Diablo 4 Class Skills
BashBasic • BarbarianFury Generate: 13Lucky Hit: 50%Bash the enemy with your weapon, dealing [42%] damage. After bashing enemies 4 times, your next Bash will Stun for 1.25 seconds, this increases to 2 seconds if using a Two-Handed weapon.Physical DamageEnhancedDamaging a Stunned enemy with Bash grants you 20% Base Life as Fortify. Double this amount when using a Two-Handed weapon.BattleDamaging a Stunned enemy with Bash generates an additional 3 Fury, or 4 Fury if using a Two-Handed weapon.CombatAfter Critically Striking 4 times with Bash using a Two-Handed weapon, your next Core or Weapon Mastery Skill will Overpower.
FlayBasic • BarbarianFury Generate: 13Lucky Hit: 50%Flay the enemy, dealing [7%] damage and inflicting [56%] Bleeding damage over 5 seconds.Physical DamageRequires a Slashing weaponEnhancedFlay has a 15% chance to make the enemy Vulnerable for 2 seconds. Double this chance when using a Two-Handed weapon.BattleWhen Flay deals direct damage to an enemy, they take x10% increased Bleeding damage from you for the next 3 seconds.CombatWhen Flay deals direct damage to an enemy, you gain 3% Damage Reduction and [X] Thorns for 3 seconds. This stacks up to 4 times.
FrenzyBasic • BarbarianFury Generate: 4Lucky Hit: 30%Unleash a rapid flurry of blows, dealing [30%] 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 DamageRequires Dual Wielded weaponsEnhancedWhile Frenzy is granting +60% bonus Attack Speed, it also generates 3 additional Fury.BattleWhile Berserking, your other skills gain +5% Attack Speed for each stack of Frenzy you have.CombatYou gain 8% Damage Reduction each stack of Frenzy you currently have.
Lunging StrikeBasic • BarbarianFury Generate: 12Lucky Hit: 50%Lunge forward and strike an enemy for [45%] damage.Physical DamageRequires any complete Arsenal weaponEnhancedLunging Strike deals x30% increased damage and Heals you for 2% Maximum Life when it damages a Healthy enemy.BattleLunging Strike also inflicts 20% Bleeding damage over 5 seconds.CombatCritical Strikes with Lunging Strike grant you Berserking for 1.5 seconds.
Double SwingCore • BarbarianFury Cost: 25Lucky Hit: 30%Sweep your weapons from opposite directions, dealing [66%] damage with each weapon. Enemies caught in the center are damaged by both.Physical DamageRequires Dual Wielded weaponsEnhancedIf Double Swing damages a Stunned or Knocked Down enemy, gain 25 Fury.ViolentHitting an enemy with both hits of Double Swing makes them Vulnerable for 2 seconds.FuriousCasting Double Swing while Berserking grants 2 additional seconds of Berserking.
Hammer of the AncientsCore • BarbarianFury Cost: 35Lucky Hit: 50%Slam your hammer down with the fury of the Ancients, dealing [70%] damage to a concentrated area.Physical DamageRequires a Two-Handed Bludgeoning weaponEnhancedGain x3% more Fury for 5 seconds for each enemy damaged by Hammer of the Ancients, stacking up to 10 times.ViolentAfter Overpowering with Hammer of the Ancients, you deal x30% more damage for 5 seconds.FuriousHammer of the Ancients deals x1% additional damage for each point of Fury you had when using it.
RendCore • BarbarianFury Cost: 35Lucky Hit: 33%Cleave enemies in front of you, dealing [17%] damage and inflicting [134%] Bleeding damage over 5 seconds.Physical DamageRequires a Slashing weaponEnhancedDealing direct damage with Rend extends the duration of Vulnerable on enemies by 2 seconds.ViolentRend deals x12% increased damage to Vulnerable enemies.FuriousDirect damage with Rend grants 4 Fury per enemy hit, up to a maximum of 20 Fury.
UpheavalCore • BarbarianFury Cost: 40Lucky Hit: 25%Tear into the ground with your weapon and fling debris forward, dealing [98%] damage.Physical DamageRequires a Two-Handed weaponEnhancedUpheaval has a 20% chance to Stun all enemies it damages for 2.5 seconds.ViolentIf Upheaval damages at least 2 enemies or a Boss, you gain Berserking for 2 seconds, increased to 3 seconds if it damages at least 4 enemies.FuriousDealing direct damage to an enemy with a Skill that is not Upheaval causes your next cast of Upheaval to deal x5% increased damage, stacking up to 10 times.
WhirlwindCore • BarbarianFury Cost: 25 per secondLucky Hit: 20%Rapidly attack surrounding enemies for [24%] damage.Physical DamageRequires any complete Arsenal weaponEnhancedGain 1 Fury each time Whirlwind deals direct damage to an enemy, or 4 Fury against Elite enemies.ViolentAfter using Whirlwind for 2 seconds, Whirlwind deals x30% increased damage until it is cancelled.FuriousWhile using a Slashing weapon, Whirlwind also inflicts 40% of its Base damage as Bleeding damage over 5 seconds.
Challenging ShoutDefensive • BarbarianCooldown: 25 secondsTaunt Nearby enemies and gain [48%] Damage Reduction for 6 seconds.EnhancedWhile Challenging Shout is active, gain x20% bonus Maximum Life.TacticalWhile Challenging Shout is active, you gain 3 Fury each time you take damage.StrategicWhile Challenging Shout is active, gain Thorns equal to 30% of your Maximum Life.
Ground StompDefensive • BarbarianCooldown: [12.8] secondsLucky Hit: 33%Smash the ground, dealing [13%] damage and Stunning surrounding enemies for 3 seconds.Physical DamageEnhancedIncrease Ground Stomp's duration by 1 second.TacticalGround Stomp generates 40 Fury.StrategicReduce the Cooldown of your Ultimate Skill by 1 second for each enemy damaged by Ground Stomp.
Iron SkinDefensive • BarbarianCooldown: 14 secondsSteel yourself, gaining a Barrier that absorbs [70%] of your missing Life for 5 seconds.Physical DamageEnhancedIron Skin‘s Barrier absorbs 20% more of your Maximum Life.TacticalWhile Iron Skin is active, Heal for 10% of the Barrier's original amount as Life per second.StrategicIron Skin also grants 15% Base Life as Fortify. Double this amount if cast while below 50% Life.
Rallying CryDefensive • BarbarianCooldown: 25 secondsBellow 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 DamageEnhancedRallying Cry grants you Unstoppable while active.TacticalRallying Cry generates 20 Fury and grants you an additional x20% Resource Generation.StrategicRallying Cry grants you 10% Base Life as Fortify. While Rallying Cry is active, you gain an additional 2% Base Life as Fortify each time you take or deal direct damage.
ChargeBrawling • BarbarianCooldown: [13.6] secondsLucky Hit: 33%Become Unstoppable and rush forward, pushing enemies with you and then swinging through them dealing [35%] damage and Knocking them back.Physical DamageRequires any complete Arsenal weaponEnhancedEnemies who are Knocked Back into terrain by Charge take 60% damage and are Stunned for 3 seconds.MightyDamaging enemies with Charge makes them Vulnerable for 4 seconds.PowerReduce Charge's Cooldown by 3 seconds if it Knocks Back an enemy into terrain, up to a maximum of 9 seconds.
KickBrawling • BarbarianCharges: 2Charge Cooldown: [10.66] secondsLucky Hit: 40%Throw a powerful kick that deals 18% damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional 54% damage and are Stunned for 3 seconds.Physical DamageEnhancedDamaging enemies with Kick makes them Vulnerable for 4 seconds.MightyKicked enemies deal 70% damage to enemies they collide with while being Knocked Back. Enemies damaged this way are Knocked Down for 2 seconds.PowerIf Kick damages an enemy, it consumes all of your Fury and deals an additional 20% damage per 10 Fury spent. Kick no longer Knocks Back enemies.
LeapBrawling • BarbarianCooldown: [13.6] secondsLucky Hit: 66%Leap forward and then slam down, dealing [46%] damage and Knocking Back surrounding enemies on impact.Physical DamageRequires any complete Arsenal weaponEnhancedIf Leap doesn't damage any enemies, its Cooldown is reduced by 4 seconds.MightyEnemies damaged by Leap are Slowed by 70% for 5 seconds.PowerIf Leap damages at least one enemy, gain 40 Fury.
War CryBrawling • BarbarianCooldown: 25 secondsBellow a mighty war cry, increasing your damage dealt by x [21%] for 6 seconds, and Nearby allies for 3 seconds.EnhancedWar Cry grants you Berserking for 4 seconds.MightyWar Cry grants you 15% Base Life as Fortify.PowerIf at least 6 enemies are Nearby when you cast War Cry, your damage bonus is increased by an additional x10%.
Death BlowWeapon Mastery • BarbarianCooldown: 15 secondsLucky Hit: 50%Attempt a killing strike, dealing [168%] damage to enemies in front of you.If this kills an enemy, its Cooldown is reset.Physical DamageRequires any complete Arsenal weaponEnhancedDeath Blow deals x150% increased damage to Bosses.Warrior'sIf Death Blow damages at least one enemy, gain Berserking for 3 seconds.Fighter'sIf Death Blow damages at least one enemy, gain 20 Fury.
RuptureWeapon Mastery • BarbarianCooldown:  secondsLucky Hit: 50%Skewer enemies in front of you, dealing 13% damage, then rip your weapon out, damaging enemies for their total Bleeding amount and removing all Bleeding damage from them.Physical DamageRequires a Slashing weaponEnhancedRipping your weapon out of enemies during Rupture causes an explosion that deals 13% Bleeding damage over 5 seconds.Warrior'sHitting enemies with Rupture increases your Attack Speed by +30% for 5 seconds.Fighter'sHitting at least 1 enemy with Rupture Heals you for 18% of your Maximum Life.
Steel GraspWeapon Mastery • BarbarianCharges: 2Charge Cooldown: [8.8] secondsLucky Hit: 25%Thow out a trio of chains that deal [32%] damage and Pull In enemies.Physical DamageEnhancedSteel Grasp also makes enemies Vulnerable for 3 seconds.Warrior'sSteel Grasp gains 1 additional Charge.Fighter'sIf Steel Grasp damages an enemy, gain Berserking for 2 seconds.
