Datamined Runestone Effects

  • #1
    The chinese have done it again, they've posted numerious other datamined info, but I will take on the duty to list the runestone effects for the skills. I will later edit the posts to make things a bit more visually appealing.

    [content]
    1. Barbarian Runestone Effects
    2. Demon Hunter Runestone Effects
    3. Monk Runestone Effects
    4. Witch Doctor Runestone Effects
    5. Wizard Runestone Effects

    If you are not familiar with the 'original' version of the skills you can head to this thread or you can see the wiki's listings Classes" class="wiki-link">Classes"/> Classes


    [Disclaimer!]
    Do not be alarmed if you see some skills missing, altered or added, or even some odd tooltips. Since the information was extracted from the Beta Client, it could contain versions of the skills from older builds.

    Find any Diablo news? Contact me or anyone else on the news team.
  • #2

    The Barbarian

    Wrath of the Berserker

    Crimson Rune - Insanity
    While active your damage is also increased by [{Script Formula 8}*100]%.

    Indigo Rune - Arreat's Wail
    Activating Wrath of the Berserker knocks back all enemies within {Script Formula 20} yards and deals [{Script Formula 17}*100]% weapon damage to them.

    Obsidian Rune - Mountainous Form
    Increase the bonus dodge chance granted to [{Script Formula 3}*100]%.

    Golden Rune - Thrive on Chaos
    Every [1 / {Script Formula 21}] Fury gained while Wrath of the Berserker is active adds 1 second to the duration of the effect.

    Alabaster Rune - Slaughter
    Killing an enemy while Wrath of the Berserker is active causes them to explode dealing [{Script Formula 11}*100]% weapon damage to all enemies within {Script Formula 13} yards.

    Frenzy

    Crimson Rune - Maniac
    Each Frenzy effect also increases all damage done by the Barbarian by [{Script Formula 11} *100]%.

    Indigo Rune - Sidearm
    Each strike has a [{Script Formula 17}*100]% chance to throw a piercing axe at a nearby enemy that deals [{Script Formula 18}*100]% weapon damage to all enemies in its path.

    Obsidian Rune - Relentless
    While under the effects of Frenzy the Barbarian gains [{Script Formula 8} * 100]% increased movement speed.

    Golden Rune - Smite
    Adds a [{Script Formula 1}*100]% chance to call down a bolt of lightning from above, stunning your target for {Script Formula 0} seconds.

    Alabaster Rune - Triumph
    Killing a creature with Frenzy heals the Barbarian for [{Script Formula 10}*100]% Life over {Script Formula 12} seconds.

    Threatening Shout

    Crimson Rune - Demoralize
    Affected enemies are also taunted to attack you for {Script Formula 8} seconds.

    Indigo Rune - Deafening Roar
    Extend the range of the shout to [{Script Formula 9}+{Script Formula 14}] yards.

    Obsidian Rune - Terrify
    Enemies are badly shaken by the shout and have a [{Script Formula 7}*100]% chance to immediately drop additional loot.

    Golden Rune - Stagger
    Affected enemies also have their attack speed reduced by [{Script Formula 4}*-100]%.

    Alabaster Rune - Grim Harvest
    Enemies are severely demoralized. Each enemy has a [{Script Formula 3}*100]% chance to flee for {Script Formula 5} - [{Script Formula 5}+{Script Formula 6}] seconds.

    Cleave

    Crimson Rune - Broad Sweep
    Increases damage to [({Script Formula 15}+{Script Formula 17})*100]% weapon damage to the targeted enemy and [({Script Formula 15}+{Script Formula 17})*50]% weapon damage to others in the arc.

    Indigo Rune - Gathering Storm
    Draw enemies in from {Script Formula 14} yards away before the strike lands.

    Obsidian Rune - Scattering Blast
    On critical hits, knock enemies back {Script Formula 2} yards and inflict [{Script Formula 9}*100]% weapon damage to enemies where they land. Enemies knock each other back up to {Script Formula 25} times.

    Golden Rune - Reaping Swing
    Generate {Script Formula 22} Fury per enemy hit, up to [{Script Formula 22}*{Script Formula 23}] additional Fury total.

    Alabaster Rune - Rupture
    Enemies slain by this attack have a [{Script Formula 12}*100]% chance to explode, causing [{Script Formula 4}*100]% physical damage to all other enemies within {Script Formula 6} yards.

    Ground Stomp

    Crimson Rune - Trembling Stomp
    Increase damage to [{Script Formula 23}*{Script Formula 24}*100]% weapon damage.

    Indigo Rune - Wrenching Smash
    Increase the area of effect to [{Script Formula 20}+{Script Formula 21}] yards. Enemies are pulled closer before the strike lands.

    Obsidian Rune - Avalanche
    Enemies are knocked back {Script Formula 11} yards and inflict [{Script Formula 16}*100]% weapon damage where they land.

    Golden Rune - Foot of the Mountain
    Increase Fury gained to [{Resource Gained On First Hit}+{Script Formula 19}] Fury per stomp.

    Alabaster Rune - Deafening Crash
    Enemies in the area are slowed for {Script Formula 4} - [{Script Formula 4}+{Script Formula 18}] seconds after they recover from being stunned.

    Battle Rage

    Crimson Rune - Marauder's Rage
    Increase damage bonus to [{Script Formula 1}*100]%.

    Indigo Rune - Ferocity
    Critical hits increase the duration of the Battle Rage effect by [{Script Formula 4}|1|] seconds.

    Obsidian Rune - Swords to Ploughshares
    Critical hits have a [{Script Formula 6}*100]% chance to cause enemies to drop additional treasure or health globes.

    Golden Rune - Into the Fray
    Critical hits generate {Script Formula 3} additional Fury.

    Alabaster Rune - Bloodshed
    While under the effects of Battle Rage, critical hits cause an explosion of blood dealing [{Script Formula 8}*100]% weapon damage to all nearby enemies.

    Hammer of the Ancients

    Crimson Rune - Smash
    Strike a smaller area for [{Script Formula 2}*{Script Formula 3}*100]% weapon damage.

    Indigo Rune - Rolling Thunder
    Modifies the strike to create a shockwave that deals [{Script Formula 23}*100]% weapon damage to all enemies in front of you.

    Obsidian Rune - The Devil's Anvil
    Create a tremor at the point of impact to rattle enemies for an additional [{Script Formula 9}*100]% weapon damage over
    {Script Formula 10} seconds.

    Golden Rune - Birthright
    Critical hits have a [{Script Formula 5}*100]% chance to cause enemies to drop loot or health globes.

    Alabaster Rune - Thunderstrike
    Whenever you kill an enemy with Hammer of the Ancients every other nearby enemy has a [{Script Formula 16}*100]% chance to be stunned for {Script Formula 17} seconds.

    Sprint

    Crimson Rune - Marathon
    Increases the movement speed bonus to [{Script Formula 1}*100]% for {Script Formula 0} seconds.

    Indigo Rune - Scramble
    Increase dodge chance by [{Script Formula 2}*100]% while sprinting.

    Obsidian Rune - Like the Wind
    Tornadoes rage in the wake of the Sprint, each one inflicting [{Script Formula 5}*100]% weapon damage.

    Golden Rune - Forced March
    Increase the movement speed of allies within {Script Formula 4} yards by [{Script Formula 17}*100]% for {Script Formula 18} seconds.

    Alabaster Rune - Gangway
    Slams through enemies, knocking them back and inflicting [{Script Formula 16}* 100]% weapon damage.


    Seismic Slam

    Crimson Rune - Shattered Ground
    Increase damage to [{Script Formula 8}*100]% weapon damage and increases the knockback by [{Script Formula 11 *100]%.

    Indigo Rune - Rumble
    The ground continues to shudder after the intitial strike, damaging enemies in the area for [{Script Formula 3}*100]% weapon damage.

    Obsidian Rune - Stagger
    Adds a [{Script Formula 6}*100]% chance of stunning enemies for {Script Formula 7} seconds.

    Golden Rune - Strength from Earth
    Reduce Fury cost to {Script Formula 15} Fury.

    Alabaster Rune - Cracking Rift
    Focus the seismic shockwaves along a narrow path to inflict [{Script Formula 8}*100]% weapon damage to targets along a [{Script Formula 19} * {Script Formula 23}] yard path.

    Ignore Pain

    Crimson Rune - Contempt for Weakness
    Reflects [{Script Formula 9}*100]% of ignored damage back at the enemy.

    Indigo Rune - Iron Hide
    Increases duration to {Script Formula 0} seconds.

    Obsidian Rune - Mob Rule
    Extend the effect to nearby allies, reducing damage taken by [{Script Formula 10} * 100]% for [{Script Formula 3}|1|] seconds.

    Golden Rune - Bravado
    Knocks back all enemies within {Script Formula 8} yards when triggered, and reduces cooldown time to {Script Formula 22} seconds. Also deals [{Script Formula 11}*100]% weapon damage on affected enemies.

