies, dealing [98%] damage with each hit.
    Physical DamagePhysical Damage
    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
    Storm
    Nature Magic
    Cooldown: 20 seconds
    Lucky Hit: 21%
    Form a hurricane around you that deals [484%] damage to surrounding enemies over 8 seconds.
    Physical DamagePhysical Damage
    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
    Werewolf
    Shapeshifting
    Chain
    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 [295%] Poisoning damage over 6 seconds.
    Infected enemies spread Rabies to other surrounding targets.
    Poison DamagePoison Damage
    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
    Werebear
    Shapeshifing
    Mobility
    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.
    Physical DamagePhysical Damage
    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
    Storm
    Nature Magic
    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.
    Lightning DamageLightning Damage
    Prime
    Cataclysm's duration is increased by 4 seconds.
    Supreme
    Lightning strikes from Cataclysm make enemies Vulnerable for 6 seconds.
  • Grizzly Rage

    Ultimate • Druid
    Werebear
    Shapeshifting
    Cooldown: [41] seconds
    Shapeshift into a Dire Werebear for 10 seconds gaining x50% 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.
    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
    Werewolf
    Shapeshifting
    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 [784%] damage.
    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
    Nature Magic
    Earth
    Cooldown: [41] seconds
    Generates 100 Spirit. Encase all Nearby enemies in stone, Stunning them for 4 seconds.
    Physical DamagePhysical Damage
    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
    Passive
    Basic Skills generate x [18%] more Spirit.
  • Ancestral Fortitude

    • Druid
    Passive
    Increases your Non-Physical Resistances by [15%] .
  • Bad Omen

    • Druid
    Passive
    Lucky Hit: Up to a [30%] chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Bolt also hits dealing 55% damage.
  • Bestial Rampage

    • Druid
    Passive
    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
    Passive
    Your Companion Skills deal [36%] bonus damage.
  • Charged Atmosphere

    • Druid
    Passive
    Every [8] seconds, a Lightning Bolt hits a Nearby enemy dealing 45% damage.
  • Circle of Life

    • Druid
    Passive
    Nature Magic Skills that consume Spirit Heal you for [3%] of your Maximum Life.
  • Clarity

    • Druid
    Passive
    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
    Passive
    Earth Skills deal x [15%] increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
  • Defensive Posture

    • Druid
    Passive
    Increases the amount of Fortify you gain from all sources by [15%] and you gain [9%] Damage Reduction while Fortified.
  • Defiance

    • Druid
    Passive
    Nature Magic Skills deal x [12%] increased damage to Elites.
  • Digitigrade Gait

    • Druid
    Passive
    You gain + [12%] Movement Speed while in Werewolf form.
    This bonus persists for 3 seconds after leaving Werewolf form.
  • Earthen Might

    • Druid
    Passive
    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
    Passive
    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
    Passive
    Lucky Hit: Your Storm Skills have up to a 10% chance to make enemies Vulnerable for [3] seconds.
  • Endless Tempest

    • Druid
    Passive
    Increase the duration of Hurricane and Cataclysm by [15%] .
  • Envenom

    • Druid
    Passive
    You and your Companions gain [30%] bonus Critical Strike Damage against Poisoned enemies.
  • Heart of the Wild

    • Druid
    Passive
    Maximum Spirit is increased by [9] .
  • Heightened Senses

    • Druid
    Passive
    When Shapeshifting, Werebear grants [9%] Damage Reduction and Werewolf grants + [6%] Movement Speed. Both bonuses persist as long as you are in either animal form and are doubled while both are active. They are lost after 3 seconds in Human form.
  • Iron Fur

    • Druid
    Passive
    You gain [12%] Damage Reduction while in Werebear form.
    This bonus persists for 3 seconds after leaving Werebearform.
  • Lupine Ferocity

    • Druid
    Passive
    Every 3rd Werewolf Skill hit Critically Strikes and deals x100% increased damage, increased to x200% against Injured enemies.
  • Mending

    • Druid
    Passive
    While in Werebear form, you receive [18%] additional Healing from all sources and gain [12%] increased Maximum Life.
  • Natural Disaster

    • Druid
    Passive
    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
    Passive
    Shapeshifting Fortifies you for [6%] Maximum Life.
  • Nature's Fury

    • Druid
    Passive
    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
    Passive
    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
    Passive
    [15%] chance when struck to Fortify you for 4% Maximum Life.
  • Neurotoxin

    • Druid
    Passive
    Poisoned enemies are slowed by [24%] .
  • One With Nature

    • Druid
    Passive
    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
    Passive
    Storm Skills that you cast grant 2 Spirit and deal x60% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy.
  • Predatory Instinct

    • Druid
    Passive
    Critical Strike Chance against Close enemies is increased by + [6%] .
  • Provocation

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

    • Druid
    Passive
    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
    Passive
    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
    Passive
    Critical Strikes with Earth Skills Fortify you for [9%] Maximum Life.
  • Stone Guard

    • Druid
    Passive
    While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal x [12%] increased damage.
  • Thick Hide

    • Druid
    Passive
    Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for [30%] Maximum Life.
  • Toxic Claws

    • Druid
    Passive
    Critical Strikes with Werewolf Skills deal [36%] of their Base damage as Poisoning damage over 4 seconds.
  • Unrestrained

    • Druid
    Passive
    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
    Passive
    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
    Passive
    You gain [21%] Damage Reduction for 6 seconds after using a Defensive Skill.
  • Wild Impulses

    • Druid
    Passive
    Your Core Skills cost x [9%] more Spirit but deal x [15%] increased damage.
  • Feral Aptitude

    • Druid
    Passive
    You deal x [9%] increased damage while Healthy and x [9%] increased damage while above 100% Movement Speed. These bonuses can stack.
  • Humanity

    • Druid
    Passive
    You deal x [15%] increased damage while in Human form.
  • Catastrophe

    • Druid
    Passive
    You deal x [15%] increased damage for 8 seconds after casting an Ultimate Skill.
  • Backlash

    • Druid
    Passive
    You deal x [12%] increased damage for 5 seconds after casting a Defensive Skill.
  • Bone Splinters