Call of the AncientsUltimate • BarbarianCooldown: 50 secondsLucky Hit: 30%Call upon 3 Ancients to aid you in battle for 6 seconds.
PrimeWhile Call of the Ancients is active, gain +20% bonus Attack Speed and x10% increased damage.SupremeEach 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.
- Korlic leaps at enemies, dealing 104% damage and swings his weapons in a frenzy, dealing 39% damage per hit.
- Talic spins in a whirlwind rapidly attacking enemies for 65% damage.
- Madawc upheaves the ground, dealing 195% damage.
Iron MaelstromUltimate • BarbarianCooldown: 45 secondsLucky Hit: 24%Activate three times to attach chains to each of your weapons and perform an attack:
Physical DamageRequires a Full Arsenal of weaponsPrimeIron Maelstrom gains +30% increased Critical Strike Chance and deals x40% increased Critical Strike DamageSupremeDealing direct damage to an enemy after swapping weapons reduces Iron Maelstrom's Cooldown by 1 second.
- First your Two-Handed Bludgeoning weapon slams into the ground, dealing 60% damage and Stunning enemies for 2 seconds.
- Next, your Two-Handed Slashing weapon swiped in front of you, dealing 20% damage and inflicting 120% Bleeding damage over 5 seconds.
- Finally, your Dual Wield weapons swing around you, dealing 33% damage per hit.
Wrath of the BerserkerUltimate • BarbarianCooldown: 60 secondsExplode 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.PrimeWhile Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by x30%.SupremeWhile Wrath of the Berserker is active, every 50 Fury you spend increases Berserk's damage bonus by x25%.
Aggressive Resistance• BarbarianGain [12%] Damage Reduction while Berserking.
Battle Fervor• BarbarianWhen a Brawling Skill damages at least one enemy, gain Berserking for  seconds.
Booming Voice• BarbarianYour Shout Skill effect durations are increased by x [24%] .
Brute Force• BarbarianYour Overpowers deal x [45%] increased damage when using a Two-Handed weapon.
Concussion• BarbarianLucky Hit: Skills using Bludgeoning weapons have up to a [30%] chance to Stun enemies for 3 seconds, or up to a [45%] chance when using a Two-Handed Bludgeoning weapon.
Counteroffensive• BarbarianWhile you have Fortify for over 50% of your Maximum Life, you deal x [12%] increased damage.
Cut to the Bone• BarbarianYour Bleeding effects deal x [15%] increased damage to Vulnerable enemies.
Defensive Stance• BarbarianIncrease the Damage Reduction gained while you are Fortified by an additional + [6%] .
Duelist• BarbarianAttack Speed is increased by + [9%] while using One-Handed weapons.
Endless Fury• BarbarianBasic Skills generate x [15%] more Fury when using Two-Handed weapons.
Expose Vulnerability• BarbarianDealing direct damage with a Weapon Mastery skill causes your next Core Skill to make enemies Vulnerable for  second.
Furious Impulse• BarbarianEach time you swap weapons, gain  Fury.
Gushing Wounds• BarbarianWhen causing an enemy to Bleed, you have a chance equal to your Critical Strike Chance to increase the Bleed amount by 115% of your Critical Strike Damage bonus.Overpowering a Bleeding enemy creates an explosion that inflicts 70% Bleeding damage over 5 seconds.
Guttural Yell• BarbarianYour Shout Skills cause enemies to deal [12%] less damage for 5 seconds.
Hamstring• BarbarianYour Bleeding effects Slow Healthy enemies by [60%] .
Heavy Handed• BarbarianWhile using Two-Handed weapons you deal x [15%] increased Critical Strike Damage.
Imposing Presence• BarbarianGain x [15%] additional Maximum Life.
Invigorating Fury• BarbarianHeal for [9%] of your Maximum Life for each 100 Fury spent.
Martial Vigor• BarbarianDamage Reduction against Elites is increased by [9%] .
No Mercy• BarbarianYou have + [9%] increased Critical Strike Chance against Immobilized, Stunned, or Slowed enemies.
Outburst• BarbarianGain [X] Thorns. Also gain 10 Thorns for each 50 bonus Maximum Life you have.
Pit Fighter• BarbarianYou deal x [9%] increased damage to Close enemies and gain [6%] Distant Damage Reduction.
Pressure Point• BarbarianLucky Hit: Your Core skills have up to a [30%] chance to make enemies Vulnerable for 2 seconds.
Prolific Fury• BarbarianWhile Berserking, Fury Generation is increased by x [18%] .
Quick Impulses• BarbarianReduce the duration of Control Impairing Effects by [18%] .
Raid Leader• BarbarianYour Shouts also Heal allies for [3%] of their Maximum Life per second.
Slaying Strike• BarbarianYou deal x [24%] increased damage against Injured enemies.
Swiftness• BarbarianMovement Speed is increased by + [12%] .
Tempered Fury• BarbarianIncrease your Maximum Fury by  .
Thick Skin• BarbarianEach time you take direct damage gain [1.2%] Base Life as Fortify.
Tough as Nails• BarbarianIncrease your Thorns by + [9%] . When enemies hit you, they take an additional 10% of your Thorns as Bleeding damage over 5 seconds.
Unbridled Rage• BarbarianCore Skills deal x135% increased damage, but cost x100% more Fury.
Unconstrained• BarbarianIncrease Berserk's maximum duration by 5 seconds and increase its damage bonus to 60%.
Walking Arsenal• BarbarianDealing direct damage with a Two-Handed Bludgeoning, Two-Handed Slashing, or Dual Wielded weapons grants x10% increased damage for 8 seconds.While all three damage bonuses are active, you gain an additional x15% increased damage.
Wallop• BarbarianYour Skills using Bludgeoning weapons deal x [15%] increased damage if the enemy is Stunned or Vulnerable.
ClawBasic • DruidSpirit Generate: 12Lucky Hit: 50%Shapeshift into a Werewolf and claw at an enemy for [31%] damage.Physical DamageEnhancedClaw's Attack Speed is increased by +15%.FierceClaw applies 15% Poisoning damage over 6 seconds.WildClaw has a 15% chance to attack twice.
Earth SpikeBasic • DruidSpirit Generate: 13Lucky Hit: 35%Sunder the earth, impaling the first enemy hit for [24%] damage.Physical DamageEnhancedEarth Spike has a 10% chance to Stun for 2.5 seconds.FierceFortify for 8% of your Base Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back.WildSummon a second Earth Spike when hitting an Immobilized or Stunned enemy.
MaulBasic • DruidSpirit Generate: 17Lucky Hit: 30%Shapeshift into a Werebear and maul enemies in front of you, dealing [31%] damage.Physical DamageEnhancedIf an enemy is hit by Maul, then Fortify for 3% of your Base Life.FierceIncreases the range and radius of Maul by 25%.WildMaul has a 20% chance to Knock Down enemies for 1.5 seconds.
Storm StrikeBasic • DruidSpirit Generate: 15Lucky Hit: 25%Electricity gathers around your weapon, dealing [28%] damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains.You gain 15% Damage Reduction for 3 seconds after dealing damage with Storm Strike.Lightning DamageEnhancedStorm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds.FierceStorm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.WildStorm Strike chains to 2 additional targets.
Wind ShearBasic • DruidSpirit Generate: 14Lucky Hit: 20%Conjure a piercing blade of wind, dealing [25%] damage.Physical DamageEnhancedWind Shear has a 20% chance to make enemies Vulnerable for 4 seconds.FierceEach enemy hit by Wind Shear increases your Movement Speed by +5% for 5 seconds, up to +20%.WildWind Shear grants 3 additional Spirit for each enemy hit beyond the first.
LandslideCore • DruidSpirit Cost: 30Lucky Hit: 20%Crush enemies between 2 pillars of earth, dealing up to [105%] damage.Physical DamageEnhancedAfter Landslide damages enemies 4 times, the next hit will Immobilize enemies for 3 seconds.RagingWhen you strike an Immobilized or Stunned enemy with Landslide, an additional pillar of earth is formed.PrimalWhen 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% Critical Strike Damage. Bosses always have up to a 10% chance to grant a Terramote when hit.
Lightning StormCore • DruidSpirit Cost: 15 per strikeLucky Hit: 15%Conjure a growing lightning storm that deals [56%] damage per strike. The number of strikes increase the longer the storm is channeled up to a maximum of 5 at once.Lightning DamageEnhancedThe size of your Lightning Storm is preserved for 6 seconds after channeling.RagingLightning Storm gains 1 additional lightning strike.PrimalLightning Storm has a 12% chance to Immobilize enemies hit for 3 seconds.
PulverizeCore • DruidSpirit Cost: 35Lucky Hit: 25%Shapeshift into a Werebear and slam the ground, dealing [70%] damage to surrounding enemies.Physical DamageEnhancedYour next Pulverize will Overpower every 12 seconds while you remain Healthy.RagingEnemies Overpowered by Pulverize are Stunned for 2 seconds.PrimalEnemies hit with Pulverize deal 20% reduced damage for 4 seconds.
ShredCore • DruidSpirit Cost: 35Lucky Hit: 20%Shapeshift into a Werewolf and perform a trio of combo attacks:
Physical DamageEnhancedShred gains +30% Attack Speed and Heals for 2% of your Maximum Life if an enemy is struck.RagingShred's third combo attack is larger and applies an additional 70% Poisoning damage over 5 seconds.PrimalShred's second and third attacks also perform a dash. In addition, Shred's Critical Strike Damage is increased by x30%.
- 1st Attack: Dash towards the target and deal [35%] damage.
- 2nd Attack: Deal [49%] damage.
- 3rd Attack: Perform a larger finishing move dealing [98%] damage.
TornadoCore • DruidSpirit Cost: 40Lucky Hit: 8%Conjure a swirling tornado that deals [49%] damage.Physical DamageEnhancedEach time you cast Tornado, you have a 20% chance to spawn an additional Tornado.RagingEnemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.PrimalEnemies damaged by Tornado are Slowed by 8% for 3 seconds, stacking up to 40%.
Blood HowlDefensive • DruidCooldown: 15 secondsShapeshift into a Werewolf and howl furiously, Healing you for [26.8%] of your Maximum Life.EnhancedKills reduce the Cooldown of Blood Howl by 1 second.InnateBlood Howl also generates 20 Spirit.PreservingBlood Howl also increases your Attack Speed by +15% for 4 seconds.