    Alabaster Rune - Ignorance is Bliss
    While Ignore Pain is active, gain [{Script Formula 1}*100]% of all damage dealt as Life.

    War Cry

    Crimson Rune - The Best Defense
    Increases the armor bonus to [{Script Formula 0}*100]%.

    Indigo Rune - Veteran's Warning
    Warcry also grants [{Script Formula 14}*100]% dodge bonus.

    Obsidian Rune - Impunity
    Grants [{Script Formula 4}*100]% resistance to all elements by while affected by War Cry.

    Golden Rune - Charge!
    Increases the Fury generated to {Script Formula 3} when used.

    Alabaster Rune - Invigorate
    Increases maximum Life by [{Script Formula 5}*100]% and regenerates {Script Formula 6} Life per second while affected by War Cry.

    Rend

    Crimson Rune - Lacerate
    Increases damage to [{Script Formula 0}*{Script Formula 1}*100]% weapon damage every second for {Script Formula 15} seconds.

    Indigo Rune - Ravage
    Increases the range to deal [{Script Formula 20}*100]% weapon damage every second for {Script Formula 15} seconds to all enemies within [{Script Formula 2}+{Script Formula 16}] yards.

    Obsidian Rune - Mutilate
    Increase bleeding duration to [{Script Formula 5}] seconds.

    Golden Rune - Blood Lust
    Gain [{Script Formula 8}*100]% of the damage done by Rend as Life.

    Alabaster Rune - Bloodbath
    Enemies killed while bleeding cause all enemies within {Script Formula 19} yards to begin bleeding for [{Script Formula 7}*100]% weapon damage.

    Bash

    Crimson Rune - Onslaught
    Add [{Script Formula 1}-1] reverberation that causes [{Script Formula 12}/({Script Formula 1}-1)*100]% weapon damage per strike.

    Indigo Rune - Beat Down
    Each attack grants a [{Script Formula 2}*100]% damage boost for {Script Formula 11} seconds. This effect stacks up to {Script
    Formula 4} times.

    Obsidian Rune - Clobber
    Gives each hit a [{Script Formula 14}*100]% chance to stun the target for [{Script Formula 15}|1|] seconds.

    Golden Rune - Rowdy
    Generate {Script Formula 10} additional Fury per attack.

    Alabaster Rune - Pulverize
    Cause a shockwave that inflicts [{Script Formula 18}*100]% weapon damage to enemies in a [{Script Formula 24}-{Script Formula 23}+{Script Formula 25}] yard line behind the targeted enemy.

    Ancient Spear

    Crimson Rune- Harpoon
    Pierce through up to {Script Formula 17} enemies in a straight line and drag them all back.

    Indigo Rune - Grappling Hooks
    Throw {Script Formula 11} spears. Each spear will pull back the enemy that it hits.

    Obsidian Rune - Siphon
    Gain Life equal to [{Script Formula 10}*100]% of the damage inflicted.

    Golden Rune - Get Over Here
    Increases Fury gain to {Resource Gained On First Hit}.

    Alabaster Rune - Weak Link
    Enemies killed by this attack explode for {Script Formula 14} - [{Script Formula 14}+{Script Formula 15}] damage.

    Leap

    Alabaster Rune - Death from Above
    Land with such force that enemies suffer a [{Script Formula 37}*100]% chance to become stunned for {Script Formula 38} seconds.

    Golden Rune - Iron Impact
    Gain [{Script Formula 33}*100]% additional armor for {Script Formula 36} seconds after landing.

    Obsidian Rune - Launch
    Jump into the air with such great force that enemies within [{Script Formula 31}|1|] yards of the origin of the jump take [{Script Formula 30}*100]% weapon damage.

    Indigo Rune - Toppling Impact
    Send enemies hurtling {Script Formula 17} yards into other nearby enemies who suffer [{Script Formula 22}*100]% weapon damage and are pushed back in a chain up to {Script Formula 27} times.

    Crimson Rune - Call of Arreat
    Shockwaves burst forth from the ground at the destination and knock enemies toward the Barbarian from [{Script Formula 7}*{Script Formula 0}|1|] yards away.

    Weapon Throw

    Crimson Rune - Mighty Throw
    Increase thrown weapon damage to [{Script Formula 15}*100]% weapon damage.

    Indigo Rune - Ricochet
    Angle the weapon to ricochet and hit up to [{Script Formula 5} + 1] targets within {Script Formula 12} yards of each other.

    Obsidian Rune - Throwing Hammer
    Hurl a hammer with a [{Script Formula 6}*100]% chance to stun the target for [{Script Formula 7}|1|] seconds.

    Golden Rune - Dread Shotput
    Expend all remaining Fury to throw a fallen foe which inflicts an additional [{Script Formula 18}*100]% weapon damage for each point of Fury expended to all enemies within {Script Formula 19} yards of the target.

    Alabaster Rune - Stupify
    Aim for the head, causing your target to be confused and attack other enemies for {Script Formula 10} seconds.

    Whirlwind

    Crimson Rune - Volcanic Eruption
    Turns Whirlwind into a torrent of magma that inflicts [{Script Formula 1}*100]% weapon damage every [{Script Formula 0}|2|] seconds.

    Indigo Rune - Dust Devils
    Generate harsh tornadoes that inflict [{Script Formula 6}*100]% weapon damage to enemies in their path.

    Obsidian Rune - Hurricane
    Increase the movement speed of Whirlwind by [{Script Formula 15}*100]%.

    Golden Rune - Eye of the Storm
    Reduce the cost of Whirlwind to [{Script Formula 12}|1|] Fury per second.

    Alabaster Rune - Blood Funnel
    Critical strikes restore [{Script Formula 8} * 100]% of your maximum Life.

    Furious Charge

    Alabaster Rune - Merciless Assault
    Cooldown is reduced by {Script Formula 12} second for every target hit. This effect can reduce the cooldown by up to {Script Formula 10} seconds.

    Golden Rune - Stamina
    Generate {Script Formula 11} Fury for each target hit while charging.

    Obsidian Rune - Bull Rush
    Any targets who are critically hit by Furious Charge will be stunned for [{Script Formula 8}|1|] seconds.

    Indigo Rune - Juggernaut
    Regain [{Script Formula 21}*100]% of your maximum health for each target hit by while charging.

    Crimson Rune - Battering Ram
    Increase damage at the destination to [{Script Formula 14}*100]% weapon damage.

    Rampage

    Crimson Rune
    Additional strikes on the same creature have an extra [{Script Formula 6} *100]% critical chance and [{Script Formula 5} *100]% damage, stacking up to {Script Formula 4} times on each enemy.

    Indigo Rune
    Sends out a shockwave inflicting [{Script Formula 18} * 100]% weapon damage to all enemies in an arc.

    Obsidian Rune
    Throws axes at enemies within {Script Formula 11} yards if there are no enemies in melee range, inflicting [{Script Formula 17} * 100]% damage with each axe.

    Golden Rune
    Each hit has a [{Script Formula 7} * 100]% chance to restore [{Script Formula 8} * 100]% Life.

    Alabaster Rune
    Killing an enemy grants an extra attack that inflicts [100 + {Script Formula 9} * 100]% damage.

    Revenge

    Crimson Rune- Retribution
    Increase damage to [{Script Formula 2}*100]% weapon damage.

    Indigo Rune - Provocation
    Increases the chance Revenge will become active for use to [{Script Formula 18}*100]% each time the Barbarian is hit by an attack.

    Obsidian Rune - Grudge
    Knocks enemies back {Script Formula 8} yards when Revenge is used.

    Golden Rune - Vengeance is Mine
    Gain {Script Formula 6} Fury each time Revenge is used and improve Life gained from each enemy hit to [{Script Formula 4}*100|1|]%.

    Alabaster Rune - Best Served Cold
    After using Revenge, your critical strike chance is increased by [{Script Formula 7}*100]% for {Script Formula 20} seconds.

    Earthquake

    Crimson Rune - Aftershocks
    Secondary tremors knock enemies back and inflict [{Script Formula 14}*100]% weapon damage.

    Indigo Rune - Giant's Stride
    Secondary tremors follow the Barbarian's movement and inflict [{Script Formula 14}*100]% weapon damage.

    Obsidian Rune - Chilling Earth
    Creates an icy patch causing Eathquake's damage to turn cold and slow the movement of enemies by [{Script Formula 13}*100}]%.

    Golden Rune - The Mountain's Call
    Reduce Fury cost to {Script Formula 20} Fury and the cooldown to {Script Formula 5} seconds.

    Alabaster Rune - Flying Boulder
    Project secondary tremors up to {Script Formula 10} yards ahead of the Barbarian that inflict [{Script Formula 14}*100]% weapon damage.

    Call of the Ancients

    Crimson Rune - Korlic's Might
    Korlic gains the ability Furious Charge which deals [{Script Formula 12} * 100]% of your weapon damage to all enemies in a line.