    Basic • Necromancer
    Bone
    Generate Essence: 10
    Lucky Hit: 30%
    Fire 3 splinters of bone, dealing [35%] damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence.
    Physical DamagePhysical Damage
    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
    Darkness
    Channeled
    Generate Essence: 13 per second
    Lucky Hit: 40%
    Tear the flesh from an enemy, dealing [80%] damage per second and forming a usable Corpse with the flesh every 1 second.
    Shadow DamageShadow Damage
    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
    Blood
    Generate Essence: 13
    Lucky Hit: 50%
    Burst an enemy's blood, dealing [60%] damage. Hemorrhage has a 20% chance to form a Blood Orb.
    Physical DamagePhysical Damage
    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
    Darkness
    Generate Essence: 4 per enemy hit
    Lucky Hit: 30%
    Sweep an ethereal scythe in front of you, dealing [40%] damage. Hitting an enemy with Reap increases your Damage Reduction by 15% for 4 seconds. Now generates 15 Essence when hitting a boss.
    Shadow DamageShadow Damage
    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
    Darkness
    Essence Cost: 25
    Lucky Hit: 40%
    Unleash concentrated blight that deals [56%] damage and leaves behind a defiled area, dealing [189%] damage over 6 seconds.
    Shadow DamageShadow Damage
    Enhanced
    Blight's radius is increased by 15%.
    Supernatural
    You and your Minions deal x20% increased damage to enemies within Blight.
    Paranormal
    Blight Chills enemies for 15% every second.
  • Blood Lance

    Core • Necromancer
    Blood
    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.
    Physical DamagePhysical Damage
    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
    Blood
    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%.
    Physical DamagePhysical Damage
    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
    Bone
    Essence Cost: 25
    Lucky Hit: 50%
    Conjure a bone spear from the ground, dealing [119%] damage and piercing through enemies.
    Physical DamagePhysical Damage
    Enhanced
    Bone Spear breaks into 3 shards when it is destroyed, dealing 25% damage each.
    Supernatural
    Bone Spear makes the first enemy hit Vulnerable for 3 seconds.
    Paranormal
    Bone Spear has a +5% increased Critical Strike Chance. If Bone Spear's primary projectile Critically Strikes, it fires 2 additional bone shards upon being destroyed.
  • Sever

    Core • Necromancer
    Darkness
    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.
    Shadow DamageShadow Damage
    Enhanced
    Sever damages enemies along its path for 75% of its initial damage.
    Supernatural
    Sever deals x2% increased damage for each Minion you have upon cast.
    Paranormal
    Every 3rd cast of Sever makes enemies Vulnerable for 3 seconds.
  • Blood Mist

    Macabre • Necromancer
    Blood
    Cooldown: [20.8] seconds
    Lucky Hit: 9%
    Disperse into a bloody mist, becoming Immune for 3 seconds. You periodically deal 2% damage to enemies and Heal for [0.7%] of your Maximum Life.
    Physical DamagePhysical Damage
    Enhanced
    Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.
    Ghastly
    Blood Mist leaves behind a Corpse every 1 second.
    Dreadful
    You gain +10% Critical Strike Chance for 4 seconds after Blood Mist ends.
  • Bone Prison

    Macabre • Necromancer
    Bone
    Cooldown: [14.76] seconds
    Unearth a prison of bone with [X] Life that surrounds the target area for 6 seconds.
    Enhanced
    Enemies inside of Bone Prison when cast are made Vulnerable for 8 seconds.
    Ghastly
    If an enemy is trapped by Bone Prison, gain 25 Essence, plus an additional 5 per enemy trapped.
    Dreadful
    Reduce your active cooldowns by 0.5 seconds for each enemy trapped by Bone Prison, up to 3 seconds.
  • Bone Spirit

    Macabre • Necromancer
    Bone
    Core
    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.
    Physical DamagePhysical Damage
    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
    Corruption
    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.
    Physical DamagePhysical Damage
    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
    Corruption
    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.
    Physical DamagePhysical Damage
    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
    Corruption
    Lucky Hit: 25%
    Detonate a Corpse, dealing [119%] damage to surrounding enemies.
    Physical DamagePhysical Damage
    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
    Corruption
    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.
    Physical DamagePhysical Damage
    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
    Summoning
    Cooldown: [40] seconds
    Lucky Hit: 64%
    Call forth the deep buried dead. Volatile Skeletons emerge over the next 7 seconds that explode when around enemies, dealing [110%] damage.
    Physical DamagePhysical Damage
    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
    Blood
    Cooldown: [41] seconds
    Lucky Hit: 50%
    Conjure a tidal wave of blood that deals [630%] damage and Knocks Back enemies.
    Physical DamagePhysical Damage
    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
    Bone
    Cooldown: [49.2] seconds
    Lucky Hit: 40%
    A swirling storm of bones appears around you and your Golem, dealing [320%] to surrounding enemies over 10 seconds.
    Physical DamagePhysical Damage
    Prime
    Your Damage Reduction is increased by 15% while Bone Storm is active.
    Supreme
    Your Critical Strike Chance is increased by +20% while Bone Storm is active.
  • Soulrift

    Ultimate • Necromancer
    Darkness
    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.
    Shadow DamageShadow Damage
    Prime
    Every soul absorbed increases your damage by x1%, up to x30%. This bonus persists for 5 seconds after Soulrift ends.
    Supreme
    Enemies with their souls absorbed become Vulnerable for 2 seconds.
    When damaging enemies affected by Soulrift, you have a 5% chance to absorb their soul.
  • 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
    Passive
    You deal x [12%] increased damage to Cursed enemies.
  • Bonded in Essence

    • Necromancer
    Passive
    Every 5 seconds, your Skeletal Priest's Healing will Heal your Skeletons for an additional [60%] of their Maximum Life.
  • Coalesced Blood

    • Necromancer
    Passive
    While Healthy your Blood Skills deal x [18%] increased damage.
  • Compound Fracture

    • Necromancer
    Passive
    After Critically Striking 10 times with Bone Skills, your Bone Skills deal x [18%] increased damage for 5 seconds.
  • Crippling Darkness

    • Necromancer
    Passive
    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
    Passive
    Your Minions gain + [24%] increased Armor and + [24%] increased Resistance to All Elements.
  • Death's Embrace

    • Necromancer
    Passive
    Close enemies take x [6%] more damage from you and deal [12%] less damage to you.
  • Death's Approach

    • Necromancer
    Passive
    Gain + [15%] Movement Speed.
  • Drain Vitality

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

    • Necromancer
    Passive
    Your Bone Skills deal x [18%] increased damage to Vulnerable enemies.
  • Fueled by Death