Cyclone ArmorDefensive • DruidCooldown: 18 secondsLucky Hit: 25%Passive: Powerful winds surround you, granting [14%] Non-Physical Damage Reduction.Active: The winds rapidly expand, Knocking Back enemies and dealing [42%] damage.Physical DamageEnhancedEnemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 2 seconds.InnateEnemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds.PreservingEvery 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds.
Debilitating RoarDefensive • DruidCooldown: [17.6] secondsShapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 70% for 4 seconds.EnhancedDebilitating Roar also Fortifies you for 22% Base Life.InnateDebilitating Roar also Slows enemies by 65% for its duration.PreservingDebilitating Roar also Heals you for 4% of your Maximum Life each second for its duration.
Earthen BulwarkDefensive • DruidCooldown: 16 secondsLucky Hit: 30%Rock's surround you for 3 seconds, granting a Barrier that absorbs [63%] of your Base Life in damage.EnhancedEarthen Bulwark makes you Unstoppable while active.InnateRock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing [X] damage to surrounding enemies. This damage is increased by Barrier bonuses.PreservingCasting Earthen Bulwark grants 18% Base Life as Fortify.
RavensCompanion • DruidCooldown: 15 secondsLucky Hit: 45%Passive: 1 Raven flies above you and periodically attacks your enemies for [24.2%] damage every 5 seconds.Active: The target area is swarmed with ravens, dealing [224%] damage over 6 seconds.Physical DamageEnhancedYou have 5% increased Critical Strike Chance against enemies for 6 seconds after they are hit by Ravens.FerociousEnemies inside the swarm of Ravens when it is activated become Vulnerable for 3 seconds.Brutal2 additional Ravens periodically attack enemies. Increase the passive damage of Ravens by x40%.
Poison CreeperCompanion • DruidCooldown: 20 secondsLucky Hit: 28%Passive: A poison creeper periodically emerges from the ground every 7 seconds and applies [50%] Poisoning damage over 6 seconds to an enemy in the area.Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and Poisoning them for [126%] damage over 2 seconds.Poison DamageEnhancedPọison Creeper's Immobilize duration is increased by 1 second.FerociousPọison Creeper's active Poisoning duration is increased by 3 seconds.BrutalYour Critical Strike Chance is increased by +20% against enemies strangled by Pọison Creeper.
WolvesCompanion • DruidCooldown: 11 secondsLucky Hit: 50%Passive: Summon 2 wolf companions that bite enemies for [14%] damage.Active: Direct your wolves to focus an enemy, leaping to them and striking for [189%] damage.Physical DamageEnhancedWolves deal x25% increased damage to Immobilized, Stunned, Slowed, or Poisoned enemies.FerociousLucky Hit: Your Wolves' attacks have up to a 40% chance to Fortify you for 8% Base Life.BrutalWhen you Critically Strike, your Wolves gain +25% Attack Speed for 3 seconds.
BoulderWrath • DruidCooldown: 10 secondsLucky Hit: 4%Unearth a large rolling boulder that repeatedly Knocks Back enemies, dealing [60%] damage with each hit.Physical DamageEnhancedWhen 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.NaturalWhile you have any Fortify, Boulder has 20% increased Critical Strike Chance.SavageBoulder's Critical Strike Chance is increased by +3% each time it deals damage.
HurricaneWrath • DruidCooldown: 20 secondsLucky Hit: 21%Form a hurricane around you that deals [188%] damage to surrounding enemies over 8 seconds.Physical DamageEnhancedEnemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.NaturalHurricane has a 15% chance to make enemies Vulnerable for 3 seconds.SavageEnemies affected by Hurricane deal 20% less damage.
RabiesWrath • DruidCooldown: 12 secondsLucky Hit: 50%Shapeshift into a Werewolf and perform an infectious bite against enemies in front of you, dealing [39%] damage and applying an additional [154%] Poisoning damage over 6 seconds.Infected enemies spread Rabies to other surrounding targets.Poison DamageEnhancedRabies' Poisoning damage also increases over the lifetime of the disease, dealing 30% bonus damage at max duration.NaturalRabies spreads 100% faster.SavageRabies deals its total Poisoning damage in 4 seconds instead of 6.
TrampleWrath • DruidCooldown: 14 secondsLucky 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 DamageEnhancedTrample deals 150% bonus damage. This bonus is reduced by 50% for each enemy hit after the first.NaturalCasting Trample grants 20% Base Life as Fortify.SavageCasting Trample grants 40 Spirit.
CataclysmUltimate • DruidCooldown: 60 secondsLucky Hit: 62%A massive storm follows you for 10 seconds. Twisters Knock Back enemies, and lightning strikes wildly dealing 77% damage.Lightning DamagePrimeCataclysm's duration is increased by 4 seconds.SupremeLightning strikes from Cataclysm make enemies Vulnerable for 3 seconds.
Grizzly RageUltimate • DruidCooldown: 50 secondsShapeshift into a Dire Werebear for 12 seconds gaining x20% bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form.Kills extend the duration by 1 second up to 10 additional seconds.PrimeGrizzly Rage grants you Unstoppable for 6 seconds.SupremeGain 8% Base Life as Fortify per second while Grizzly Rage is active.
LacerateUltimate • DruidCooldown: 45 secondsLucky Hit: 7%Shapeshift into a Werewolf, become Immune and quickly dash 12 times between enemies in the area dealing up to 460% damage.PrimeEach time Lacerate deals a Critical Strike, Heal for 5% Maximum Life.SupremeLacerate's initial strike is guaranteed to Critically Strike and deals x150% increased damage.
PetrifyUltimate • DruidCooldown: 50 secondsEncase all Nearby enemies in stone, Stunning them for 3.75 seconds. 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 7.5 seconds.Physical DamagePrimePetrify's effect durations are increased by 1 second.SupremeKilling an enemy affected by Petrify grants 25 Spirit.
Abundance• DruidBasic Skills generate x [18%] more Spirit.
Ancestral Fortitude• DruidIncrease your Non-Physical Resistances by [15%] .
Bad Omen• DruidLucky 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• DruidAfter being a Werewolf for 2.5 seconds, gain +25% Attack Speed for 15 seconds.After being a Werebear for 2.5 seconds, deal x30% increased damage for 15 seconds.
Call of the Wild• DruidYour Companion Skills deal [30%] bonus damage.
Charged Atmosphere• DruidEvery  seconds, a Lightning Bolt hits a Nearby enemy dealing 45% damage.
Circle of Life• DruidNature Magic Skills that consume Spirit Heal you for [3%] of your Maximum Life.
Clarity• DruidGain  Spirit when transforming into Human form.
Crushing Earth• DruidEarth Skills deal x [15%] increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
Defensive Posture• DruidIncreases the amount of Fortify you gain from all sources by [15%] .
Defiance• DruidNature Magic Skills deal x [12%] increased damage to Elites.
Digitigrade Gait• DruidYou gain + [9%] Movement Speed while in Werewolf form.This bonus persists for 3 seconds after leaving Werewolf form.
Earthen Might• DruidLucky Hit: Damaging enemies with Earth Skills has up to a 5% chance to:
This chance is increased by:
- Restore all of your Spirit
- Cause your attacks to be guaranteed Critical Strikes for 5 seconds
- 10% for Critical Strikes
- 10% if the target is Stunned, Immobilized, or Knocked Back
Electric Shock• DruidLucky Hit: Dealing Lightning damage to enemies has up to a [15%] chance to Immobilize them for 3 seconds.If the target is already Immobilized, the Lightning damage dealt to them is increased by x [18%] instead.
Elemental Exposure• DruidLucky Hit: Your Storm Skills have up to a 10% chance to make enemies Vulnerable for  seconds.
Endless Tempest• DruidIncrease the duration of Hurricane and Cataclysm by [15%] .
Envenom• DruidPoisoned enemies take x [30%] additional Critical Strike Damage.
Heart of the Wild• DruidMaximum Spirit is increased by  .
Heightened Senses• DruidUpon shapeshifting into a Werewolf or Werebear, gain [12%] Damage Reduction against Elites for 5 seconds.
Iron Fur• DruidYou gain [9%] Damage Reduction while in Werebear form.This bonus persists for 3 seconds after leaving Werebearform.
Lupine Ferocity• DruidEvery 6th Werewolf Skill hit Critically Strikes and deals x70% increased damage.
Mending• DruidWhile in Werebear form, you receive [15%] additional Healing from all sources.
Natural Disaster• DruidYour 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• DruidShapeshifting Fortifies you for [5%] Base Life.
Nature's Fury• DruidCasting an Earth Skill has a 30% chance to trigger a free Storm Skill of the same category.In addition, casting a Storm Skill has a 20% chance to trigger a free Earth Skill of the same category.
Nature's Reach• DruidDeal x [9%] increased damage to Distant enemies. Double this bonus if they are also Slowed, Stunned, Immobilized, or Knocked Back.
Nature's Resolve• Druid[15%] chance when struck to Fortify you for 4% Base Life.
Neurotoxin• DruidPoisoned enemies are slowed by [24%] .
Perfect Storm• DruidStorm Skills that you cast grant 1 Spirit and deal x15% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy.
Predatory Instinct• DruidCritical Strike Chance against Close enemies is increased by + [6%] .
Provocation• DruidWhen you remain in Werebear form for at least  seconds, your next Skill will Overpower.
Quickshift• DruidWhen a Shapeshifting Skill transforms you into a different form, it deals x [15%] increased damage.
Resonance• DruidNature 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• DruidCritical Strikes with Earth Skills Fortify you for [7%] Base Life.
Stone Guard• DruidWhile you have Fortify for over 50% of your Maximum Life, your Earth Skills deal x [12%] increased damage.
Thick Hide• DruidWhenever you are Stunned, Immobilized, or Knocked Down, Fortify for [20%] Base Life.
Toxic Claws• DruidCritical Strikes with Werewolf Skills deal [23%] of their Base damage as Poisoning damage over 4 seconds.
Unrestrained• DruidReduce the duration of Control Impairing Effects by [9%] . Triple this effect while you have Fortify for over 50% of your Maximum Life.
Ursine Strength• DruidGain x20% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form.While Healthy, deal x30% increased damage.
Vigilance• DruidYou gain [15%] Damage Reduction for 6 seconds after using a Defensive Skill.