    Indigo Rune - The Council Rises
    The Ancients inflict [{Script Formula 2}*100]% weapon damage with each attack and have [{Script Formula 7}*100]% additional armor.

    Obsidian Rune - Madawc's Madness
    Madawc gains the ability Seismic Slam which deals [{Script Formula 13} * 100]% of your weapon damage to enemies in an arc.

    Golden Rune - Duty to the Clan
    Increase duration to {Script Formula 0} seconds.

    Alabaster Rune - Talic's Anger
    Talic gains the ability Leap Attack which deals [{Script Formula 14} * 100]% of your weapon damage to enemies in the area of the leap

    Find any Diablo news? Contact me or anyone else on the news team.
  • #3

    The Demon Hunter

    Bola Shot

    Base skill: Shoot out an explosive bola that wraps itself around its target. After [{Script Formula 11}] second, the bola explodes dealing [{Script Formula 0} * 100]% weapon damage as Fire to the target and an additional [({Script Formula 14}) * 100]% weapon damage as Fire to all other targets within {Script Formula 5} yards. Cost: {Resource Cost} Hatred

    Crimson Rune - Volatile Explosives
    Increase the explosion radius to {Script Formula 20} yards.

    Indigo Rune - Acid Strike
    Shoot {Script Formula 24} poison bolas that deal [{Script Formula 9}*100]% weapon damage each. The bolas no longer explode for area damage to nearby targets.

    Obsidian Rune - Thunder Ball
    When the bola explodes it deals [{Script Formula 0} * 100]% weapon damage as lightning, and has a [{Script Formula 28} * 100]% chance to stun the target for [{Script Formula 29}|1|] seconds.

    Golden Rune - Bitter Pill
    After the bola explodes, you have a [{Script Formula 31} * 100]% chance to gain {Script Formula 32} Discipline.

    Alabaster Rune - Imminent Doom
    Augments the bola to deal [{Script Formula 9}*100]% weapon damage as Arcane to the target and an additional [{Script Formula 6}*100]% weapon damage to all other targets within {Script Formula 20} yards, but increases the explosion delay to {Script Formula 4} seconds.

    Caltrops

    Base skill: Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movement of enemies within {Script Formula 0} yards by [{Script Formula 6} * 100]%. This trap lasts {Script Formula 2} seconds. Cost: {Script Formula 8} Discipline

    Crimson Rune - Jagged Spikes
    Enemies in the area also take [{Script Formula 20}*100]% weapon damage per second.

    Indigo Rune - Hooked Spines
    Increase the slow amount to [{Script Formula 3} * 100]%.

    Obsidian Rune - Torturous Ground
    Enemies in the area deal [{Script Formula 24}*100]% less damage.

    Golden Rune - Punji Stakes
    Reduce the cost to [{Script Formula 7}|1|] Discipline.

    Alabaster Rune - Come and Get It
    Become empowered while standing in the area of effect, gaining an additional [{Script Formula 28}*100]% chance to critical hit with all attacks.

    Chakram

    Base skill: Fire a swirling Chakram that does {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to enemies along its path. Cost: {Resource Cost} Hatred

    Crimson Rune - Twin Chakrams
    A second Chakram mirrors the first. Each Chakram deals {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage.

    Indigo Rune - Boomerang
    The Chakram path turns into a loop, dealing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage to enemies along the path.

    Obsidian Rune - Serpentine
    The Chakram follows a slow curve, dealing {Script Formula 7} - [{Script Formula 7} + {Script Formula 8}] Poison damage to enemies along the path.

    Golden Rune - Razor Disk
    The Chakram spirals out from the targeted location dealing {Script Formula 10} - [{Script Formula 10} + {Script Formula 11}] Arcane damage to enemies along the path.

    Alabaster Rune - Shuriken Cloud
    Surround yourself in spinning Chakrams for {Script Formula 12} seconds, dealing {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] physical damage per second to anybody nearby.

    Cluster Arrow

    Base skill: Fire a Cluster grenade that explodes for [{Script Formula 0}*100]% weapon damage into a series of additional miniature bombs that explode for [{Script Formula 5}*100]% weapon damage each. Cost: {Resource Cost} Hatred

    Crimson Rune - Loaded for Bear
    Increases the damage of the explosion at the impact location to [{Script Formula 0}*100]%.

    Indigo Rune - Shooting Stars
    Instead of releasing grenades, shoots up to {Script Formula 9} rockets at nearby enemies dealing [{Script Formula 19}*100]% weapon damage each.

    Obsidian Rune - Cluster Bombs
    Launch the cluster through the air, dropping a series of bombs in a straight line that explode for [{Script Formula 8}*100]% weapon damage each.

    Golden Rune - Maelstrom
    Instead of releasing grenades, the cluster releases Shadow energy that deals [{Script Formula 19}*100]% weapon damage to nearby enemies. You will gain [{Script Formula 18}*100]% of the damage done as Life.

    Alabaster Rune - Dazzling Arrow
    Enemies hit by grenades have a [{Script Formula 12}*100]% chance to be stunned for [{Script Formula 13}|1|] seconds.

    Companion

    Base skill: Summon a raven companion. Your raven companion will periodically peck at enemies for {Script Formula 18} - [{Script Formula 18} + {Script Formula 19}] damage. Cost: {Resource Cost} Discipline

    Crimson Rune - Spider Companion
    Summons a spider instead of a raven. The spiders's attacks also slows the movement of targets by [{Script Formula 12}*100]% for {Script Formula 8} - [{Script Formula 8}+{Script Formula 13}] seconds.

    Indigo Rune - Boar Companion
    Summon a boar instead of a raven. The boar strikes multiple enemies with every swing for {Script Formula 20} - [{Script Formula 20} + {Script Formula 21}] damage.

    Obsidian Rune - Wolf Companion
    Summon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for {Script Formula 9} seconds and attacks enemies for {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] damage.

    Golden Rune - Bat Companion
    Summons a bat instead of a raven. The bat grants you [{Script Formula 10}|1|] Hatred per second.

    Alabaster Rune - Ferret Companion
    Summons ferrets instead of a raven. The ferrets collect gold for you and increase gold found on monsters by [{Script Formula 11}*100]%.

    Elemental Arrow

    Base skill: Shoot an elemental charged arrow that deals [{Script Formula 0} * 100]% weapon damage as Fire damage to all targets it passes through. Cost: {Resource Cost} Hatred

    Crimson Rune - Frost Arrow
    Turns into a frost arrow that explodes out conal damage from the back of the first target hit for [{Script Formula 12}*100]% of weapon damage.

    Indigo Rune - Ball Lightning
    Fire a lightning arrow that electrocutes nearby enemies as it passes by for [{Script Formula 26}*100]% of weapon damage.

    Obsidian Rune - Screaming Skull
    Grants a [{Script Formula 5}*100]% chance to shoot a skull that will fear affected enemies for {Script Formula 6}-[{Script Formula 6}+{Script Formula 7}] seconds.

    Golden Rune - Nether Tentacles
    Shoot tentacles that deal [{Script Formula 32}*100]% weapon damage and return [{Script Formula 33}*100]% of damage dealt as Life for you.

    Alabaster Rune - Lightning Bolts
    Fire giant bolts of lightning that stun enemies for [{Script Formula 38}|1|] seconds when they critically hit.

    Entangling Shot

    Base skill: Release a sticky adhesive that deals [{Script Formula 5} * 100]% weapon damage and entangles up to {Script Formula 14} enemies, slowing their movement by [{Script Formula 0} * 100]% for {Script Formula 9} seconds. Cost: {Script Formula 1} Hatred

    Crimson Rune - Heavy Burden
    Increase the movement slow duration to {Script Formula 4} seconds.

    Indigo Rune - Chain Gang
    Hit up to {Script Formula 3} targets.

    Obsidian Rune - Electrified Chain
    {/c_gold} Strike with electrical chains that do an additional {Script Formula 8} damage over {Script Formula 4} seconds.

    Golden Rune - Justice is Served
    {/c_gold} Reduce cost to [{Script Formula 2}|1|] Hatred.

    Alabaster Rune - Bounty Hunter
    {/c_gold} Gain [{Script Formula 11} * 100]% of the damage dealt as Life.

    Fan of Knives

    Base skill: Throw knives out in a spiral around you, doing {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] physical damage to all enemies within {Script Formula 19} yards of you. Your knives will also slow the movement of enemies by [{Script Formula 20} * 100}]% for {Script Formula 5} seconds. Cost: {Resource Cost} Hatred

    Crimson Rune - Hail of Knives
    Increase the radius to deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 2} yards.

    Indigo Rune - Knives for a Pro
    Throw long-range knives that deal [{Script Formula 16}*100%]% weapon damage to {Script Formula 13} additional targets.

    Obsidian Rune - Fan of Daggers
    Imbue your knives with a [{Script Formula 10}*100%]% chance to stun enemies for [{Script Formula 11}|1|] seconds.

    Golden Rune - Crippling Knives
    Increase the slow amount to [{Script Formula 6}*100]% for {Script Formula 5} seconds.