    • Necromancer
    Passive
    You deal x [9%] increased damage for 6 seconds after consuming a Corpse.
  • Gloom

    • Necromancer
    Passive
    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
    Passive
    Increase the damage and Life of your Golem by x [75%] .
  • Grim Harvest

    • Necromancer
    Passive
    Consuming a Corpse generates [6] Essence.
  • Gruesome Mending

    • Necromancer
    Passive
    You receive + [30%] more Healing from all sources.
  • Hellbent Commander

    • Necromancer
    Passive
    While you control at least 7 Minions, your Minons deal x [30%] increased damage.
  • Hewed Flesh

    • Necromancer
    Passive
    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
    Passive
    Your Core Skills cost x [9%] more Essence, but deal x [15%] increased damage.
  • Inspiring Leader

    • Necromancer
    Passive
    While you are Healthy, you gain [12%] increased Critical Strike Chance and your Minions gain [18%] increased Critical Strike Chance.
  • Kalan's Edict

    • Necromancer
    Passive
    Your Minions gain +3% Attack Speed and deal x3% increased damage for each active Minion.
  • Memento Mori

    • Necromancer
    Passive
    Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by [60%] .
  • Necrotic Carapace

    • Necromancer
    Passive
    When a Corpse is formed from your Skills or your Minions, Fortify for [15%] Maximum Life.
  • Ossified Essence

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

    • Necromancer
    Passive
    Every 100 Essence you spend reduces the cooldowns of your Bone Skills by [1.5] seconds.
  • Rathma's Vigor

    • Necromancer
    Passive
    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.
  • Reaper's Pursuit

    • Necromancer
    Passive
    Damaging enemies with Darkness Skills increases your Movement Speed by + [15%] for 3 seconds.
  • Serration

    • Necromancer
    Passive
    Your Bone Skills have a + [0.9%] increased Critical Strike Chance for each 30 Essence you have upon cast.
  • Shadowblight

    • Necromancer
    Passive
    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
    Passive
    Increase the damage and Life of your Skeletal Mages by x [60%] .
  • Skeletal Warrior Mastery

    • Necromancer
    Passive
    Increase the damage and Life of your Skeletal Warriors by x [45%] .
  • Spiked Armor

    • Necromancer
    Passive
    Gain [X] Thorns and x [15%] additional Armor.
  • Stand Alone

    • Necromancer
    Passive
    Increases Damage Reduction by [18%] when you have no minions. Each active minion reduces this bonus by 2%.
  • Terror

    • Necromancer
    Passive
    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
    Passive
    Your Blood Skills deal x [15%] increased Overpower damage. This bonus is doubled while you are Healthy.
  • Transfusion

    • Necromancer
    Passive
    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
    Passive
    Your maximum Essence is increased by [9] .
  • Necrotic Fortitude

    • Necromancer
    Passive
    Lucky Hit: Up to a [15%] chance to grant yourself a Barrier for 7% of your Maximum Life for 6 seconds.
  • Finality

    • Necromancer
    Passive
    You deal x [15%] increased damage for 8 seconds after casting an Ultimate Skill.
  • Titan's Fall

    • Necromancer
    Passive
    While Fortified you deal x [18%] increased damage to Elites.
  • Precision Decay

    • Necromancer
    Passive
    Your Lucky Hit chance is increased by + [15%] .
  • Affliction

    • Necromancer
    Passive
    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 Shadow Damage over Time bonuses combined.
  • Blade Shift

    Basic • Rogue
    Cutthroat
    Lucky Hit: 50%
    Quickly stab your victim for [42%] and shift, making you Unhindered for 4 seconds.
    Physical DamagePhysical Damage
    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
    Marksman
    Lucky Hit: 50%
    Fire a powerful arrow at an enemy, dealing [42%] damage. Every 3rd cast makes enemies hit Vulnerable for 5 seconds.
    Physical DamagePhysical Damage
    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
    Marksman
    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%.
    Physical DamagePhysical Damage
    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
    Cutthroat
    Lucky Hit: 50%
    Melee attack an enemy, dealing [58%] damage and increasing Energy Regeneration by x20% for 3 seconds.
    Physical DamagePhysical Damage
    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
    Marksman
    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.
    Physical DamagePhysical Damage
    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
    Imbueable
    Marksman
    Chain
    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.
    Physical DamagePhysical 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
    Imbueable
    Cutthroat
    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 [202%] damage to each.
    Physical DamagePhysical Damage
    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
    Imbueable
    Marksman
    Energy Cost: 35
    Lucky Hit: 50%
    Fire an arrow that pierces through all enemies in a line, dealing [123%] damage, increased by x10% per enemy it pierces.
    Physical DamagePhysical Damage
    Requires a Ranged weapon
    Enhanced
    Casting Penetrating Shot and hitting a Boss or Elite with it has a 25% 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
    Imbueable
    Marksman
    Energy Cost: 25
    Lucky Hit: 20%
    Rapidly fire 5 arrows, each dealing [52%] damage.
    Physical DamagePhysical 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
    Imbueable
    Cutthroat
    Energy Cost: 30
    Lucky Hit: 33%
    Impale an enemy with your blades, dealing [84%] damage and making them take x8% increased damage from you for 1.5 seconds. After 1.5 seconds, the blades return to you, piercing enemies for [121%] damage.
    Physical DamagePhysical 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: [16.4] 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
    Trap
    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.
    Poison DamagePoison Damage
    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
    Grenade
    Cooldown: [7.66] seconds
    Lucky Hit: 25%
    Throw a smoky concoction at enemies that deals [110%] 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
    Trap
    Mobility
    Charges: 2
    Charge Cooldown: 12 seconds
    Lucky Hit: 25%
    Leap backwards and throw caltrops on the ground, dealing [63%] damage and Slowing enemies by [62%] . Lasts 7 seconds.
    Physical DamagePhysical Damage
    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
    Cutthroat
    Imbueable
    Channeled
    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 [102%] 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 20% chance to pierce.
  • Dash