Wild Impulses• DruidYour Core Skills cost x [9%] more Spirit but deal x [15%] increased damage.
Bone SplintersBasic • NecromancerGenerate Essence: 7Lucky Hit: 17%Fire 3 bone splinters, dealing [13%] damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence.Physical DamageEnhancedBone Splinters has a 25% chance to fire 2 additional projectiles if cast while you have 50 or more Essence.Acolyte'sHitting the same enemy at least 3 times with the same cast of Bone Splinters grants 8% Critical Strike Chance for 4 seconds.Initiate'sBone Splinters has a 20% chance per hit to make enemies Vulnerable for 2 seconds.
DecomposeBasic • NecromancerGenerate Essence: 8 per secondLucky Hit: 40%Tear the flesh from an enemy, dealing [46%] damage per second and forming a usable Corpse with the flesh every 2 seconds.Shadow DamageEnhancedIf an enemy dies while being Decomposed, you gain 10 Essence.Acolyte'sYou and your Minions deal x10% increased damage to enemies who are being Decomposed.Initiate'sDecompose Slows enemies by 50%.
HemorrhageBasic • NecromancerGenerate Essence: 9Lucky Hit: 35%Burst an enemy's blood, dealing [38%] damage. Hemorrhage has a 20% chance to form a Blood Orb.Physical DamageEnhancedAfter 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'sHemorrhage gains an additional +20% Attack Speed while Healthy.Initiate'sHemorrhage grants 1.6% Base Life as Fortify each time it hits an enemy, and has a 1.5% chance per enemy hit to Fortify you for 100% Base Life.
ReapBasic • NecromancerGenerate Essence: 4 per enemy hitLucky Hit: 17%Sweep an ethereal scythe in front of you, dealing [18%] damage. Hitting an enemy with Reap increases your Damage Reduction by 15% for 2 seconds.Shadow DamageEnhancedIf an enemy hit by Reap dies within 2 seconds, you gain +30% Attack Speed for 3 seconds.Acolyte'sReap forms a Corpse under the first enemy hit. Can only occur every 4 seconds.Initiate'sReap instantly kills enemies below 5% Life. This does not work on Bosses or Players.
BlightCore • NecromancerEssence Cost: 25Lucky Hit: 40%Unleash concentrated blight that deals [42%] damage and leaves behind a defiled area, dealing [112%] damage over 6 seconds.Shadow DamageEnhancedBlight Slows enemies by 25%.SupernaturalYou and your Minions deal x15% increased damage to enemies within Blight.ParanormalBlight has a 30% chance to Immobilize enemies for 1.5 seconds on impact.
Blood LanceCore • NecromancerEssence Cost: 15Lucky Hit: 33%Throw a blood lance that lingers in an enemy for 3 seconds, dealing [112%] damage to the enemy and all other lanced enemies.Physical DamageEnhancedBlood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies after the first.SupernaturalAfter casting Blood Lance 6 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.ParanormalWhile 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 SurgeCore • NecromancerEssence Cost: 30Lucky Hit: 12%Draw blood from enemies, dealing [28%] damage, and expel a blood nova, dealing [70%] damage. Blood Surge's nova damage is increased by x10% per enemy drained, up to x50%.Physical DamageEnhancedBlood 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 2.5% of your Maximum Life.SupernaturalEach time an enemy is hit by Blood Surge's nova, you are Fortified for 1% Base Life. While you have Fortify for over 50% of your Maximum Life, Blood Surge deals x20% increased damage.ParanormalIf 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 SpearCore • NecromancerEssence Cost: 25Lucky Hit: 50%Conjure a bone spear from the ground, dealing [119%] damage and piercing through enemies.Physical DamageEnhancedBone Spear breaks into 3 shards when it is destroyed, dealing 25% damage each.SupernaturalBone Spear makes the first enemy hit Vulnerable for 3 seconds.ParanormalBone 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.
SeverCore • NecromancerEssence Cost: 20Lucky Hit: 20%A specter of you charges forward and attacks with its scythe for [92%] damage then returns to you and attacks again for [29%] damage.Shadow DamageEnhancedSever damages enemies along its path for 40% of its initial damage.SupernaturalSever deals x2% increased damage for each Minion you have upon cast.ParanormalEvery 3rd cast of Sever makes enemies Vulnerable for 2 seconds.
Blood MistMacabre • NecromancerCooldown: [20.8] secondsLucky Hit: 9%Disperse into a bloody mist, becoming Immune for 3 seconds. Your Movement Speed is reduced by 20% and you periodically deal 2% damage to enemies and Heal for [0.7%] of your Maximum Life.Physical DamageEnhancedCasting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.GhastlyBlood Mist leaves behind a Corpse every 1 second.DreadfulBlood Mist Fortifies you for 0.5% Base Life each time it hits an enemy.
Bone PrisonMacabre • NecromancerCooldown: [14.76] secondsUnearth a prison of bone with [X] Life that surrounds the target area for 6 seconds.EnhancedIf an enemy is trapped by Bone Prison, gain 25 Essence, plus an additional 5 per enemy trapped.GhastlyEnemies inside of Bone Prison are Vulnerable.DreadfulFortify for 8% Base Life for each enemy trapped by Bone Prison.
Bone SpiritMacabre • NecromancerEssence Cost: All Remaining EssenceCooldown: 12 secondsLucky 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 x3% for each point of Essence spent casting Bone spirit.Physical DamageEnhancedIf Bone spirit Critically Strikes, its Cooldown is reduced by 7 seconds. This effect can only happen once per cast.GhastlyBone spirit has an additional +10% Critical Strike Chance.DreadfulAfter Bone spirit hits an enemy, you generate 30 Essence over the next 4 seconds.
DecrepifyCurse • NecromancerEssence Cost: 10Curse the target area. Enemies afflicted by Decrepify are Slowed by [51%] and deal [24%] less damage for 10 seconds.Physical DamageEnhancedLucky Hit: Enemies hit while afflicted with Decrepify have up to a 10% chance to be Stunned for 2 seconds.AbhorrentLucky Hit: Enemies hit while afflicted with Decrepify have up to a 15% chance to reduce your active Cooldowns by 1 second.HorridWhen you or your Minions hit an enemy afflicted with Decrepify below 10% Life, they are instantly killed. Does not work on Bosses.
Iron MaidenCurse • NecromancerEssence Cost: 10Curse the target area. Enemies afflicted by Iron Maiden take [28%] damage each time they deal direct damage. Lasts 10 seconds.Physical DamageEnhancedIron 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.AbhorrentHeal for 7% of your Maximum Life when an enemy dies while afflicted with Iron Maiden.HorridWhen at least 3 enemies are afflicted by Iron Maiden, its damage is increased by x20%.
Corpse ExplosionCorpse • NecromancerLucky Hit: 40%Detonate a Corpse, dealing [70%] damage to surrounding enemies.Physical DamageEnhancedCorpse Explosion's radius is increased by 15%.BlightedCorpse Explosion becomes a Darkness Skill and, instead of exploding, releases a vile miasma dealing 110% Shadow Damage over 6 seconds.PlaguedCorpse Explosion deals x8% increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack.
Corpse TendrilsCorpse • NecromancerCooldown: [8.8] secondsLucky Hit: 20%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 DamageEnhancedEnemies who are in range of Corpse Tendrils are Slowed by 50% before being Pulled.BlightedCorpse Tendrils has a 35% chance to drop a Blood Orb when damaging enemies.PlaguedEnemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds.
Army of the DeadUltimate • NecromancerCooldown: 70 secondsLucky Hit: 64%Call forth the deep buried dead. Volatile Skeletons emerge over the next 7 seconds that explode when around enemies, dealing 45% damage.Physical DamagePrimeWhen Army of the Dead‘s Volatile Skeletons explode, they have a 15% chance to leave behind a Corpse.SupremeArmy of the Dead also raises your Skeletal Warriors and Skeletal Mages.
Blood WaveUltimate • NecromancerCooldown: 50 secondsLucky Hit: 20%Conjure a tidal wave of blood that deals 120% damage and Knocks Back enemies.Physical DamagePrimeBlood Wave Slows enemies by 50% for 4 seconds.SupremeBlood Wave leaves behind 3 Blood Orbs as it travels.
Bone StormUltimate • NecromancerCooldown: 60 secondsLucky Hit: 40%A swirling storm of bones appears around you and your Golem, dealing 180% to surrounding enemies over 10 seconds.Physical DamagePrimeYour Damage Reduction is increased by 15% while Bone Storm is active.SupremeYour Critical Strike Chance is increased by +20% while Bone Storm is active.
Raise SkeletonSummoning • NecromancerYou 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 5 seconds, increasing their damage by 30% and healing them for 15% of their Maximum Life.
GolemSummoning • NecromancerCooldown: 15 secondsPassive: You are protected by a Golem with [X] Life that attacks for 21% damage. The Golem absorbs 15% of damage you would take, and recovers Life when attacking. Active: Your Golem becomes Unstoppable and drains the blood of enemies in the area, dealing 40% damage and healing 4% of its Life for each enemy drained. Damage and healing received are tripled if only one enemy is drained. When your Golem dies, it respawns after 20 seconds.
Amplify Damage• NecromancerYou deal x [12%] increased damage to Cursed enemies.
Bonded in Essence• NecromancerEvery 5 seconds, your Skeletal Priest's Healing will Heal your Skeletons for an additional [60%] of their Maximum Life.
Coalesced Blood• NecromancerWhile Healthy your Blood Skills deal x [18%] increased damage.
Compound Fracture• NecromancerAfter Critically Striking 10 times with Bone Skills, your Bone Skills deal x [15%] increased damage for 5 seconds.
Crippling Darkness• NecromancerLucky Hit: Darkness Skills have up to a 15% chance to Stun for  seconds.
Death's Defense• NecromancerYour Minions cannot lose more than [30%] of their Maximum Life from a single damage instance.
Death's Embrace• NecromancerClose enemies take x [6%] more damage from you and deal [9%] less damage to you.
Death's Reach• NecromancerYou deal x [12%] increased damage to Distant enemies.
Drain Vitality• NecromancerLucky Hit: Hitting enemies with Blood Skills has up to a 30% chance to Fortify you for [8%] Base Life.
Evulsion• NecromancerYour Bone Skills deal x [15%] increased Critical Strike Damage to Vulnerable enemies.