    Alabaster Rune - Backlash
    Instead of throwing the knives immediately, the knives will release automatically dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies if you are struck in the next {Script Formula 15} seconds.

    Grenades

    Base skill: Throw out three grenades that explode for {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] Fire damage. Cost: {Script Formula 19} Hatred

    Crimson Rune - Gas Grenades
    Toss poison gas grenades that explode for {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage and leaves a cloud that deals an additional {Script Formula 6} damage per second for {Script Formula 7} seconds to enemies who stand in the area.

    Indigo Rune - Cluster Grenades
    Throw a large cluster of mini-grenades that deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}]{/c-green} Fire damage over an {Script Formula 4} yard radius.

    Obsidian Rune - Fire Bomb
    Throw a single large grenade that deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and knocks enemies back.

    Golden Rune - Tinkerer
    Reduce cost to [{Script Formula 25}|2|] Hatred.

    Alabaster Rune - Stun Grenades
    Hurl grenades that have a [{Script Formula 9} * 100]% chance to stun enemies for [{Script Formula 10}|1|] seconds.

    Hungering Arrow

    Base skill: Fire a magically imbued arrow that seeks out targets for [{Script Formula 0} * 100]% weapon damage and has a [{Script Formula 5} * 100]% chance to pierce through targets. Cost: {Resource Cost} Hatred

    Crimson Rune - Heat Seeker
    Light the arrow on fire, dealing [{Script Formula 8}*100%]% additional weapon damage as Fire damage over {Script Formula 13} seconds.

    Indigo Rune - Shatter Shot
    If the arrow successfully pierces the first target, the arrow splits into [{Script Formula 9} + 1] arrows.

    Obsidian Rune - Devouring Arrow
    Each consecutive pierce increases the damage of the arrow by [{Script Formula 10} * 100]%.

    Golden Rune - Piercing Arrow
    Increase the chance for the arrow to pierce to [{Script Formula 5} * 100]%.

    Alabaster Rune - Spray of Teeth
    Successful crits cause a burst of bone to explode from the target dealing [{Script Formula 11} * 100]% of weapon damage to enemies in that area.

    Impale

    Base skill: Fire a massive shot to impale a target for [{Script Formula 10} * 100]% weapon damage. Cost: {Resource Cost} Hatred

    Crimson Rune - Overpenetration
    The shot will pierce through all enemies in a straight line for [{Script Formula 0} * 100]% weapon damage.

    Indigo Rune - Impact
    Shots knock the target back and stun them for [{Script Formula 6}|2|] seconds.

    Obsidian Rune - Liquid Flame
    Fire an explosive shell that deals an additional [{Script Formula 9} * 100]% weapon damage over {Script Formula 8} seconds.

    Golden Rune - Recoil
    Every shot releases a shockwave of energy centered on you dealing [{Script Formula 12} * 100]% weapon damage to all enemies within {Script Formula 11} yards.

    Alabaster Rune - Grievous Wounds
    Critical hits deal an additional [{Script Formula 13} * 100]% weapon damage.

    Marked for Death

    Base skill: Marks an enemy. The marked enemy will take [{Script Formula 1} * 100]% additional damage for the next {Script Formula 0} seconds.

    Crimson Rune - Grim Reaper
    An additional [{Script Formula 2} * 100]% of damage done to the target is also divided among all enemies within {Script Formula 3} yards.

    Indigo Rune - Contagion
    When the target is killed the ability spreads to {Script Formula 6} other nearby targets. This effect can chain repeatedly.

    Obsidian Rune - Valley of Death
    Mark an area on the ground {Script Formula 7} yards wide for {Script Formula 9} seconds. Enemies in the area take [{Script Formula 1} * 100]% additional damage.

    Golden Rune - Mortal Enemy
    Attacks by the Demon Hunter against the Marked target have a [{Script Formula 13} * 100]% chance to generate {Script Formula 11} Hatred. This effect cannot occur more than once every {Script Formula 12} second.

    Alabaster Rune - Death Toll
    [{Script Formula 14} * 100]% of damage done to the marked target heals the attacker.

    Multishot

    Base skill: Fire a massive volley of arrows dealing [{Script Formula 12}*100]% weapon damage to all enemies in the area. Cost: {Script Formula 13} Hatred

    Crimson Rune - Full Broadside
    Increases the damage done to [{Script Formula 0}*100]% weapon damage.

    Indigo Rune - Burst Fire
    Everytime you fire, generate a shock pulse that damages all nearby enemies for [{Script Formula 1}*100]% weapon damage.

    Obsidian Rune - Arsenal
    Every use also fires {Script Formula 3} rockets at nearby enemies that deal [{Script Formula 6}*100]% weapon damage each.

    Golden Rune - Let'em Have It
    Cost reduced to [{Script Formula 14}] Hatred.

    Alabaster Rune - Supression Fire
    Every enemy hit grants {Script Formula 9} Discipline. Each volley can gain up to {Script Formula 10} Discipline in this way.

    Preparation

    Base skill: Instantly restore all Discipline. Cooldown: {Cooldown Time} seconds

    Crimson Rune - Punishment
    Removes cooldown. Skill now costs {Resource Cost} Discipline to cast but restores all Hatred instead of all Discipline.

    Indigo Rune - Ready for Anything
    When activated, increases your maximum Discipline by {Script Formula 1} for {Script Formula 2} seconds.

    Obsidian Rune - Focused Mind
    Instead of replenishing Discipline immediately, you will gain {Script Formula 4} Discipline over {Script Formula 5} seconds.

    Golden Rune - Battle Scars
    Also restores [{Script Formula 6}*100]% of your Life when used.

    Alabaster Rune - Backup Plan
    Grants a [{Script Formula 7}*100]% chance that the cooldown will not be triggered when used.

    Rain of Arrows

    Base skill: Fire a massive volley of arrows around you. Arrows fall from the sky for {Script Formula 6} seconds dealing an average of [{Script Formula 10} * {Script Formula 1}*100 / {Script Formula 5}]% weapon damage per second. Cooldown: {Cooldown Time} seconds

    Crimson Rune - Bombing Run
    Summon {Script Formula 23} Shadow Beasts to drop bombs on nearby enemies, dealing [{Script Formula 26}*100]% weapon damage each.

    Indigo Rune - Dark Cloud
    Launch a massive volley of guided arrows that rain down on enemies for the next {Script Formula 16} seconds for [{Script Formula 0}*100]% weapon damage.

    Obsidian Rune - Anathema
    Summon a Shadow Beast that drops grenades from the sky for {Script Formula 30} seconds dealing [{Script Formula 0}*100]% weapon damage.

    Golden Rune - Kamikaze Strike
    A group of {Script Formula 14} Shadow Beasts plummet from the sky at a targeted location dealing [{Script Formula 12} * 100]% weapon damage and stunning enemies for {Script Formula 37} seconds.

    Alabaster Rune - Stampede
    Summon a wave of {Script Formula 15} Shadow Beasts to tear across the ground, knocking back enemies and dealing [{Script Formula 11} * 100]% weapon damage.

    Rapid Fire

    Base skill: Rapidly fire a stream of arrows that deal [{Script Formula 0}*100%]% weapon damage each. Cost: [{Resource Cost} / {Script Formula 1} |1|] Hatred per second

    Crimson Rune - Bombardment
    Rapidly fire Grenades instead of arrows that do [{Script Formula 6}*100%]% weapon damage to all enemies within {Script Formula 5} yard radius.

    Indigo Rune - High Velocity
    Adds an additional [{Script Formula 7}*100%]% pierce chance to the projectiles fired.

    Obsidian Rune - Fire Support
    While channeling Rapid Fire launch {Script Formula 16} homing |4missile:missiles; every second that |4deals:deal; [{Script Formula 17}*100%]% weapon damage each to nearby targets.

    Golden Rune - Overcharge
    After shooting for {Script Formula 4} seconds, damage from arrows increases to inflict a maximum of [{Script Formula 3}*100]% weapon damage as Fire damage.

    Alabaster Rune - Web Shot
    Slows the movement of affected targets by [{Script Formula 8}*100%]% for [{Script Formula 9}|1|] seconds.

    Evasive Fire

    Base skill: Shoot for [{Script Formula 9} * 100]% of weapon damage. If an enemy is at close range, you will also backflip away {Script Formula 1} yards. Cost: {Resource Cost} Hatred to shoot and an additional {Script Formula 11} Discipline if you backflip.

    Crimson Rune - Hot Shot
    Fire exploding bullets that also deal [{Script Formula 20}*100]% weapon damage to all enemies within [{Script Formula 21}|1|] yards of the primary target.

    Indigo Rune - Withering Fire
    Fire a spread of bullets that hit up to {Script Formula 24} targets for [{Script Formula 3} * 100]% weapon damage each.