    Agility • Rogue
    Imbueable
    Cutthroat
    Mobility
    Charges: 2
    Charge Cooldown: [8.2] seconds
    Lucky Hit: 25%
    Dash forward and slash enemies for [81%] damage. Any enemies hit are Slowed by 30% for 3 seconds.
    Physical DamagePhysical Damage
    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
    Imbueable
    Cutthroat
    Mobility
    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.
    Physical DamagePhysical Damage
    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 x200% 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
    Lucky Hit: Cold Imbued Skills have up to a 35% chance to instantly Freeze enemies for 3 seconds.
    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.
    Poison DamagePoison Damage
    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 [76%] damage to only that enemy.
    Shadow DamageShadow Damage
    Enhanced
    You have +15% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.
    Blended
    Shadow Imbuement's primary explosion makes enemies Vulnerable for 2 seconds.
    Mixed
    Enemies infected by Shadow Imbuement take x12% increased Non-Physical damage from you for 8 seconds.
  • Death Trap

    Ultimate • Rogue
    Trap
    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 [350%] damage to each enemy in the area.
    If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
    Shadow DamageShadow Damage
    Prime
    Enemies are Pulled into Death Trap when it activates.
    Supreme
    Enemies that resist Death Trap's Pull In are hit again for x120% of Death Trap's damage.
  • Rain of Arrows

    Ultimate • Rogue
    Imbueable
    Marksman
    Cooldown: [41] seconds
    Lucky Hit: 4%
    Arrows rain down over a large area 2 times, each wave dealing [41] damage.
    Rain of Arrows' first wave Knocks Down enemies for 3 seconds.
    Physical DamagePhysical Damage
    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 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.
    Physical DamagePhysical Damage
    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
    Passive
    While moving, you gain x [21%] increased Energy Regeneration.
  • Aftermath

    • Rogue
    Passive
    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
    Passive
    Using a Cooldown increases your Dodge Chance by [12%] for 3 seconds.
  • Alchemical Advantage

    • Rogue
    Passive
    Dealing Poison damage increases your Attack Speed and Lucky Hit Chance by [3%] for 8 seconds, up to 5%.
  • Alchemist's Fortune

    • Rogue
    Passive
    Non-Physical damage you deal has a + [15%] increased Lucky Hit Chance.
  • Chilling Weight

    • Rogue
    Passive
    Chilled enemies have their Movement Speed further reduced by up to [30%] and you gain x [15%] increased Chill effect.
  • Close Quarters Combat

    • Rogue
    Passive
    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
    Passive
    Using a Healing Potion Stuns surrounding enemies for 2 seconds and increases your damage by x [18%] for 10 seconds.
  • Consuming Shadows

    • Rogue
    Passive
    Each time you kill an enemy with Shadow damage, you generate [30] Energy.
  • Deadly Venom

    • Rogue
    Passive
    You deal x [18%] increased Poisoning damage.
  • Debilitating Toxins

    • Rogue
    Passive
    Poisoned enemies deal [15%] less damage.
  • Exploit

    • Rogue
    Passive
    You deal x [24%] increased damage to Healthy and injured enemies.
  • Exposure

    • Rogue
    Passive
    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 20%
    • Drop a cluster of exploding Stun Grenades that deal 80% of total Physical damage and Stun enemies for 1 second
  • Frigid Finesse

    • Rogue
    Passive
    You deal x [15%] increased damage to Chilled enemies. This bonus increases to x [30%] against Frozen enemies.
  • Haste

    • Rogue
    Passive
    While at or above 50% maximum Energy, gain + [15%] increased Movement Speed. While below 50% maximum Energy, gain + [15%] increased Attack Speed.
  • Impetus

    • Rogue
    Passive
    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
    Passive
    Lucky Hit: Up to a [30%] chance to gain 8 Energy.
  • Malice

    • Rogue
    Passive
    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
    Passive
    When entering Stealth and every second while Stealthed, you Heal for [21%] Maximum Life.
  • Momentum

    • Rogue
    Passive
    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
    Passive
    When you cast a Marksman Skill, you gain a stack of Precision. You gain an additional stack if that Skill Critically Strikes, once per cast.
    When you reach 4 stacks of Precision, your next Marksman Ultimate or Core Skill is a guaranteed Critical Strike and deals x50% increased Critical Strike Damage, consuming all stacks of Precision. This damage is further increased by x25% of your Critical Strike Damage bonus.
  • Precision Imbuement

    • Rogue
    Passive
    Imbued Skills gain + [9%] increased Critical Strike Chance.
  • Rapid Gambits

    • Rogue
    Passive
    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
    Passive
    Gain [18%] Damage Reduction while inflicted with Control Impairing Effects.
  • Rugged

    • Rogue
    Passive
    Gain [27%] Damage Reduction against Damage Over Time effects.
  • Second Wind

    • Rogue
    Passive
    Every 100 Energy you spend grants [45%] of your Maximum Life as a Barrier for 3 seconds.
  • Shadow Crash

    • Rogue
    Passive
    Lucky Hit: Shadow damage has up to a 10% chance to Stun for [1.5] seconds.
  • Siphoning Strikes

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

    • Rogue
    Passive
    You gain [18%] Close Damage Reduction.
  • Stutter Step

    • Rogue
    Passive
    Critically Striking an enemy grants + [15%] Movement Speed for 4 seconds.
  • Trap Mastery

    • Rogue
    Passive
    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
    Passive
    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
    Passive
    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
    Passive
    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
    Passive
    Your Critical Strike Chance with Marksman and Cutthroat Skills is increased by + [9%] .
  • Balestra

    • Rogue
    Passive
    Gain x [12%] increased damage for 4 seconds after using Evade.
  • Evasive

    • Rogue
    Passive
    After Dodging an attack, gain [6%] Damage Reduction for 4 seconds.
  • Unto Dawn

    • Rogue
    Passive
    Your Ultimate skills deal x [45%] increased damage.
  • Alchemical Admixture