Fueled by Death• NecromancerYou deal x [9%] increased damage for 6 seconds after consuming a Corpse.
Gloom• NecromancerWhen you damage enemies with Darkness Skills, they take x [6%] increased Shadow Damage from you and your Minions for 2 seconds, stacking up to 3 times.
Golem Mastery• NecromancerIncrease the damage and Life of your Golem by x [75%] .
Grim Harvest• NecromancerConsuming a Corpse generates  Essence.
Gruesome Mending• NecromancerWhile below 50% Life, you receive + [30%] more Healing from all sources.
Hellbent Commander• NecromancerYour Minions deal x [30%] increased damage while you are Close to them.
Hewed Flesh• NecromancerLucky 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• NecromancerYour Core Skills cost x [9%] more Essence, but deal x [15%] increased damage.
Inspiring Leader• NecromancerAfter you have been Healthy for at least 4 seconds, you and your Minions gain + [12%] Attack Speed.
Kalan's Edict• NecromancerAfter you have not taken damage in the last 2 seconds, your Minions gain +15% Attack Speed. While you have at least 7 Minions, this bonus is doubled.
Memento Mori• NecromancerSacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by [60%] .
Necrotic Carapace• NecromancerWhen a Corpse is formed from your Skills or your Minions, Fortify for [6%] Base Life.
Ossified Essence• NecromancerYour Bone Skills deal x1% increased damage for each point of Essence you have above 50 upon cast.
Rapid Ossification• NecromancerEvery 100 Essence you spend reduces the cooldowns of your Bone Skills by [1.5] seconds.
Rathma's Vigor• NecromancerIncrease your Maximum Life by x10%. After being Healthy for 12 seconds, your next Blood Skill Overpowers.
Reaper's Pursuit• NecromancerDamaging enemies with Darkness Skills increases your Movement Speed by + [15%] for 3 seconds.
Serration• NecromancerYour Bone Skills have a + [0.9%] increased Critical Strike Chance for each 10 Essence you have upon cast.
Shadowblight• NecromancerShadow Damage infects enemies with Shadowblight for 2 seconds. You and your Minions deal x10% bonus damage to enemies with Shadowblight.Every 10th time an enemy receives Shadow Damage from you or your Minions while they are affected by Shadowblight, they take an additional 22% Shadow Damage.
Skeletal Mage Mastery• NecromancerIncrease the damage and Life of your Skeletal Mages by x [60%] .
Skeletal Warrior Mastery• NecromancerIncrease the damage and Life of your Skeletal Warriors by x [45%] .
Spiked Armor• NecromancerGain [X] Thorns.
Stand Alone• NecromancerIncreases Damage Reduction by [18%] , reduced by 2% for each active Minion.
Terror• NecromancerDarkness Skills deal x [9%] bonus damage to enemies who are Slowed, and x [9%] bonus damage to enemies who are Stunned or Immobilized. These bonuses stack and apply to Shadow Damage dealt by your Minions.
Tides of Blood• NecromancerYour Blood Skills deal x [15%] increased Overpower damage. This bonus is doubled while you are Healthy.
Transfusion• NecromancerBlood Orbs also Heal your Minions for [60%] of the amount.
Unliving Energy• NecromancerYour maximum Essence is increased by  .
Blade ShiftBasic • RogueLucky Hit: 35%Quickly stab your victim for [22%] damage and shift, allowing you to move freely through enemies for 3 seconds.Physical DamageRequires Dual Wielded weaponsEnhancedDamaging an enemy with Blade Shift grants +5% Movement Speed while Blade Shift is active, up to +20%.FundamentalMoving through enemies while Blade Shift is active refreshes its duration. After moving through enemies 5 times, your next Blade Shift will Daze enemies for 2 seconds.PrimaryWhile Blade Shift is active, you gain 15% to all Non-Physical Resistances and reduce the duration of incoming Control Imparing Effects by 20%.
Forceful ArrowBasic • RogueLucky Hit: 40%Fire a powerful arrow at an enemy, dealing [31%] damage. Every 3rd cast makes the enemy Vulnerable for 3 seconds.Physical DamageRequires a Ranged weaponEnhancedEvery 3rd cast of Forceful Arrow additionally has a 15% increased Critical Strike Chance.FundamentalForceful Arrow Knocks Back Non-Elite enemies if they are Close. If they collide with another enemy, both or Knocked Down for 1.5 seconds.PrimaryEvery 3rd cast of Forceful Arrow piercing through all enemies hit.
HeartseekerBasic • RogueLucky Hit: 50%Fire an arrow that seeks an enemy, dealing [34%] damage and increasing your Critical Strike Chance against them by 3% for 4 seconds, up to 15%.Physical DamageRequires a Ranged weaponEnhancedWhen Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.FundamentalHeartseeker also increases the Critical Strike Damage the enemy takes from you by x5% for 4 seconds, up to x25%.PrimaryHeartseeker ricochets to an additonal enemy, dealing 75% of the original damage.
Invigorating StrikeBasic • RogueLucky Hit: 50%Melee attack an enemy, dealing [35%] damage and increasing Energy Regeneration by 20% for 3 seconds.Physical DamageRequires Dual Wielded weaponsEnhancedDamaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to 30%.FundamentalHitting an enemy with Invigorating Strike while you are below 75% Energy makes them Vulnerable for 3 seconds.PrimaryInvigorating Strike additionally grants 8% Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy increases this bonus to 16% Lucky Hit Chance.
PunctureBasic • RogueLucky 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 DamageRequires Dual Wielded weaponsEnhancedGain 2 Energy when Puncture damages a Crowd Controlled enemy.FundamentalPunture 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.PrimaryEvery 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet.
BarrageCore • RogueEnergy Cost: 30Lucky 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 DamageRequires a Ranged weaponEnhancedBarrage's ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critical Strike an enemy.AdvancedWhenever a single cast of Barrage ricochets at least 4 times, your next cast gains 20% increased Critical Strike Chance.ImprovedEvery 3rd cast of Barrage makes enemies Vulnerable for 2 seconds.
FlurryCore • RogueEnergy Cost: 25Lucky Hit: 10%Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing [84%] damage to each.Physical DamageRequires Dual Wielded weaponsEnhancedEach time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.AdvancedEvading through an enemy will cause your next Flurry to Stun enemies for 2.5 seconds.ImprovedIf Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.
Penetrating ShotCore • RogueEnergy Cost: 35Lucky Hit: 50%Fire an arrow that pierces through all enemies in a line, dealing [98%] damage.Physical DamageRequires a Ranged weaponEnhancedPenetrating Shot deals x10% increased damage per enemy it pierces.AdvancedWhen cast with full Energy, Penetrating Shot will Slow all enemies hit by 50% for 3 seconds. Elite enemies will also be Knocked Down for 1.5 seconds.ImprovedIf Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a 20% increased Critical Strike Chance.
Rapid FireCore • RogueEnergy Cost: 25Lucky Hit: 20%Rapidly fire 5 arrows, each dealing [42%] damage.Physical DamageRequires a Ranged weaponEnhancedEach subsequent arrow from Rapid Fire has 5% increased Critical Strike Chance, up to 40% for the 8th arrow.AdvancedRapid Fire deals x30% increased Critical Strike Damage for 5 seconds after you Evade.ImprovedGain 15 Energy per cast of Rapid Fire when it damages a Vulnerable enemy.
Twisting BladesCore • RogueEnergy Cost: 30Lucky Hit: 33%Impale an enemy with your blades, dealing [63%] damage and making them take x8% increased damage from you while impaled. After 1.5 seconds, the blades return to you, piercing enemies for [101%] damage.Physical DamageRequires Dual Wielded weaponsEnhancedTwisting Blades deals x30% increased damage when returning.AdvancedWhen your Twisting Blades return, your active Cooldowns are reduced by 0.1 second per enemy they passed through, up to 2 seconds.ImprovedEnemies are Dazed while impaled with Twisting Blade.
ConcealmentSubterfuge • RogueCooldown:  secondsVanishes from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage.Concealment also makes you Unstoppable, grants +30% Movement Speed, and allows you to move freely through enemies for its duration.Using an attack Skill during Concealment will break Concealment.EnhancedYou gain 40 Energy when you enter Concealment.CounteringThe Skill that breaks Concealment will always be a guaranteed Critical Strike.SubvertingThe Skill that breaks Concealment always makes enemies Vulnerable for 6 seconds.
Dark ShroudSubterfuge • RogueCooldown: 20 secondsSurround 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.EnhancedDark Shroud's shadows have a 14% chance to not be consumed.CounteringWhile you have at least 4 active shadows from Dark Shroud, gain 8% Critical Strike Chance.SubvertingEach active shadow from Dark Shroud grants you +4% increased Movement Speed.
Poison TrapSubterfuge • RogueCooldown: 10 secondsLucky Hit: 20%Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying [536%] Poisoning damage over 9 seconds to enemies in the area.You can have 4 armed traps out at once.Poison DamageEnhancedPọison Trap Knocks Down enemies for 1.5 seconds when it activates.CounteringPọison Trap has a 30% chance to reset your Imbuement Skill Cooldowns when activated.SubvertingYou deal 10% increased Poison Damage to enemies standing inside your Pọison Trap.
Smoke GrenadeSubterfuge • RogueCooldown: 13 secondsThrow a smoky concoction at enemies that Dazes them for [5.6] seconds.EnhancedEnemies affected by Smoke Grenade take x20% increased damage from you.CounteringLucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable.SubvertingIf an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer.
CaltropsAgility • RogueCharges: 2Charge Cooldown: 12 secondsLucky Hit: 25%Leap backwards and throw caltrops on the ground, dealing [56%] damage and Slowing enemies by [62%] . Lasts 6 seconds.Physical DamageEnhancedEnemies take x5% increased damage from you each second they are in Caltrops.MethodicalCaltrops now deal Cold damage and Chills enemies for 25% per second.DisciplinedYou have 5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
DashAgility • RogueCharges: 2Charge Cooldown: [9.8] secondsLucky Hit: 25%Dash forward and slash enemies for [52%] damage.Physical DamageRequires Dual Wielded weaponsEnhancedEnemies damaged by Dash take x15% increased Critical Strike Damage from you for 5 seconds.MethodicalDealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 4 seconds per cast.DisciplinedDash Slows enemies hit by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead.