    Obsidian Rune - Backup Plan
    Shoot for [{Script Formula 3} * 100]% of weapon damage as Poison damage. Whenever a backflip is triggered, leave a poison bomb behind that explodes for [{Script Formula 28}*100]% of weapon damage as poison in a {Script Formula 29} yard radius after [{Script Formula 30}|1|] seconds.

    Golden Rune - Surge
    Shoot for [{Script Formula 9} * 100]% of weapon damage as lightning. Reduces the Discipline cost of the backflip component down to {Script Formula 8}.

    Alabaster Rune - Tumble
    Increase the distance of the backflip to {Script Formula 7} yards.

    Sentry

    Base skill: Drop a turret on the ground. The turret begins firing at nearby enemies for [{Script Formula 2}*100%]% of weapon damage. Lasts {Script Formula 0} seconds. Cost: {Resource Cost} Discipline.

    Crimson Rune - Choke Chain
    Create a tether between you and the sentry that does [{Script Formula 6}*100%]% of weapon damage every second to every enemy it touches.

    Indigo Rune - Vigilant Watcher
    Increases duration of the turret to {Script Formula 0} seconds.

    Obsidian Rune
    Spitfire Turret - The turret will also fire homing missiles every [{Script Formula 12}|1|] seconds aimed at random nearby targets for [{Script Formula 16}*100]% weapon damage.

    Golden Rune - Aid Station
    Heals nearby allies for [{Script Formula 11}*100%]% of their maximum Life per second.

    Alabaster Rune - Guardian Turret
    The turret also creates a shield that reduces damage taken by allies by [{Script Formula 10}*100%]%.

    Shadow Power

    Base skill: Draw in the power of the shadows, increasing attack speed by [{Script Formula 1}*100]% for [{Script Formula 0}] seconds. Cost: {Script Formula 6} Discipline

    Crimson Rune - Night Bane
    While active, gain {Script Formula 3} Hatred per second.

    Indigo Rune - Shadow Glide
    While active, gain [{Script Formula 2}*100]% movement speed.

    Obsidian Rune - Gloom
    While active, you have a [{Script Formula 4}*100]% increased chance to dodge incoming attacks.

    Golden Rune - Well of Darkness
    Reduces Discipline cost to {Resource Cost}.

    Alabaster Rune - Blood Moon
    While active, gain [{Script Formula 5}*100]% of all damage as Life.

    Smoke Screen

    Base skill: Vanish behind a wall of smoke, becoming momentarily invisible for [{Script Formula 14}|1|] seconds. Cost: {Script Formula 13} Discipline

    Crimson Rune - Choking Gas
    Leave behind a cloud of gas that deals {Script Formula 5} physical damage per second to enemies in the area for {Script Formula 4} seconds.

    Indigo Rune - Catch Me If You Can
    Increase the duration of the effect to [{Script Formula 0}|2|] seconds.

    Obsidian Rune - Breathe Deep
    While invisible you also gain {Script Formula 10} Hatred per second.

    Golden Rune - Special Recipe
    Reduce the skill cost to [{Script Formula 2}|1|] Discipline.

    Alabaster Rune - Long Gone
    Gain [{Script Formula 12} * 100]% run speed when activated.

    Spike Trap

    Base skill: Lay a trap that arms after [{Script Formula 20}|1|] seconds and triggers when an enemy approaches. The trap does {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] physical damage all enemies within {Script Formula 7} yards. You can have a maximum of {Script Formula 19} Spike Traps active at one time. Cost: {Resource Cost} Hatred

    Crimson Rune - Long Fuse
    Increases the arming time to [{Script Formula 3}|1|] seconds but increases damage to {Script Formula 0}-[{Script Formula 0} + {Script Formula 1}].

    Indigo Rune - Bandolier
    Increase the maximum number of traps that can be out simultaneously to {Script Formula 2}.

    Obsidian Rune - Sticky Trap
    Plant an explosive on an enemy target rather than on the ground. If the target dies within {Script Formula 4} seconds the trap explodes dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 6} yards.

    Golden Rune - Scatter
    A single cast of Spike Trap lays all 3 traps at once and increases the damage of the traps to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage.

    Alabaster Rune - Lightning Rod
    When the trap is triggered, rather than exploding, it releases a pulse of lightning that will bounce to up to {Script Formula 25} enemies for {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] Lightning damage.

    Strafe

    Base skill: Shoot {Script Formula 0} times per second at random nearby enemies while moving at [{Script Formula 7}*100]% of normal movement speed. Every shot deals [{Script Formula 9}*100]% of weapon damage. Cost: {Resource Cost} Hatred per second

    Crimson Rune - Demolition
    Throw out bouncy grenades rather than arrows that explode for [{Script Formula 9}*{Script Formula 26}*100]% weapon damage to targets within {Script Formula 25} yards.

    Indigo Rune - Equilibrium
    Increase arrows fired to {Script Formula 5} additional arrows per second.

    Obsidian Rune - Rocket Storm
    In addition to regular firing, fire off homing rockets that hit for [{Script Formula 31}*100]% of weapon damage.

    Golden Rune - Drifting Shadow
    Movement speed increased to [{Script Formula 8}*100]% of normal running speed while strafing.

    Alabaster Rune - Stinging Steel
    Throw out knives rather than arrows that do an extra [{Script Formula 17}*100]% more weapon damage on successful critical hits.

    Vault

    Base skill: Tumble acrobatically {Script Formula 10} yards. Cost: {Resource Cost} Discipline

    Crimson Rune - Trail of Cinders
    Ignite with fire dealing [{Script Formula 1} * 100]% weapon damage to everything along your path.

    Indigo Rune - Acrobatics
    Increases your Vault distance to {Script Formula 0} yards.

    Obsidian Rune - Covering Fire
    As you travel, shoot arrows for [{Script Formula 4} * 100]% weapon damage at nearby targets.

    Golden Rune - Tumble
    After using Vault, your next Vault within {Script Formula 9} seconds has its Discipline cost reduced by [{Script Formula 6} * 100]%

    [color=Magenta]Alabaster Rune - Rattle and Roll - All enemies within {Script Formula 7} yards of your destination are knocked back and stunned for [{Script Formula 8}|1|] seconds.

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  • #4

    The Monk

    Blinding Flash

    Create a flash of light that blinds all enemies within X yards for X seconds. Blinded enemies will not attack unless they are attacked first. Cost - X Spirit

    Crimson Rune - Faith in the Light
    X seconds after using Blinding Flash, all of your attacks are infused to deal X additional Holy damage.
    Indigo Rune - Blinding Echo
    X seconds after using Blinding Flash, a second flash of light will blind enemies within X yards for X seconds.
    Obsidian Rune - Blind and Confused
    Blinded enemies have a X% chance to attack each other.
    Golden Rune - Self Reflection
    Increases the duration enemies are blinded to by X seconds.
    Alabaster Rune - Searing Light
    Blinded enemies also have their chance to hit reduced by X % for X seconds.

    Breath Of Heaven
    A blast of holy energy heals the Monk and allies within X yards for X Life. Cost - X Spirit

    Crimson Rune - Circle of Scorn
    In addition to healing, Breath of Heaven also sears enemies for X Holy damage.
    Indigo Rune - Circle of Life
    Increases the healing to {c_green}{Script Formula 2} - [{Script Formula 2}+{Script Formula 3}]{/c_green} Life.
    Obsidian Rune - Blazing Wrath
    Increases all damage done by X seconds after Breath of Heaven is used.
    Golden Rune - Infused with Light
    Gain additional Spirit from each combo attack for X seconds after using Breath of Heaven.
    Alabaster Rune - Penitent Flame
    Enemies hit by Breath of Heaven run in fear for X seconds, and take X Holy damage per second as they flee.

    Circle of Wrath
    Creates a blast of holy energy that heals the Monk and allies within X yards for X Life, and damages enemies for X holy damage. Costs - X Spirit

    Crimson Rune - Improved Wrath
    Increases healing to X amount of Life, and damage inflicted to X holy damage.
    Indigo Rune - Chain Healing
    Heals allies for X Life for each monster affected by Circle of Wrath.
    Obsidian Rune - Holy Power
    The Monk's attacks each do an additional fire damage for X seconds after Circle of Wrath is used.
    Golden Rune - Infused with Light
    Gain X additional spirit from each combo attack for X seconds after using Circle of Wrath.
    Alabaster Rune - Judgment
    Enemies hit by Circle of Wrath run in fear for x seconds, and take X fire damage per second as they flee.

    Crippling Wave
    A series of large sweeping attacks that debilitate enemies and cause X% weapon damage. First Hit - Enemies are dazed, reducing movement speed by X% for X seconds. Second and Third Hit - Refreshes the duration of the daze effect. Combo Skill. Generates 3 Spirit Per Hit

    Crimson Rune - Mangle
    Increase damage to X% of weapon damage. Adds a bleeding DOT to those hit by this skill with each combo.
    Indigo Rune - Tsunami
    Crippling Wave's third attack range increases to X yards and knocks targets back. Area of effect increased with each combo.
    Obsidian Rune - Concussion
    Enemies hit by Crippling Wave inflict X% less damage for X seconds. Adds a debuff to stage 1 that reduces damage caused by enemies by [{Script Formula 7} * 100]%
    Golden Rune - Rising Tide
    Critical hits generate X additional Spirit. Adds a debuff to stage 2 that increases damage taken by enemies by [{Script Formula 6} * 100]%
    Alabaster Rune - Breaking Wave
    Affected targets take X% additional damage from all attacks for X seconds. Stage 3 has a [{Script Formula 14} * 100]% chance to stun enemies.