    • Rogue
    Passive
    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
    Shock
    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.
    Lightning DamageLightning Damage
    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
    Pyromancy
    Lucky Hit: 40%
    Hurl a flaming bolt, dealing [25%] damage and Burning for [62%] damage over 6 seconds.
    Enchantment: Direct damage from Skills applies additional 23% Burning damage over 8 seconds.
    Fire DamageFire Damage
    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
    Frost
    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.
    Cold DamageCold Damage
    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
    Shock
    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 14% chance to form a Crackling Energy.
    Lightning DamageLightning Damage
    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
    Shock
    Chain
    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.
    Lightning DamageLightning Damage
    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
    Shock
    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.
    Lightning DamageLightning Damage
    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
    Pyromancy
    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.
    Fire DamageFire 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
    Frost
    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.
    Cold DamageCold Damage
    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
    Frost
    Mana Cost: 30
    Lucky Hit: 18%
    Launch 5 shards that deal [50%] damage each. Deals x25% increased damage to Frozen enemies.
    Enchantment: Ice Shards automatlcally conjure and fly towards Frozen enemies.
    Cold DamageCold Damage
    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
    Pyromancy
    Channeled
    Cost: 25 Mana per second
    Lucky Hit: 10%
    Channel a beam of fire, Burning enemies for [160%] damage per second. Damage per second increases over 2 seconds, up to [234%] .
    You gain 20% Damage Reduction while channeling.
    Enchantment: Every 8 seconds, a serpent spawns and Incinerates enemies for 8 seconds.
    Fire DamageFire Damage
    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
    Pyromancy
    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: Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen once every 30 seconds.
    Fire DamageFire Damage
    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
    Frost
    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 for 4 seconds, increased to 6 seconds against Bosses.
    Shimmering
    Frost Nova grants 3% Dodge Chance per enemy hit for 8 seconds, up to 15%. Dodging while this effect is active restores 20 Mana.
    Hitting a Boss with Frost Nova grants the maximun stacks of Dodge Chance bonus.
  • Ice Armor

    Defensive • Sorcerer
    Frost
    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
    Shock
    Mobility
    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.
    Lightning DamageLightning Damage
    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
    Pyromancy
    Frost
    Shock
    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 [86%] 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
    Pyromancy
    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.
    Fire DamageFire Damage
    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
    Frost
    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.
    Cold DamageCold Damage
    Enhanced
    Ice Blades's Cooldown is reduced by 0.5 seconds each time it hits a Vulnerable enemy.
    Invoked
    Your Ice Blades gain +10% increased Attack Speed per active Ice Blades.
    Summoned
    20% of Enhanced Ice Blades's Cooldown reduction is applied to your other Skills.
  • Lightning Spear

    Conjuration • Sorcerer
    Shock
    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.
    Lightning DamageLightning Damage
    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
    Frost
    Core
    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.
    Cold DamageCold Damage
    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
    Pyromancy
    Core
    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.
    Fire DamageFire Damage
    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
    Pyromancy
    Core
    Mana Cost: 40
    Lucky Hit: 46%
    Summon a meteor that strikes the target location, dealing [156%] 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.
    Fire DamageFire Damage
    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
    Shock
    Core
    Mana Cost: 50
    Lucky Hit: 6%
    Discharge a ball of lightning that slowly moves forward, continually zapping enemies for [33%] damage.
    Enchantment: Lucky Hit: Critical Strikes have up to a 25% chance to spawn a static Ball Lightning.
    Lightning DamageLightning Damage
    Enhanced
    Ball Lightning's attack rate is increased by your Attack Speed Bonus, up to 25%.
    Wizard's
    If an enemy is hit at least 4 times by a cast of Ball Lightning, a Crackling Energy is formed. Can only happen twice per cast.
    Mage's
    After hitting Close enemies 50 times with Ball Lightning, your next cast of it Stuns enemies hit for 1 second.
  • Deep Freeze

    Ultimate • Sorcerer
    Frost
    Cooldown: [49.2] seconds
    Lucky Hit: 2%
    Encase yourself in ice, becoming Immune for 4 seconds, continually dealing [35%] damage, and Chilling enemies for 14%. When Deep Freeze expires, it deals [140%] additional damage.
    Casting Deep Freeze again ends the effect early.
    Cold DamageCold Damage
    Prime
    When Deep Freeze ends, gain 10% of your Maximum Life as a Barrier for 6 seconds for each enemy you Froze while it was active.
    Supreme
    When Deep Freeze ends, surrounding enemies are made Vulnerable for 5 seconds and your Non-Ultimate Cooldowns instantly reset.
  • Inferno

    Ultimate • Sorcerer
    Pyromancy
    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.
    Fire DamageFire Damage
    Prime
    Inferno repeatedly Pulls enemies to its center.
    Supreme
    While Inferno is active, your Pyromancy Skills cost no Mana.
  • Unstable Currents

    Ultimate • Sorcerer
    Shock
    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.
    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
    Passive
    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
    Passive
    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
    Passive
    While you have a Barrier active, you apply [24%] more Chill.
  • Combustion

    • Sorcerer
    Passive
    Your Burning effects deal x60% increased damage, and an additional x25% of your Bonus Damage to Burning Enemies.
  • Conduction

    • Sorcerer
    Passive
    Critical Strikes with Shock Skills increase your Movement Speed by + [12%] for 4 seconds.
  • Conjuration Mastery

    • Sorcerer
    Passive
    Gain a stacking bonus for each active Conjuration, up to 30 stacks:
    [3%] Damage
    [3%] Movement Speed
    [6%] Mana Regeneration
  • Convulsions

    • Sorcerer
    Passive
    Lucky Hit: Shock Skills have up to a [21%] chance to Stun enemies for 3 seconds.
  • Coursing Currents

    • Sorcerer
    Passive
    Hitting enemies with Shock Skills increases your Critical Strike Chance by [3%] . Resets upon getting a Critical Strike.
  • Crippling Flames

    • Sorcerer
    Passive
    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
    Passive
    Your Maximum Mana is increased by [9] .
  • Devouring Blaze

    • Sorcerer
    Passive
    You deal x [21%] increased Critical Strike Damage against Burning enemies. If they are also Crowd Controlled, this bonus is increased to x [30%] .
  • Electrocution

    • Sorcerer
    Passive
    Enemies deal [18%] less damage for 5 seconds after being Critically Struck by your Shock Skills.
  • Elemental Attunement

    • Sorcerer
    Passive
    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
    Passive
    Your Core Skills deal x [12%] increased damage when cast above 50 Mana.
  • Endless Pyre

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

    • Sorcerer
    Passive
    Killing a Burning enemy increases your Mana Regeneration by [45%] for 3 seconds.
  • Frigid Breeze

    • Sorcerer
    Passive
    Lucky Hit: Cold damage against Vulnerable enemies has up to a 20% chance to generate [15] Mana.
  • Glass Cannon

    • Sorcerer
    Passive
    You deal x [18%] increased damage, but take x [6%] more damage.
  • Hoarfrost