Shadow StepAgility • RogueCooldown: 9 secondsLucky Hit: 100%Become Unstoppable and quickly move through the shadows to stab your victim from behind for [101%] damage. Gain +50% increased Movement Speed for 2 seconds afterwards.Physical DamageRequires Dual Wielded weaponsEnhancedDamaging an enemy with Shadow Step increases your Critical Strike Chance against them by 8% for 3 seconds.MethodicalEnemies damaged by Shadow Step are Stunned for 2 seconds.DisciplinedShadow Step's Cooldown is reduced by 3 seconds when it damages an enemy you have not hit with Shadow Step in the last 4 seconds.
Cold ImbuementImbuement • RogueCooldown: 13 secondsImbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for [35%] per hit.EnhancedLucky Hit: Cold Imbued Skills have up to a 40% chance to make enemies Vulnerable for 3 seconds.BlendedLucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds.MixedCold Imbued Skills deal 20% damage to Crowd Controlled enemies. Double this bonus against Frozen enemies.
Poison ImbuementImbuement • RogueCooldown: 13 secondsLucky 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 5 seconds.Poison DamageEnhancedPọison Imbuement's Poisoning Duration is increased by 1 second.BlendedCritical Strikes with Pọison Imbued Skills deal 75% increased Poisoning damage.MixedLucky Hit: Pọison Imbued Skills have up to a 30% chance to apply double the amount of Poisoning damage over time.
Shadow ImbuementImbuement • RogueCooldown: 13 secondsLucky 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 [56%] damage to only that enemy.Shadow DamageEnhancedYou have 15% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.BlendedShadow Imbuement's primary explosion makes enemies Vulnerable for 2 seconds.MixedEnemies infected by Shadow Imbuement take 12% increased Non-Physical damage from you for 8 seconds.
Death TrapUltimate • RogueCooldown: 50 secondsLucky Hit: 8%Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing 250% damage to each enemy in the area.Shadow DamagePrimeEnemies are Pulled into Death Trap when it activates.SupremeIf Death Trap kills an enemy, its Cooldown is reduced by 12 seconds.
Rain of ArrowsUltimate • RogueCooldown: 55 secondsLucky Hit: 2%Arrows rain down over a large area 2 times, each wave dealing 100% damage.Physical DamageRequires a Ranged weaponPrimelmbuement Skill effects applied by Rain of Arrows have 30% increased potency.SupremeRain of Arrows' first wave Knocks Down enemies for 3 seconds.
Shadow CloneUltimate • RogueCooldown: 60 secondsYour shadow mimicks your actions for 15 seconds.This Shadow Clone deals 60% of your damage.Physical DamagePrimeYou are Unstoppable for 5 seconds after casting Shadow Clone.SupremeYour Shadow Clone deals an additional 20% of your damage.
Adrenaline Rush• RogueWhile moving, you gain [15%] increased Energy Regeneration.
Aftermath• RogueAfter using an Ultimate Skill, restore  Energy.
Agile• RogueUsing a Cooldown increases your Dodge Chance by [12%] for 3 seconds.
Alchemical Advantage• RogueYou gain + [3%] increased Attack Speed for each enemy you've Poisoned, up to +15%.
Alchemist's Fortune• RogueNon-Physical damage you deal has a [15%] increased Lucky Hit Chance.
Chilling Weight• RogueChilled enemies have their Movement Speed further reduced by up to [30%] .
Close Quarters Combat• RogueDamaging a Close enemy with Marksman or Cutthroat Skills each grant a +10% Attack Speed bonus for 8 seconds.While both Attack Speed bonuses are active, you deal x30% increased damage against Crowd Controlled enemies.
Concussive• RogueAfter Knocking Back or Knocking Down an enemy, you gain [12%] increased Critical Strike Chance against them for 3 seconds.
Consuming Shadows• RogueEach time you kill an enemy with Shadow damage, you generate  Energy.
Deadly Venom• RogueYou deal [9%] increased Poisoning damage.
Debilitating Toxins• RoguePoisoned enemies deal [15%] less damage.
Exploit• RogueYou deal x [18%] increased damage to Healthy and injured enemies.
Exposure• RogueLucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to:
- Reduce the active Cooldowns of your Trap Skills by 20%
- Drop a cluster of exploding Stun Grenades that deal 40% total Physical damage and Stun enemies for 0.50 seconds
Frigid Finesse• RogueYou deal x [15%] increased damage to Chilled enemies. This bonus increases to x [30%] against Frozen enemies.
Haste• RogueWhile at or above 50% maximum Energy, gain + [15%] increased Movement Speed. While below 50% maximum Energy, gain + [15%] increased Attack Speed.
Impetus• RogueAfter moving 15 meters, your next attack deals x [21%] increased damage.
Innervation• RogueLucky Hit: Up to a [30%] chance to gain 8 Energy.
Malice• RogueYou deal x [9%] increased damage to Vulnerable enemies.
Mending Obscurity• RogueWhile Stealthed, you Heal for [12%] Maximum Life per second.
Momentum• RogueCutthroat Skills grant a stack of Momentum for 8 seconds if they either:
While at 3 stacks of Momentum you gain:
- Hit a Stunned, Dazed, or Frozen enemy
- Hit any enemy from behind
- 20% increased Damage Reduction
- x30% increased Energy Regeneration
- +15% increased Movement Speed
Precision• RogueCritical Strikes with Marksman Skills grant you Precision. You gain x4% increased Critical Strike Damage per stack of Precision, up to a maximum of x20%.When you reach maximum Precision, your next Marksman Skill is a guaranteed Critical Strike that deals x40% increased Critical Strike Damage, then consumes all stacks of Precision.
Precision Imbuement• RogueImbued Skills gains [9%] increased Critical Strike Chance.
Rapid Gambits• RogueYour Evade Cooldown is reduced by [1.5] seconds when you Daze an enemy.
Reactive Defense• RogueGain [18%] Damage Reduction while inflicted with Control Impairing Effects.
Rugged• RogueGain [27%] Damage Reduction against Damage Over Time effects.
Second Wind• RogueEvery 100 Energy you spend grants you [15%] increased Lucky Hit Chance for 5 seconds.
Shadow Crash• RogueLucky Hit: Shadow damage has up to a 10% chance to Stun for [1.5] seconds.
Siphoning Strikes• RogueLucky Hit: Critical Strikes against Close enemies have up to a 85% chance to Heal for [3%] of your Maximum Life.
Sturdy• RogueYou gain [12%] Close Damage Reduction.
Stutter Step• RogueCritically Striking an enemy grants + [15%] Movement Speed for 4 seconds.
Trap Mastery• RogueWhen Pọison Trap or Death Trap activates, you gain [12%] increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.
Trick Attacks• RogueWhen you Critically Strike a Dazed enemy, they are Knocked Down for [1.5] seconds.
Victimize• RogueLucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 45% chance to cause an explosion, dealing 23% of the original damage to them and surrounding enemies.
Weapon Mastery• RogueGain a bonus when attacking based on weapon type:
- Daggers: x [15%] increased damage to Healthy enemies.
- Swords: x [9%] increased damage.
- Bows: x [12%] increased damage to Vulnerable enemies.
- Crossbows: x [15%] increased Critical Strike Damage.
Arc LashBasic • SorcererLucky Hit: 14%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 [0.7] seconds.Lightning DamageEnhancedIf Arc Lash's initial swipe Critically Strikes, it swipes an additional time.GlintingHitting a Stunned enemy with Arc Lash reduces your Cooldowns by 0.15 seconds.FlickeringGain +6% Movement Speed for 5 seconds per enemy hit with Arc Lash, up to +18%.
Fire BoltBasic • SorcererLucky Hit: 35%Hurl a flaming bolt, dealing [22%] damage and Burning for [62%] damage over 8 seconds.Enchantment: Direct damage from Skills applies additional [33%] Burning damage over 8 seconds.Fire DamageEnhancedFire Bolt pierces through Burning enemies.GlintingCritical Strikes with Fire Bolt increase the Burning damage you deal to the enemy by 20% for 4 seconds.FlickeringFire Bolt generates 2 Mana when hitting an enemy.
Frost BoltBasic • SorcererLucky Hit: 40%Throw a bolt of frost at an enemy, dealing [53%] damage and Chilling them for 15%.Enchantment: Direct damage from Skills applies up to [21%] Chill.Cold DamageEnhancedFrost Bolt has a 15% chance to explode on Chilled enemies, hitting surrounding enemies. Chance increased to 100% against frozen enemies.GlintingFrost Bolt generates Mana when hitting Chilled or Frozen enemies.FlickeringFrost Bolt makes Frozen enemies Vulnerable for 3 seconds.
SparkBasic • SorcererLucky Hit: 9%Launch a bolt of lightning that shocks an enemy 4 times, dealing [14%] damage each hit.Enchantment: Killing an enemy has a [18%] chance to form a Crackling Energy.Lightning DamageEnhancedEach time Spark hits its primary target, it has a 40% chance to hit up to 3 additional enemies, dealing 7% damage. If there are no other enemies to hit, Spark instead deals x20% increased damage to its primary target.GlintingSpark grants 2% increased Critical Strike Chance per cast for 5 seconds, up to 8%.FlickeringEach time Spark hits an enemy it has a 4% chance to form a Crackling Energy.
Chain LightningCore • SorcererMana Cost: 35Lucky Hit: 25%Unleash a stream of lightning that deals [50%] damage and chains between Nearby enemies and you up to 5 times, prioritizing enemies.Enchantment: Chain Lightning forms automatically after spending 100 Mana.Lightning DamageEnhancedChain Lightning gains a 3% increased Critical Strike Chance per bounce.GreaterEach time Chain Lightning bounces, it deals x5% increased damage for its duration.DestructiveWhen Chain Lightning Critically Strikes, it has a 30% chance to form a Crackling Energy.
Charged BoltsCore • SorcererMana Cost: 30Lucky Hit: 20%Release 5 bolts of lightning that course along the ground in an erratic pattern, dealing [42%] damage.Enchantment: When you Stun an enemy, there's a 40% chance to release 3 Charged Bolts from them.Lightning DamageEnhancedHitting an enemy at least 3 times with the same cast of Charged Bolts releases a lightning nova, dealing 30% damage to enemies around them.GreaterCharged Bolts deals x25% increased damage to Stunned enemies.DestructiveHitting an enemy with Charged Bolts reduces their damage dealt by 25% for 3 seconds.