    Dashing Strike
    Dash quickly at the targeted enemy or location dealing X% weapon damage. Cost - X Spirit

    Crimson Rune - Flying Head Butt
    Fly through the air head first, slowing the movement of all enemies along the path by X% for X seconds.
    Indigo Rune - Way of the Falling Star
    Increases run speed by X% for X seconds after using Dashing Strike.
    Obsidian Rune - Blinding Speed
    Receive a X % increased chance to dodge for X seconds.
    Golden Rune - Quicksilver
    {/c_gold} The cost of Dashing Strike is reduced to {c_green}{Script Formula 24}{/c_green} Spirit.
    Alabaster Rune - Flying Side Kick
    Perform a flying kick that has a % chance to stun your target for X seconds.

    Deadly Reach
    Project lines of pure force over a short distance for X% weapon damage. Generates X Spirit per attack.

    Crimson Rune - Foresight
    The third strike of Deadly Reach increases the damage of all attacks by % for X seconds. This effect can stack up to X times.
    Indigo Rune - Piercing Trident
    The second and third strike of the skill have an increased area of effect. Also increases skill damage to % of weapon damage.
    Obsidian Rune - Scattered Blows
    The third strike is replaced with an attack that will hit up to X enemies within X yards for % weapon damage.
    Golden Rune - Strike from Beyond
    Critical hits caused with this skill generate extra Spirit.
    Alabaster Rune - Keen Eye
    Critical hit damage for this attack is increased by X% .

    Dominate Aura
    Create an aura that causes enemies within X yards to take X% additional damage. The Monk can only have one aura active at a time. Duration - X minutes Cost - X Spirit

    Crimson Rune - Improved Dominate Aura
    Increases aura strength so that enemies take % additional damage for X minutes.
    Indigo Rune - Domination
    Aura potency is increased so enemies take % additional damage and have their damage resistance reduced by % for the first X seconds.
    Obsidian Rune - Demoralized
    Enemies within X yards have their movement speed reduced by %
    Golden Rune - Reclamation
    Gain X Spirit for each attack and heal Life equal to % of the damage inflicted on enemies while Dominate Aura is active.
    Alabaster Rune - Intimidation
    Enemies affected by Dominate Aura inflict % less damage

    Exploding Palm
    The first two strikes in the attack deal X% weapon damage. The third strike causes the target to bleed for X% of weapon damage per second for X seconds. If the target dies while bleeding, it explodes, dealing X% of the target's maximum Life as physical damage to all other enemies nearby. Generates X Spirit per attack.

    Crimson Rune - Impending Doom
    Increases the duration of the bleed effect to X seconds. DOT lasts longer and will stack if applied multiple times. Stacking the DOT refreshes the duration.
    Indigo Rune - Creeping Demise
    The bleed effect hits up to X targets standing in front of the Monk. Stage 3 places the DOT on multiple targets, preferably through a 'zeal-like' effect, but a 'cleave-like' effect could work if it limits the number of targets hit. Higher level runes will increase the number of targets up to a cap, and will also increase DOT damage.
    Obsidian Rune - The Flesh is Weak
    The first two strikes cause the enemy to take X additional damage for X seconds. This effect stacks up to X times on each target. Stage 1 and 2 add a stacking debuff that causes the DOT to do more damage.
    Golden Rune - Strong Spirit
    If a target dies and explodes with the bleed on them, gainX Spirit for each enemy hit by the explosion. The DOT leeches Spirit back to the Monk.
    Alabaster Rune - Heart Burn
    The third strike causes the target to burn for % weapon damage as Fire damage every second for X seconds. If the target dies while burning it explodes causing all nearby enemies to burn for % weapon damage as Fire damage for X seconds. This effect can chain repeatedly. Monsters that die to a monster explosion have a chance to explode for lesser damage.

    Fists of Thunder
    Deal a series of extremely fast punches that deal X% weapon damage as Lightning damage. Each strike has a X% chance to interrupt enemy attacks. Generates X Spirit per attack.

    Crimson Rune - Thunderclap
    Each punch causes a shockwave that hits all enemies within X yards of your primary target for X% weapon damage as Lightning damage. Also enables the Monk to teleport a short distance during the ability's first strike.
    Indigo Rune - Chain Lightning
    The third strike creates chain lightning that can jump to up to other nearby targets. Each lightning strike inflicts X% weapon damage as Lightning damage.
    Obsidian Rune - Static Charge
    Enemies attacked are charged with static for X seconds. Charged enemies take X% weapon damage as Lightning damage when the Monk attacks other nearby enemies with Fists of Thunder.
    Golden Rune - Rolling Thunder
    Critical hits generate X additional Spirit.
    Alabaster Rune - Lightning Flash
    Each attack with Fists of Thunder increases the Monk's Dodge chance by X%. This effect stacks up to X times.

    Inner Sanctuary

    Create a circle of protection on the ground for X seconds that cannot be passed by enemies. Cost - X Spirit

    Crimson Rune - Forbidden Palace
    Enemies within the area of effect of Inner Sanctuary when it is activated take Holy damage.
    Indigo Rune - Consecration
    Increase the duration of Inner Sanctuary to X seconds.
    Obsidian Rune - Circle of Protection
    The Monk and any allies standing in the area of effect of Inner Sanctuary take less damage from attacks.
    Golden Rune - Safe Haven
    The Monk and any allies regenerate X Life per second while inside the circle.
    Alabaster Rune - Sanctified Ground
    When Inner Sanctuary expires it becomes Sanctified Ground for X seconds, slowing the movement of all enemies on it by X%.

    LashingTailKick
    Unleash a deadly roundhouse kick, knocking enemies back and dealing X% weapon damage. Cost - X Spirit Cooldown - X seconds

    Crimson Rune - Vulture Claw Kick
    With a torrent of fire, strike all nearby enemies for % weapon damage and knock them back.
    Indigo Rune - Spinning Flame Kick
    Hurl a column of fire that pierces through enemies, causing % weapon damage as Fire damage to each enemy it strikes.
    Obsidian Rune - Hand of Ytar
    Smite all enemies within X yards of a target location for X% damage and slows their movement by X% for X seconds.
    Golden Rune - Sweeping Armada Kick
    All enemies around the Monk are knocked back X% farther and slow their movement by X% for X seconds.
    Alabaster Rune - Scorpion Sting
    Instead of knocking enemies back, affected enemies are stunned for X seconds.

    Lethal Decoy
    Create an illusion of pure holy energy that attracts enemies to itself and explodes after X seconds for X Holy damage. Cost - X Spirit

    Crimson Rune - Explosive Decoy
    Increases damage of the explosion to X Holy damage.
    Indigo Rune - Many Monks
    Spawn X decoys. Each decoy deals X Holy damage when it explodes.
    Obsidian Rune - Lethal Combatant
    Summons a stronger decoy for X seconds. The decoy can move and attack enemies for X damage per swing.
    Golden Rune - Spirit Link
    When the decoy explodes it also heals all allies within X yards for X Life.
    Alabaster Rune - Simulacrum
    If the Monk dies while the decoy is alive the Monk is resurrected at the decoy's location with X Life. The decoy no longer attracts enemies and the duration is increased to X seconds.


    Mantra Of Conviction
    Recite a Mantra that causes all enemies within X yards of you to take X% additional damage. Lasts X seconds. This is a Mantra. The Monk can only have one Mantra active at a time. Cooldown - X seconds

    Crimson Rune - Overawe
    Increases Mantra strength so that enemies take X% additional damage.
    Indigo Rune - Submission
    Enemies affected by Mantra of Conviction take X Holy damage per second.
    Obsidian Rune - Demoralize
    Slows the movement of enemies within X yards by X%.
    Golden Rune - Reclamation
    You and your allies have a X% chance to be healed for X
    Alabaster Rune - Intimidation
    Enemies affected by Mantra of Conviction inflict X% less damage.

    Mantra Of Evasion

    Recite a Mantra that grants you and all allies within X yards a X% chance to dodge attacks. Lasts X seconds. This is a Mantra. The Monk can only have one Mantra active at a time. Cooldown - X seconds

    Crimson Rune - Blowback
    Successfully dodging an attack creates a burst of flame dealing X% weapon damage as fire to all nearby enemies.
    Indigo Rune - Unstoppable
    Mantra of Evasion also reduces the duration of all control imparing effects by X%.
    Obsidian Rune - Hard Target
    Mantra of Evasion also grants an increase in armor by X%
    Golden Rune - Wind Through the Reeds
    Mantra of Evasion also grants an increase in run speed by X%
    Alabaster Rune - Divine Protection
    When you or an ally under the effect of Mantra of Evasion is reduced below %Life, a shield of protection forms around that target, reducing incoming damage by X% for X seconds. Each target can be protected at most once every X seconds by this effect.