    • Sorcerer
    Passive
    You deal x [9%] increased damage to Chilled enemies, and x [18%] increased damage to Frozen enemies.
  • Icy Touch

    • Sorcerer
    Passive
    You deal [12%] increased Cold damage to Vulnerable enemies.
  • Icy Veil

    • Sorcerer
    Passive
    Your Barriers have a [24%] increased duration.
  • Inner Flames

    • Sorcerer
    Passive
    Your Pyromancy Skills deal x [12%] increased damage while you are Healthy.
  • Invigorating Conduit

    • Sorcerer
    Passive
    Upon absorbing Crackling Energy, you gain [12] Mana.
  • Mana Shield

    • Sorcerer
    Passive
    Everytime you spend 100 Mana, you gain [30%] Damage Reduction for 5 seconds.
  • Overflowing Energy

    • Sorcerer
    Passive
    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
    Passive
    Frost Skills deal x [15%] increased damage to Elites.
  • Potent Warding

    • Sorcerer
    Passive
    Casting a Skill grants + [9%] All Resistance and + [6%] Maximum Resistance to that Skill's element for 9 seconds.
  • Precision Magic

    • Sorcerer
    Passive
    Your Lucky Hit Chance is increased by + [15%] .
  • Protection

    • Sorcerer
    Passive
    Using a Cooldown grants [30%] of your Maximum Life as a Barrier for 3 seconds.
  • Shatter

    • Sorcerer
    Passive
    After Freeze expires, enemies explode for 45% of the damage you dealt to them while Frozen.
  • Shocking Impact

    • Sorcerer
    Passive
    Every time you Stun an enemy, you deal [150%] Lightning damage to them.
  • Snap Freeze

    • Sorcerer
    Passive
    Lucky Hit: Frost Skills have up to a [21%] chance to instantly Freeze.
  • Soulfire

    • Sorcerer
    Passive
    Your Pyromancy Skills cost [12%] less Mana and deal [6%] increased damage. Double these bonuses after standing still for 2 seconds.
  • Static Discharge

    • Sorcerer
    Passive
    Lucky Hit: Critical Strikes with Shock Skills have up to a [18%] chance to form a Crackling Energy.
  • Vyr's Mastery

    • Sorcerer
    Passive
    When you Critical Strike an enemy with a Shock Skill you become Charged and take 25% less damage for 5 seconds.
    While Charged:
    Critical Strikes have a 10% chance to causes the damage to arc as Lightning damage to another Nearby enemy, or if there are no other targets you hit the target again for 500% of the damage.
  • Warmth

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

    • Sorcerer
    Passive
    Gain [12%] Cooldown Reduction.
  • Energy Focus

    • Sorcerer
    Passive
    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
    Passive
    You gain [6%] Damage Reduction while you have an active Barrier.
  • Elemental Synergies

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

    • Sorcerer
    Passive
    Casting any Skill grants 1 stack of Enlightenment, or grants 15 if your previous cast Skill was a different Element.
    After gaining 100 stacks, you become Enlightened, can no longer gain stacks, and lose 10 stacks per second.
    Can only occur every 0.2 seconds.
    • While Enlightened, your Bonus Damage with Fire, Lightning and Cold are equal to them combined and you gain:
    x25% increased damage
    +45% Mana Regeneration
    +20% Attack Speed
  • Skeletal Warriors

    • Necromancer
    Passive
    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
    Passive
    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
    Passive
    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
    Passive
    Your Basic Skills now generate Combo Points. Core Skills consume Combo Points for additional effects.
  • Inner Sight

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

    • Barbarian
    Passive
    x [15%] increased Lucky Hit Chance.
    Rank 10: You deal x15% increased damage while Healthy.
  • 2h Sword

    • Barbarian
    Passive
    + [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
    Passive
    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
    Passive
    Gain [X] Thorns.
  • Gift of the Stag

    • Druid
    Passive
    Gain 40 Maximum Spirit.
  • Wariness

    • Druid
    Passive
    Take 15% reduced damage from Elites.
  • Advantageous Beast

    • Druid
    Passive
    Gain +15% Movement Speed and 15% Impairment Reduction.
  • Scythe Talons

    • Druid
    Passive
    Gain +15% increased Critical Strike Chance.
  • Iron Feather

    • Druid
    Passive
    Gain x30% Maximum Life.
  • Swooping Attacks

    • Druid
    Passive
    Gain +20% Attack Speed.
  • Avian Wrath

    • Druid
    Passive
    Gain x40% Critical Strike Damage.
  • Obsidian Slam

    • Druid
    Passive
    Every 10th kill will cause your next Earth Skill to Overpower
  • Overload

    • Druid
    Passive
    Lucky Hit: Dealing Lightning damage has up to a 40% chance to cause the target to emit a static discharge, dealing 250% Lightning damage to surrounding enemies.
  • Masochistic

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

    • Druid
    Passive
    Lucky Hit: Critical Strikes have up to a 30% chance to reset the Cooldowns of your Companion Skills.
  • Energize

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

    • Druid
    Passive
    Fortify for 50% of your Maximum Life when you use a Defensive Skill.
  • Calamity

    • Druid
    Passive
    Extend the duration of Ultimate Skills by 35%.
  • Withering Fist

    Basic • Spiritborn
    Centipede
    Mobility
    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.
    Poison DamagePoison Damage
    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
    Jaguar
    Mobility
    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.
    Fire DamageFire 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 stack of Ferocity.
    Accelerated
    Thrash continues to unleash its 3rd attack if cast again within 1.5 seconds.
  • Thunderspike

    Basic • Spiritborn
    Eagle
    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.
    Lightning DamageLightning Damage
    Enhanced
    Thunderspike generates 5 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 2 seconds.
  • Rock Splitter

    Basic • Spiritborn
    Gorilla
    Mobility
    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.
    Physical DamagePhysical 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
    Gorilla
    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.
    Physical DamagePhysical 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
    Eagle
    Vigor Cost: 35
    Lucky Hit: 12%
    Hurl 5 feathers that pierce through enemies, each dealing [36%] damage.
    Lightning DamageLightning 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
    Jaguar
    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.
    Fire DamageFire 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
    Centipede
    Vigor Cost: 40
    Lucky Hit: 20%
    Strike a small area, dealing [98%] damage to enemies within as well as all surrounding Poisoned enemies.
    Poison DamagePoison Damage
    Enhanced
    Stinger applies 50% 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
    Passive
    Your Basic Skills deal x [6%] increased damage, doubled to x [12%] for 3rd casts.
  • Vigorous