FireballCore • SorcererMana Cost: 35Lucky Hit: 33%Hurl an exploding ball offire, dealing [84%] damage to surrounding enemies.Enchantment: When you kill an enemy, they explode in a Fireball for 50% of its damage.Fire DamageEnhancedCasting Fireball increases its radius by 50%.GreaterFireball deals 10% of the Burning damage you've applied to enemies as additional direct damage.DestructiveFireball's explosion's Critical Strike Damage is increased by +20%. increased to +30% when hitting at least 3 enemies.
Frozen OrbCore • SorcererMana Cost: 40Lucky Hit: 4%Unleash an orb that Chills and expels piercing shards, dealing [50%] damage. Upon expiration, Frọzen Orb explodes, dealing [48%] damage and Chilling enemies.Enchantment: Whenever you cast a Non-Basic Skill, you have a 30% chance to launch a Frozen Orb at a Nearby enemy.Cold DamageEnhancedWhen cast above 50 Mana, Frọzen Orb‘s explosion damage is increased by x30%.GreaterFrọzen Orb‘s explosion has a 30% chance to make all enemies hit Vulnerable for 2 seconds. Frọzen Orb always makes Frozen enemies Vulnerable.DestructiveFrọzen Orb's explosion restores 5 Mana when hitting a Frozen enemy.
Ice ShardsCore • SorcererMana Cost: 30Lucky Hit: 16%Launch 5 shards that deal [35%] damage each. Deals x25% increased damage to Frozen enemies.Enchantment: Ice Shards automatlcally conjure and fly towards Frozen enemies.Cold DamageEnhancedIce Shards have a 40% chance to ricochet to another enemy. Ice Shards always ricochet off of Frozen enemies.GreaterWhile you have a Barrier active, casts of Ice Shards treat enemies as if they were Frozen.DestructiveHitting an enemy with 5 Ice Shards in a single cast makes them Vulnerable for 2 seconds.
IncinerateCore • SorcererCost: 25 Mana per secondLucky Hit: 16%Channel a beam of fire, Burning enemies for [76%] damage per second. Damage per second increases over 4 seconds, up to [113%] .Enchantment: Every 14 seconds, a serpent spawns and Incinerates enemies for 8 seconds.Fire DamageEnhancedWhile channeling lncinerate, you Burn enemies around you for 25% of the damage per second.GreaterEvery 3 seconds an enemy has been hit by lncinerate, they are Immobilized for 1 second.DestructiveEnemies deal 25% less damage while Burning from Incinerate.
Flame ShieldDefensive • SorcererCooldown: 20 secondsLucky Hit: 35%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 when you take fatal damage. Can only happen once every 120 seconds.Fire DamageEnhancedFlame Shield grants +25% Movement Speed while active.MysticalYou gain 25% Mana Cost Reduction while Flame Shield is active.ShimmeringFlame Shield Heals you for 50% of your missing Life.
Frost NovaDefensive • SorcererCooldown: [19.7] secondsUnleash a torrent of frost, Freezing enemies around you for 3 seconds.Enchantment: Lucky Hit: Your Conjuration Skills have up to a 30% chance to unleash a Frost Nova when hitting enemies.EnhancedKilling enemies Frozen by Frost Nova reduces its Cooldown by 1 seconds, up to 4 seconds per cast.MysticalFrost Nova makes enemies Vulnerable for 4 seconds, increased to 6 seconds against Bosses.ShimmeringFrost Nova generates Mana per enemy hit.
Ice ArmorDefensive • SorcererCooldown: 20 secondsA Barrier of ice forms around you for 6 seconds, absorbing [42%] of your Base Life in damage. While Ice Armor is active, 5% of your damage dealt is added to its Barrier.Enchantment: Upon getting hit, you have a 5% chance apply Ice Armor.EnhancedWhile Ice Armor is active, your Mana Regeneration is increased by x25%.MysticalDamage against Vulnerable enemies contributes 50% more to Ice Armor's Barrier.ShimmeringEnemies that hit you while Ice Armor is active have a 15% chance to become Frozen for 3 seconds.
TeleportDefensive • SorcererCooldown: [8.8] secondsLucky Hit: 65%Transform into lightning, becoming Unstoppable and surging to the target location, dealing [35%] damage around you upon arrival.Enchantment: Evade is replaced with a short range Teleport on a [13.6] second Cooldown.Lightning DamageEnhancedTeleport's Cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.MysticalFor 4 seconds after Teleporting, Crackling Energy hits 2 additional enemies.ShimmeringAfter Teleporting, you gain 30% Damage Reduction for 3 seconds.
HydraConjuration • SorcererMana Cost: 20Lucky Hit: 3%Summon a 3-headed hydra for 10 seconds. Each head spits fire at enemies, dealing [17%] damage.Maximum 1 active Hydras at a time.Enchantment: After spending 200 Mana, a 5-headed Hydra spawns for 5 seconds.Fire DamageEnhancedWhile Healthy, your casts of Hydra gain 1 additional head.InvokedAfter you Critically Strike, your Hydras gain 30% Critical Strike Chance for 3 seconds.SummonedHydra also Burns enemies for an additional 12% of its Base damage dealt over 6 seconds.
Ice BladesConjuration • SorcererCooldown: 16 secondsLucky Hit: 5%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 DamageEnhancedIce Blades's Cooldown is reduced by 0.5 seconds each time it hits a Vulnerable enemy.InvokedYour Ice Blades gain +10% increased Attack Speed per active Ice Blades.Summoned20% of Enhanced Ice Blades's Cooldown reduction is applied to your other Skills.
Lightning SpearConjuration • SorcererCooldown: 20 secondsLucky Hit: 5%Conjure a spear of lightning that seeks out enemies for 6.0 seconds, dealing [21%] damage per hit.Enchantment: Absorbing Crackling Energy has a 10% chance to conjure a Lightning Spear.Lightning DamageEnhancedAfter Critically Striking, Lightning Spear gains a 5% increased stacking Critical Strike Chance for its duration.InvokedLightning Spear Stuns enemies for 2 seconds when Critically Striking.SummonedCollecting Crackling Energy increases the damage of your next Lightning Spear cast by 20%, up to 160%.
BlizzardMastery • SorcererMana Cost: 40Lucky Hit: 33%Summon a frigid blizzard that deals [182%] 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 DamageEnhancedBlizzard deals x25% increased damage to Frozen enemies.Wizard'sWhile you have an active Blizzard, your Core Skills cost 20% less Mana.Mage'sWhen cast above 50 Mana, Blizzard's duration is increased by 4 seconds.
FirewallMastery • SorcererMana Cost: 30Lucky Hit: 30%Create a wall of flames that Burns enemies for [224%] damage over 8 seconds.Enchantment: Each time an enemy takes Burning damage, there's a 5% chance to spawn 2 Firewalls underneath them for 3 seconds.Fire DamageEnhancedEnemies take 25% increased Burning damage from you while standing in Firewall.Wizard'sYou gain 5% increased Mana Regeneration per active Firewall, up to 35%.Mage'sEnemies continue Burning for 3 seconds after leaving Firewall.
MeteorMastery • SorcererMana Cost: 40Lucky Hit: 40%Summon a meteor that strikes the target location, dealing [112%] 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 DamageEnhancedIf a cast of Meteor hits 3 or more enemies, there is a 30% chance an additional Meteor falls on the same location.Wizard'sMeteor's impact Immobilizes enemies for 2 seconds.Mage'sMeteor falls 30% faster.
Ball LightningMastery • SorcererMana Cost: 50Lucky Hit: 5%Discharge a ball of lightning that slowly moves forward, continually zapping enemies for [25%] damage.Enchantment: Lucky Hit: Critical Strikes have up to a 25% chance to spawn a static Ball Lightning.Lightning DamageEnhancedBall Lightning's damage rate is increased by 200% of your Attack Speed Bonus.Wizard'sIf an enemy is hit at least 4 times by a cast of Ball Lightning, a Crackling Energy is formed. Can only happen once per cast.Mage'sAfter hitting Close enemies 50 times with Ball Lightning, your next cast of it Stuns enemies hit for 1 second.
Deep FreezeUltimate • SorcererCooldown: 60 secondsLucky Hit: 2%Encase yourself in ice, becoming Immune for 4 seconds, continually dealing 25% damage, and Chilling enemies for 14%. When Deep Freeze expires, it deals 100% additional damage.Casting Deep Freeze again ends the effect early.Cold DamagePrimeWhen Deep Freeze ends, gain 10% of your Base Life as a Barrier for 6 seconds for each enemy you Froze while it was active.SupremeWhen Deep Freeze ends, your Non-Ultimate Cooldowns are reduced by 100%.
InfernoUltimate • SorcererCooldown: 45 secondsLucky Hit: 10%Summon a fiery serpent that continually constricts the target area, Burning enemies for 295% damage over 8 seconds.Fire DamagePrimeInferno repeatedly Pulls enemies to its center.SupremeWhile Inferno is active, your Pyromancy Skills cost no Mana.
Unstable CurrentsUltimate • SorcererCooldown: 70 secondsLightning surges within you for 10 seconds. Whenever you cast a Shock Skill, a random Core, Conjuration, or Mastery Shock Skill is also cast.PrimeUnstable Currents increases your Attack Speed by +25% while active.SupremeWhile Unstable Currents is active, Crackling Energy continually pulses and consumes no charges.
Align the Elements• SorcererYou gain [9%] Damage Reduction against Elites for each second you haven't taken damage from one, up to 40%.
Avalanche• SorcererLucky Hit: Your Frost Skills have up to a 10% chance to make your next cast of Ice Shards, Frọzen Orb, or Blizzard consume no Mana and deal x40% increased damage. Chance is doubled against Vulnerable enemies.
Cold Front• SorcererWhile you have a Barrier active, you apply [24%] more Chill.
Combustion• SorcererYour Burning effects deal x20% increased damage, and an additional x2% per unique source of Burning you have applied to the enemy.
Conduction• SorcererCritical Strikes with Shock Skills increase your Movement Speed by + [9%] for 3 seconds.
Conjuration Mastery• SorcererYou deal x [3%] increased damage for each active Conjuration.