    Mantra Of Healing
    Recite a Mantra that causes you and all allies within X yards to gain increased Life regeneration by X Life per second. Lasts X seconds. This is a Mantra. The Monk can only have one Mantra active at a time. Cooldown - X seconds

    Crimson Rune - Sustenance
    Increases the Life regeneration granted by Mantra of Healing to X Life per second.
    Indigo Rune - Boon of Protection
    When Mantra of Healing is activated a temporary shield is placed on you and your allies for X seconds. The shield will absorb up to X% of each person's maximum Life in damage.
    Obsidian Rune - Heavenly Body
    Mantra of Healing also increases Vitality by X%.
    Golden Rune - Soothing Breeze
    Mantra of Healing also grants the Monk X Spirit per second.
    Alabaster Rune - Time of Need
    Mantra of Healing also increases all resistances by X%.

    Mantra Of Retribution
    Recite a Mantra that causes you and all allies within X yards to reflect melee damage back at enemies, dealing Holy damage equal to X% of the damage sustained. Lasts X seconds. This is a Mantra. The Monk can only have one Mantra active at a time. Cooldown - X seconds

    Crimson Rune - Retaliation
    Increase amount of damage reflected by the Mantra to X%. The Mantra will now reflect ranged damage as well as melee damage.
    Indigo Rune - Transgression
    Mantra of Retribution also increases the attack speed for you and your allies by X%.
    Obsidian Rune - Indignation
    When Mantra of Retribution damages an attacker, the attacker has a X% chance to be stunned for X seconds.
    Golden Rune - Against All Odds
    Mantra of Retribution also restores X Spirit when reflecting damage done to you.
    Alabaster Rune - Guilt By Association
    An attacker that triggers Mantra of Retribution has a X% chance to suffer a feedback blast, dealing X damage to itself and surrounding enemies.

    Mystic Ally
    Summon an elemental ally capable of engaging enemies in combat until it is destroyed.

    Crimson Rune - Fire Ally
    Imbue the ally with the essence of fire. The ally gains the ability to Fire Kick for X Fire damage plus an additional X Fire damage per second over X seconds to all enemies in a straight line.
    Indigo Rune - Water Ally
    Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals X physical damage and slows the movement of affected targets by X% for X seconds.
    Obsidian Rune - Earth Ally
    Imbue the ally with the essence of earth. Maximum Life of the ally and the Monk are increased by X%. The ally also gains the ability to create a ground spike, dealing X physical damage to a single enemy and forcing that enemy to attack the ally for X seconds.
    Golden Rune - Air Ally
    Imbue the ally with the essence of air. Every attack made by the Ally has a % chance to generate Spirit for the Monk. In addition the Ally is surrounded in a torrent of wind that deals X physical damage per second to all nearby enemies.
    Alabaster Rune - Eternal Ally
    Imbue the ally with the essence of life. When the ally dies it has a X chance to be reborn after X seconds. In addition, the physical damage of the ally's basic attack is increased to X per swing.

    Resist Aura
    Create an Aura that increases all resistances by X% for the Monk and allies within X yards for X minutes. The Monk can only have one Aura active at a time.

    Crimson Rune - Resolve
    Increases the potency of the Aura to increase resistances to X %.
    Indigo Rune - Perseverance
    All resistances are increased by X% for the first X seconds this aura is active.
    Obsidian Rune - Adaptation
    The Monk's resistance increases by an additional X% against the first damage type taken after the aura is activated.
    Golden Rune - Unstoppable
    Spirit generation is increased by X% for the first X seconds after this aura is activated.
    Alabaster Rune - Armor of Faith
    Increase the Monk's armor by X% while Resist Aura is active.

    Serenity
    The Monk is enveloped in a protective shield that intercepts all incoming damage for X seconds and grants immunity to all control impairing effects. Cost - X Spirit Cooldown - X seconds

    Crimson Rune - Peaceful Repose
    Heal yourself for X Life when Serenity is activated.
    Indigo Rune - Instant Kharma
    While Serenity is active, X% of all projectiles and melee attacks are reflected back at the attacker.
    Obsidian Rune - Ascension
    Increases the duration of Serenity to X seconds.
    Golden Rune - Tranquility
    Extends the protective shield and immunity to control impairing effects to allies within X yards for X seconds.
    Alabaster Rune - Reap What is Sown
    X% of the damage absorbed by Serenity is unleashed as an explosion when Serenity expires, dealing up to X Holy damage to enemies within X yards.


    Seven Sided Strike

    Unleashes a fury of attacks striking nearby enemies X times for X % weapon damage for each hit. Costs - X Spirit

    Crimson Rune - Sudden Assault
    Teleport to the target location for the strike, and damage increases to X% weapon damage per hit.
    Indigo Rune - Fourteen-sided Strike -
    Increases the number of strikes made to X attacks.
    Obsidian Rune - Pandemonium
    Enemies hit by the barrage have a X chance per hit to be charmed or stunned for {c_green}{Script Formula 8}{/c_green} seconds. Higher level runes increase the chance for stuns/attacks and increase the attack duration.
    Golden Rune - Sustained Attack
    Reduces the cooldown of this ability to X seconds.
    Alabaster Rune - Fulminating Onslaught
    Each impact explodes to deal X Holy damage around the target. Each hit explodes for holy damage on impact for a small radius of effect. Higher level runes add a damage bonus.

    Sweeping Wind
    Strike a target for X% weapon damage. Every third hit creates a vortex of air that surrounds you. The vortex of air lasts X seconds and deals X% weapon damage per second to all enemies within X yards. This vortex effect can stack up to X times for a total of X% weapon damage per second to nearby enemies. Generates X Spirit per attack.

    Crimson Rune - Blade Storm
    Intensify the vortex, increasing it to X% weapon damage per second.
    Indigo Rune - Fire Storm
    Increases the radius of the vortex to X yards and deals X% weapon damage per second as Fire damage.
    Obsidian Rune - Cyclone
    When at the maximum stack count, creating another vortex effect generates a lightning tornado in the current area that deals X% weapon damage as Lightning damage per bolt for X seconds.
    Golden Rune - Inner Storm
    As long as your vortex is at the maximum stack count, you gain X Spirit per second.
    Alabaster Rune - Master of Wind
    Increases the duration of the vortex buff to X seconds.

    Tempest Rush
    Run directly through your enemies knocking them back and hobbling them, slowing their movement by X% for X seconds. Also deals X% of weapon damage per second while running. Cost - X Spirit plus an additional X Spirit per second.

    Crimson Rune - Bluster
    Affected enemies also have their damage reduced by X% for the duration of the effect.
    Indigo Rune - Tailwind
    Increases the movement speed of Tempest Rush to X of normal.
    Obsidian Rune - Slipstream
    Damage taken while running is reduced by X%.
    Golden Rune - Northern Breeze
    Reduces cost to X Spirit per second.
    Alabaster Rune - Flurry
    Increases the potency of the hobbling effect, slowing enemy movement by X%.

    Wave Of Light
    Focuses the power of Light to smite all enemies in front of you for X Holy damage followed by an additional X Holy damage to all enemies in a line. Cost - X Spirit Cooldown - X seconds

    Crimson Rune - Wall of Light
    Increases damage of the initial impact to X Holy damage.
    Indigo Rune - Explosive Light
    Shoot out bursts of energy in all directions that deal X Holy damage to nearby enemies.
    Obsidian Rune - Pillar of the Ancients
    Summon an ancient pillar that deals X% weapon damage followed by an additional X% weapon damage after X seconds.
    Golden Rune - Empowered Wave
    Reduces the cooldown to X seconds.
    Alabaster Rune - Blinding Light
    Critical hits stun enemies for X seconds.

    Way Of The Hundred Fists
    A rapid series of punches strikes enemies for X% weapon damage. Generates X Spirit per attack.

    Crimson Rune - Fists of Fury
    Affected targets will take an additional X Holy damage per second for X seconds. Also enables the first hit to dash a short distance.
    Indigo Rune - Hands of Lightning
    Increase the number of hits in the second strike from X hits.
    Obsidian Rune - Blazing Fists
    Critical hits increase the Monk's attack speed by X% and movement speed by X%. This effect lasts for X seconds and can stack up to X times.
    Golden Rune - Spirited Salvo
    Every activation of the skill has a X%{/c_green} chance to generate additional Spirit.
    Alabaster Rune - Windforce Flurry
    The third strike generates a wave of wind that deals X physical damage to enemies directly ahead of the Monk.