    • Spiritborn
    Passive
    Casting a Core Skill increases all Vigor Generation by x [15%] for 3 seconds.
  • Balanced Exertion

    • Spiritborn
    Passive
    Your Core Skills cost x [9%] more Vigor, but deal x [15%] increased damage.
  • Velocity

    • Spiritborn
    Passive
    If you have dealt damage in the last 5 seconds and are moving, generate [3] Vigor per second.
  • Vortex

    Focus • Spiritborn
    Eagle
    Cooldown: 12 seconds
    Lucky Hit: 20%
    Creates a cyclone that Pulls enemies inward followed by a crushing downdraft that deals [49%] damage to them.
    Lightning DamageLightning Damage
    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
    Eagle
    Mobility
    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.
    Lightning DamageLightning 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
    Passive
    Gain +20% increased Dodge Chance during Evade. Whenever you Dodge, you gain + [15%] Critical Strike Chance for 3 seconds.
  • Unrestrained Power

    • Spiritborn
    Passive
    You deal x [12%] increased damage while Unhindered or Unstoppable.
  • Swift

    • Spiritborn
    Passive
    Your Mobility Skill Cooldowns are reduced up to [3] seconds based on how far you travel with them.
  • Ravager

    Focus • Spiritborn
    Jaguar
    Incarnate
    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.
    Fire DamageFire Damage
    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
    Centipede
    Incarnate
    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.
    Poison DamagePoison Damage
    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
    Passive
    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
    Passive
    You deal x [9%] increased Vulnerable damage. Double this bonus vs Elite enemies.
  • Diminishment

    • Spiritborn
    Passive
    Vulnerable enemies deal [15%] less damage to you.
  • Endurance

    • Spiritborn
    Passive
    Casting a Defensive Skill grants [15] Vigor.
  • Perseverance

    • Spiritborn
    Passive
    Gain [1.5%] additional Damage Reduction per stack of Resolve.
  • Fueled

    • Spiritborn
    Passive
    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
    Gorilla
    Incarnate
    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.
    Physical DamagePhysical Damage
    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
    Gorilla
    Cooldown: 10 seconds
    Lucky Hit: 20%
    Stomp in front of you, releasing a shockwave that deals [36%] damage and Knocks Down enemies for [4.2] seconds.
    Physical DamagePhysical Damage
    Enhanced
    Concussive Stomp grants a Barrier equal to 10% of your Maximum Life per enemy hit for 3 seconds, up to 30%.
    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
    Jaguar
    Incarnate
    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.
    Fire DamageFire Damage
    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
    Centipede
    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.
    Poison DamagePoison Damage
    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
    Passive
    You gain + [45%] increased Poison Resistance and your Maximum Poison Resistance is increased by + [9%] .
  • Nourishment

    • Spiritborn
    Passive
    Your Healing is increased by +20%. Whenever you Heal, your Poisoning Damage is increased by x [12%] for 3 seconds.
  • Patient Guard

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

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

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

    • Spiritborn
    Passive
    Casting a Gorilla Skill grants x [15%] increased Maximum Life for 10 seconds.
  • Dominant

    • Spiritborn
    Passive
    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
    Gorilla
    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.
    Physical DamagePhysical Damage
    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 15 seconds.
  • Brilliance

    • Spiritborn
    Passive
    Your Eagle Skill damage is increased by x [9%] of your Movement Speed bonus.
  • Acceleration

    • Spiritborn
    Passive
    Gain [3] additional Evade Charge. After you Evade your next Eagle Skill deals x [30%] increased damage.
  • Razor Wings

    Potency • Spiritborn
    Eagle
    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 12 active Razor Wings.
    Lightning DamageLightning Damage
    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
    Jaguar
    Mobility
    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.
    Fire DamageFire 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
    Passive
    Hitting enemies with Jaguar Skills increases the damage they take from you by x [0.3%] up to x [30%] .
  • Furnace

    • Spiritborn
    Passive
    Jaguar Skills deal x [1.5%] increased Critical Strike Damage per stack of Ferocity.
  • Touch of Death

    Potency • Spiritborn
    Centipede
    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.
    Poison DamagePoison Damage
    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
    Passive
    Your Centipede Skills deal x [7.5%] increased damage. Double this bonus vs Healthy enemies.
  • Oppressive

    • Spiritborn
    Passive
    Your Centipede Skills deal x [12%] increased damage to Crowd Controlled enemies and gain +30% increased Crowd Control Durations.
  • Vehemence

    • Spiritborn
    Passive
    Your Potency Skills deal x [30%] increased damage, but have [15%] increased Cooldowns.
  • The Protector

    Ultimate • Spiritborn
    Gorilla
    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.
    Physical DamagePhysical Damage
    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
    Eagle
    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.
    Lightning DamageLightning Damage
    Harmonious
    The Seeker's first hit Knocks enemies Down for 4 seconds and the second hit is a guaranteed Critical Strike.
    Exalted
    The Seeker constantly makes all Nearby enemies Vulnerable while active.
  • The Hunter

    Ultimate • Spiritborn
    Jaguar
    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.
    Fire DamageFire Damage
    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
    Centipede
    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.
    Poison DamagePoison Damage
    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
    Passive
    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
    Passive
    Your maximum Vigor is increased by [30] while you have an Ultimate Skill equipped.
  • Supremacy

    • Spiritborn
    Passive
    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
    Passive
    Casting an Ultimate Skill makes you Unstoppable for [6] seconds.
  • Intricacy

    • Spiritborn
    Passive
    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
    Passive
    Hitting enemies with Ultimate Skills Heals you for [6%] of your Maximum Life.
  • Vital Strikes

    • Spiritborn
    Passive
    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
    Passive
    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
    Passive
    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
    Passive
    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
    Passive
    Casting an Eagle Skill grants 4 seconds of the Storm Feathers Movement Speed bonus. When you Evade, fling up to 8 Storm Feathers for every remaining second, each dealing 125% Lightning damage and making targets Vulnerable for 5 seconds.
    All Skills are now also Eagle Skills.
    For every 4 meters you move, your Critical Strike Chance increases by +4%. This bonus is reset 2 seconds after you Critically Strike.
  • Jaguar