Convulsions• SorcererLucky Hit: Shock Skills have up to a [9%] chance to Stun enemies for 3 seconds.
Coursing Currents• SorcererHitting enemies with Shock Skills increases your Critical Strike Chance by [3%] . Resets upon getting a Critical Strike.
Crippling Flames• SorcererLucky Hit: Your Pyromancy Skills have up to a [15%] chance to Immobilize enemies for 2 seconds. This chance is doubled while you are Healthy.
Devastation• SorcererYour Maximum Mana is increased by  .
Devouring Blaze• SorcererYou deal x [21%] increased Critical Strike Damage against Burning enemies. If they are also Immobilized, this bonus is increased to x [30%] .
Electrocution• SorcererEnemies deal [15%] less damage for 5 seconds after being Critically Struck by your Shock Skills.
Elemental Attunement• SorcererLucky Hit: Critical Strikes have up to a [15%] chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.
Elemental Dominance• SorcererYour Core and Mastery Skills deal x [9%] increased damage when cast above 50 Mana.
Endless Pyre• SorcererYou deal increased Burning damage to enemies for each second they remain Burning, up to [15%] after 5 seconds.
Esu's Ferocity• SorcererYour Fire Critical Strike Damage is increased by x25% against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +5% against enemies below 50% Life.Critical Strikes that kill enemies or hit a Boss grant both bonuses against all enemies for 3 seconds.Both bonuses are also granted for 3 seconds when hitting a Boss with a Critical Strike.
Fiery Surge• SorcererKilling a Burning enemy increases your Mana Regeneration by [45%] for 3 seconds.
Frigid Breeze• SorcererLucky Hit: Cold damage against Vulnerable enemies has up to a 20% chance to generate  Mana.
Glass Cannon• SorcererYou deal x [18%] increased damage, but take x [9%] more damage.
Hoarfrost• SorcererYou deal x [9%] increased damage to Chilled enemies, and x [18%] increased damage to Frozen enemies.
Icy Touch• SorcererYou deal [12%] increased Cold damage to Vulnerable enemies.
Icy Veil• SorcererYour Barriers have a [15%] increased duration.
Inner Flames• SorcererYour Pyromancy Skills deal x [9%] increased damage while you are Healthy.
Invigorating Conduit• SorcererUpon absorbing Crackling Energy, you gain  Mana.
Mana Shield• SorcererEverytime you spend 100 Mana, you gain [21%] Damage Reduction for 5 seconds.
Overflowing Energy• SorcererCrackling Energy hits 1 additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill Cooldowns are reduced by 0.1 seconds, increased to 0.25 seconds against Elites.
Permafrost• SorcererFrost Skills deal x [15%] increased damage to Elites.
Potent Warding• SorcererAfter casting a Non-Basic Skill, you gain  Resistance to all elements and  additional Resistance to that Skill's element for 9 seconds.
Precision Magic• SorcererYour Lucky Hit Chance is increased by + [15%] .
Protection• SorcererUsing a Cooldown grants [30%] of your Maximum Life as a Barrier for 3 seconds.
Shatter• SorcererAfter Freeze expires, enemies explode for 25% of the damage you dealt to them while Frozen.
Shocking Impact• SorcererEvery time you Stun an enemy, you deal [45%] Lightning damage to them.
Snap Freeze• SorcererLucky Hit: Frost Skills have up to a [9%] chance to instantly Freeze.
Soulfire• SorcererAfter standing still for 1.5 seconds, your Pyromancy Skills cost [15%] less Mana.
Static Discharge• SorcererLucky Hit: Critical Strikes with Shock Skills have up to a [15%] chance to form a Crackling Energy.
Vyr's Mastery• SorcererClose enemies take x15% increased damage from your Shock Skills and deal 20% less damage to you. Critical Strikes increase these bonuses by 25% for 3 seconds.
Warmth• SorcererEvery 1 second, you Heal for [0.9%] of your Maximum Life for each Nearby Burning enemy. Healing increased to [1.8%] from Bosses.
Skeletal Warriors• NecromancerSkirmishersSword-wielding skeletal minions that deal 30% increased damage but have 15% reduced Life.Upgrades & Sacrifice
DefendersDurable shield-bearers with 15% increased 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. Can only happen every 3 seconds.
- Your Critical Strike Chance is increased by +5%, but you can no longer raise Skeletal Warriors.
ReapersWields a powerful scythe that has a special wind-up attack, dealing heavy damage every 10 seconds.Upgrades & Sacrifice
- Every 8 seconds your Skeletal Defenders negate the next instance of Direct Damage they would take.
- Increase the amount of Thorns that Defender Warriors inherit from you from 30% to 50%.
- You gain 15% Non-Physical Resistance, but you can no longer raise Skeletal Warriors.
- Reaper attacks against enemies who are Immobilized, Slowed, Stunned, or Vulnerable reduce the cooldown of their powerful wind-up attack by 2 seconds.
- Reapers have a 15% chance to carve the flesh off enemies, forming a Corpse.
- You deal 10% increased Shadow Damage, but you can no longer raise Skeletal Warriors.
Skeletal Mages• NecromancerShadowShadow Mages wield power from the beyond dealing moderate Shadow damage.Upgrades & Sacrifice
ColdCold Mages attacks will chill enemies eventually freezing them in their tracks.Upgrades & Sacrifice
- Shadow Mage attacks have a 10% chance to Stun for 2 seconds. This cannot happen on the same enemy more than once every 5 seconds.
- Shadow Mages fire an additional shadow bolt every 4th attack.
- Your maximum Essence is increased by 15, but you can no longer raise Skeletal Mages.
BoneBone Mages use their own bodies as projectiles, dealing heavy damage at the cost of their own Life.Upgrades & Sacrifice
- Each time your Cold Mages damage enemies with their primary attack, you gain 2 Essence.
- Enemies who are Frozen by or damaged while Frozen by your Cold Mages' primary attack are made Vulnerable for 3 seconds.
- You deal x15% increased damage to Vulnerable enemies, but you can no longer raise Skeletal Mages.
- Reduce the Life cost of your Bone Mages' attacks from 15% to 10%. After being alive for 5 seconds, Bone Mages deal x40% increased damage.
- Each time a Bone Mage dies from its own attack, they leave behind a Corpse and Fortify you for 20% of your Base Life.
- Your Overpower damage is increased by x40%, but you can no longer raise Skeletal Mages.
Golems• NecromancerBoneA horrid protector that taunts enemies, forcing them to attack the Golem.Upgrades & Sacrifice
BloodDrains Life from nearby enemies to heal and bolster itself.Upgrades & Sacrifice
- Each time your Bone Golem takes up to 20% of its Maximum Life as damage, it sheds a Corpse.
- Your Bone Golem gains x10% Maximum Life and the amount of Thorns they inherit from you is increased from 30% to 50%.
- You gain +10% increased Attack Speed, but you lose the ability to summon a Golem.
IronAn amalgamation of steel that slams the ground and Stuns enemies.Upgrades & Sacrifice
- Your Blood Golem absorbs 15% of damage you would take.
- While Healthy, your Blood Golem gains 25% Damage Reduction and x50% increased damage.
- Your Maximum Life is increased by x10%, but you lose the ability to summon a Golem.
- Every 4th Iron Golem attack causes a shockwave, dealing 16% damage to the primary enemy and to enemies behind them.
- Your Iron Golem's slam attack also makes enemies Vulnerable for 3 seconds.
- You deal x30% increased Critical Strike Damage, but you lose the ability to summon a Golem.
Combo Points• RogueYour Basic Skills now generate Combo Points. Core Skills consume Combo Points for additional effects.
Inner Sight• RogueAttack marked enemies to fill up your Inner Sight gauge. When it's full, gain unlimited Energy for 4 seconds.
Preparation• RogueEvery 100 Energy you spend reduces your Ultimate Skill's Cooldown by 5 seconds. Using an Ultimate Skill resets the Cooldowns of your other Skills.
1h Axe• Barbarian+ [5.0%] 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 +6% increased Attack Speed for 2 seconds. Double the Attack Speed bonus when using two Axes.
1h Mace• Barbarianx [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 1.50 seconds when you hit a Stunned enemy. Double this chance when using two Maces.
1h Sword• BarbarianLucky 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• Barbarianx [15.0%] increased damage to Vulnerable enemies.Rank 10: +10% increased Critical Strike Chance against Vulnerable enemies.
Polearm• Barbarian+ [10%] increased Lucky Hit Chance.Rank 10: You deal x10% increased damage while Healthy.
2h Sword• Barbarian[20%] of direct damage you deal is inflicted as Bleeding damage over 5 seconds.Rank 10: You deal x30% increased Bleeding damage for 5 seconds after killing an enemy.
2h Mace• BarbarianLucky Hit: Up to a [10%] chance to gain 2 Fury when hitting an enemy. Double the amount of Fury gained while Berserking.Rank 10: You deal x15% increased Critical Strike Damage to Stunned and Vulnerable enemies while Berserking.
Prickleskin• DruidGain [X] Thorns.
Gift of the Stag• DruidGain 10 Maximum Spirit.
Wariness• DruidTake 10% reduced damage from Elites.
Advantageous Beast• DruidReduce the duration of Control Impairing Effects by 15%.
Scythe Talons• DruidGain +5% increased Critical Strike Chance.
Iron Feather• DruidGain x14% Maximum Life.
Swooping Attacks• DruidGain +10% Attack Speed.
Avian Wrath• DruidGain x30% Critical Strike Damage.
Obsidian Slam• DruidEvery 20th kill will cause your next Earth Skill to Overpower
Overload• DruidLucky Hit: Dealing Lightning damage has up to a 40% chance to cause the target to emit a static discharge, dealing 20% Lightning damage to surrounding enemies.
Masochistic• DruidLucky Hit: Critical Strikes with Shapeshifting Skills have up to a 75% chance to Heal you for 3% Maximum Life.
Calm Before the Storm• DruidLucky Hit: Nature Magic Skills have up to a 10% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds.
Packleader• DruidLucky Hit: Critical Strikes have up to a 20% chance to reset the Cooldowns of your Companion Skills.
Energize• DruidLucky Hit: Dealing damage has up to a 15% chance to restore 10 Spirit.
Bolster• DruidFortify for 15% of your Maximum Life when you use a Defensive Skill.
Calamity• DruidExtend the duration of Ultimate Skills by 25%.