    • Spiritborn
    Passive
    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
    Passive
    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
    Passive
    Hitting an enemy with a Centipede Skill reduces their Damage by 2.5% and Slows them by 10% for 3 seconds, stacking up to a maximum of 8 times.
    All Skills are now also Centipede Skills.
    Heal for 1% of your Maximum Life for every Nearby enemy you've Poisoned in the last 3 seconds, up to 5%.
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • Raheir's Guard

    • Raheir, The Shieldbearer
    Passive
    Raheir grants you +15% Armor.
  • Vanguard

    • Raheir, The Shieldbearer
    Passive
    Raheir Slows surrounding enemies by 40%.
  • Raheir's Aegis

    • Raheir, The Shieldbearer
    Passive
    Raheir grants you 15% Resistance to All Elements.
  • Draw Fire

    • Raheir, The Shieldbearer
    Passive
    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%.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • Mocking Lure

    • Raheir, The Shieldbearer
    Passive
    You deal x15% increased damage to enemies Taunted by Raheir.
  • Iron Wolf's Ward

    • Raheir, The Shieldbearer
    Passive
    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
    Passive
    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
    Passive
    Raheir's final Crater burst inflicts Vulnerable on enemies for 4 seconds.
  • Inspiration

    • Raheir, The Shieldbearer
    Passive
    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
    Passive
    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
    Passive
    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
    Passive
    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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • Hysteria

    • Varyana, The Berserker Crone
    Passive
    You gain +1% Attack Speed for 5 seconds whenever Varyana damages an enemy, up to +10%.
  • Recklessness

    • Varyana, The Berserker Crone
    Passive
    Varyana's Cleave inflicts Vulnerable on enemies for 3 seconds.
  • Crushing Force

    • Varyana, The Berserker Crone
    Passive
    When Varyana deals damage to an enemy, she has a 30% chance to Knock them Down for 2 seconds.
  • Reprisal

    • Varyana, The Berserker Crone
    Passive
    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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • Intimidated

    • Varyana, The Berserker Crone
    Passive
    While Varyana has Bloodthirst, enemies around her deal 15% reduced damage.
  • Bloodlust

    • Varyana, The Berserker Crone
    Passive
    Varyana's Bloodthirst further increases your Attack Speed by +5%.
  • No Escape

    • Varyana, The Berserker Crone
    Passive
    Varyana's Whirlwind Pulls In enemies every 1.5 seconds and gains 60% Size.
  • Taste of Flesh

    • Varyana, The Berserker Crone
    Passive
    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
    Passive
    You deal x15% increased damage to enemies afflicted by any of Varyana's Crowd Control effects.
  • Dismembering

    • Varyana, The Berserker Crone
    Passive
    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
    Passive
    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
    Passive
    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.
    Physical DamagePhysical Damage
  • 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.
    Shadow DamageShadow Damage
  • 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.
    Fire DamageFire Damage
  • Terrify

    • Aldkin, The Cursed Child
    Passive
    Hits of Aldkin's Haunt have a 30% chance to inflict Vulnerable on enemies for 4 seconds.
  • Exhaustion

    • Aldkin, The Cursed Child
    Passive
    Aldkin's Shadow damage has a 10% chance to Daze enemies for 2 seconds.
  • Covered in Ash

    • Aldkin, The Cursed Child
    Passive
    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
    Passive
    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%.
    Physical DamagePhysical Damage
  • 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.
    Shadow DamageShadow Damage
  • 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.
    Fire DamageFire Damage
  • 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.
    Fire DamageFire Damage
  • Paranoia

    • Aldkin, The Cursed Child
    Passive
    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
    Passive
    You instantly kill Languishing enemies with less than 40% Life. Does not work on Elites.
  • Amplified Suffering

    • Aldkin, The Cursed Child
    Passive
    Damaging a Soul Chained enemy detonates the chain early, dealing 50% Shadow damage around them.
  • Shared Pain

    • Aldkin, The Cursed Child
    Passive
    Aldkin's Chain of Souls Cooldown is reduced by 2 seconds when a chained target dies.
  • Eradication

    • Aldkin, The Cursed Child
    Passive
    Enemies killed within Aldkin's Fire Storm explode for 120% Fire damage.
  • Ember's Gift

    • Aldkin, The Cursed Child
    Passive
    You restore 33% of your Primary Resource per second while inside Aldkin's Fire Storm.
  • Burning Chaos

    • Aldkin, The Cursed Child
    Passive
    Aldkin's Wave of Flame Cooldown resets when you cast an Ultimate Skill.
  • Raging Havoc

    • Aldkin, The Cursed Child
    Passive
    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.
    Physical DamagePhysical Damage
  • 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.
    Fire DamageFire Damage
  • Piercing Arrows

    • Subo, The Drunken Archer
    Passive
    Subo's Heavy Shot now pierces through enemies.
  • Ready At Hand

    • Subo, The Drunken Archer
    Passive
    Direct damage to an Elite grants you +20% Movement Speed for 2 seconds.
  • Scorched Earth

    • Subo, The Drunken Archer
    Passive
    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
    Passive
    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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • 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.
    Physical DamagePhysical Damage
  • Pin Cushion

    • Subo, The Drunken Archer
    Passive
    Subo's Cover Fire also Immobilizes enemies for 3 seconds.
  • Opening Fire

    • Subo, The Drunken Archer
    Passive
    You deal x25% increased Critical Strike Damage to enemies hit by Subo's Cover Fire for 4 seconds.
  • Loaded Munitions

    • Subo, The Drunken Archer
    Passive
    Subo's Wire Traps and Trip Mines inflict Vulnerable on enemies for 5 seconds.
  • Mastermind

    • Subo, The Drunken Archer
    Passive
    Subo's Wire Trap and Trip Mines gain 60% Size.
    You and Subo gain +25% Crowd Control Duration.
  • Incendiary Bolt

    • Subo, The Drunken Archer
    Passive
    If Subo's Snipe hits the target he originally aimed at, a Molotov explodes on them.
  • Ambusher

    • Subo, The Drunken Archer
    Passive
    You gain x20% Lucky Hit Chance against enemies damaged by Subo's Salvo within the last 3 seconds.
  • Thrillseeker

    • Subo, The Drunken Archer
    Passive
    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
    Passive
    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.
    Physical DamagePhysical Damage