    Find any Diablo news? Contact me or anyone else on the news team.
  • #5

    The Witch Doctor

    Fire Bomb

    Crimson Rune Heat Wave
    In addition to the base explosion, create a larger blast that deals an additional [{Script Formula 21}] - [{Script Formula 21}+ {Script Formula 22}] Fire damage to all enemies within {Script Formula 5} yards.

    Indigo Rune - Skip Bomb
    Allows the skull to bounce up to {Script Formula 7} times. The first hit deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and each bounce reduces the damage by {Script Formula 9}%.

    Obsidian Rune - Fire Pit
    Leaves behind a pool of fire that deals {Script Formula 10} Fire damage per second for {Script Formula 12} seconds

    Golden Rune - Towering Inferno
    Create a column of flame that spews fire at the closest enemy for {Script Formula 13} - [{Script Formula 13} + {Script Formula 24}] Fire damage. The column lasts {Script Formula 14} seconds.

    Alabaster Rune Flash Fire
    Rather than exploding for area damage, each Firebomb can bounce up to {Script Formula 15} additional targets. Damage is reduced by {Script Formula 16}% per bounce.

    Horrify

    Crimson Rune NYI - Fear Tactics
    Horrify grants you [{Script Formula 5} * 100]% armor for {Script Formula 12} seconds.

    Indigo Rune - Face of Death
    Increases the radius of the effect to {Script Formula 2} yards.

    Obsidian Rune - Phobia
    Increases the duration of the fear to [{Script Formula 3}] seconds.

    Golden Rune - Ruthless Terror
    Gain {Script Formula 8} Mana for every feared enemy.

    Alabaster Rune - Stalker
    Gain {Script Formula 9}% increased run speed for {Script Formula 10} seconds after cast.

    Zombie Dog
    Crimson Rune - Burning Dogs
    Light your dogs on fire allowing them to burn nearby enemies for [{Script Formula 1}/{Script Formula 10}] Fire damage per second.

    Indigo Rune - Life Link
    [{Script Formula 9}*100]% of damage taken is absorbed by your zombie dogs.

    Obsidian Rune - Rabid Dogs
    Your summoned zombie dogs gain an infectious bite that deals {Script Formula 5} Poison damage over {Script Formula 4} seconds.

    Golden Rune - Final Gift
    Upon death, your zombie dogs have a [{Script Formula 7}*100]% chance of leaving behind a health globe.
    Alabaster Rune - Leeching Beasts
    Your zombie dogs gain [{Script Formula 8}*100]% of damage dealt as Life, half of which heals you.

    Poison Dart

    Alabaster Rune - Snake to the Face
    Every shot has a [{Script Formula 11}*100]% chance to be a snake that clamps on to the target and stuns it for {Script Formula 8} seconds.

    Golden Rune - Spined Dart
    Gain {Script Formula 10} Mana every time a dart hits a target.

    Obsidian Rune - Numbing Dart
    Targets hit by a dart have their movement slowed by [{Script Formula 5} * 100]% for [{Script Formula 6}|1|] seconds.
    Indigo Rune - Splinters
    Shoot {Script Formula 4} darts.

    Crimson Rune - Flaming Dart
    Ignite the dart, allowing it to deal a full {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Fire damage at once.

    Big Bad Voodoo

    Crimson Rune - Slam Dance
    Also increases the damage of all allies in the area by [{Script Formula 3}*100]%.

    Indigo Rune - Jungle Drums
    Increases the duration of the ritual to {Script Formula 0} seconds.

    Obsidian Rune - Ghost Trance
    Also heals all allies in the area for [{Script Formula 4}*100|1|]% of their maximum Life per second.

    Golden Rune - Rain Dance
    Recover {Script Formula 5} Mana per second while in the ritual area.

    Alabaster Rune - Boogie Man
    Enemies who die in the ritual area have a [{Script Formula 6}*100]% chance to resurrect as a zombie dog.


    Fetish Army

    Crimson Rune - Fetish Ambush
    Each Fetish deals {Script Formula 5} - [{Script Formula 5} + {Script Formula 6}] physical damage to any enemy near it as they appear.

    Indigo Rune - Legion of Daggers
    Adds {Script Formula 9} dagger-wielders to the army and increases their physical damage to {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}].

    Obsidian Rune - Tiki Torchers
    Adds {Script Formula 10} Fetish casters to the army. The casters breathe fire that deals {Script Formula 11} - [{Script Formula 11} + {Script Formula 12}] Fire damage in a cone in front of them.

    Golden Rune - Devoted Following
    Decreases the cooldown to {Script Formula 18} seconds.

    Alabaster Rune - Head Hunters
    Adds {Script Formula 13} Hunter Fetishes to the army. Hunter Fetishes shoot blowdarts at enemies dealing {Script Formula 14} - [{Script Formula 14} + {Script Formula 15}] Poison damage.

    Spirit Walk


    Crimson Rune - Severance
    Enemies you walk through in spirit form take

    {Script Formula 1} - [{Script Formula 1}+{Script Formula 2}] physical damage per second.
    Indigo Rune - Jaunt
    Increases the duration of Spirit Walk to [{Script Formula 0}|1|] seconds.

    Obsidian Rune - Umbral Shock
    When Spirit Walk ends, your physical form bursts for {Script Formula 6} - [{Script Formula 6}+{Script Formula 7}] Fire damage to all enemieswithin {Script Formula 8} yards.

    Golden Rune - Honored Guest
    Gain {Script Formula 9}% of your maximum Mana every second while Spirit Walk is active.

    Alabaster Rune - NYI - Healing Journey
    Gain [{Script Formula 10}*100]% of your maximum health every second while Spirit Walk is active.

    Sacrifice

    Crimson Rune - Provoke the Pack
    Increase all damage done by [{Script Formula 4} * 100]% for every sacrificed dog for {Script Formula 5} seconds.

    Indigo Rune - For the Master
    Gain {Script Formula 6} Life for each sacrificed dog.

    Obsidian Rune - Black Blood
    Black inky goo shoots out and slows all affected enemies for {Script Formula 7} seconds.

    Golden Rune - Pride
    Recover {Script Formula 9} Mana for each sacrificed dog.

    Alabaster Rune - Next of Kin
    Each sacrificed dog has a [{Script Formula 10} * 100]% chance to resurrect as a new zombie dog.

    Zombie Charger

    Crimson Rune - Zombie Bears
    A stampede of Zombie Bears deal {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] damage to enemies in the area.

    Indigo Rune - Wave of Zombies
    Summon {Script Formula 3} zombie chargers that deal {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] damage each.

    Obsidian Rune - Leperous Zombie
    The charger leaves behind a poisonous cloud that deals [{Script Formula 6}] Poison damage per second to enemies caught in it.

    Golden Rune - Undeath
    If the charger kills a target, at the end of it's path it will reappear as a new charger that deals {Script Formula 31} - {Script Formula 32} Poison damage. This effect can repeat up to {Script Formula 24} times.

    Alabaster Rune - Explosive Beast
    Summon an explosive zombie dog that deals {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Fire damage to all enemies within {Script Formula 11} yards.

    Grasp of the Dead

    Crimson Rune - Groping Eels
    Increases the damage done to {Script Formula 0} physical damage per second.

    Indigo Rune - Rain of Corpses
    Corpses fall from the sky dealing {Script Formula 10} - [{Script Formula 10}+{Script Formula 11}] physical damage to nearby enemies.

    Obsidian Rune - Unbreakable Grasp
    Increase the slow amount to [({Script Formula 19})*100]%.

    Golden Rune - Desperate Grasp
    Reduces the cooldown to [{Script Formula 5}|1|] seconds.

    Alabaster Rune - Death is Life
    Killed targets have a [{Script Formula 21}*100]% chance to produce a health globe.


    Firebats

    Crimson Rune - Dire Bats
    Summon fewer but larger bats that travel up to
    {Script Formula 10} yards and hit for {Script Formula 15} - [{Script Formula 15} + {Script Formula 16}] Fire damage.

    Indigo Rune - Hungry Bats
    Rapidly summon bats to seek out nearby targets for {Script Formula 18} - [{Script Formula 18}+{Script Formula 20}] Fire damage.

    Obsidian Rune - Plague Bats
    Enemies in the area are plagued. Damage is slow at first, but can increase over time to a maximum of [{Script Formula 12}*{Script Formula 22}] Poison damage per second.

    Golden Rune - Vampire Bats
    [{Script Formula 14} * 100]% of damage done by the bats is gained as Life.

    Alabaster Rune - Cloud of Bats
    Call forth a swirl of bats to damage nearby enemies for {Script Formula 1} - [{Script Formula 1}+{Script Formula 2}] Fire damage per second.

    Locust Swarm

    Crimson Rune - Searing Locusts
    Ignite the locusts with fire causing them to deal {Script Formula 0} Fire damage per second.

    Indigo Rune - Pestilence
    When the swarm jumps there is a [{Script Formula 16} * 100]% chance to jump to two targets instead of one.

    Obsidian Rune - Cloud of Insects
    Increase the duration of the swarm to {Script Formula 1} seconds.

    Golden Rune - Devouring Swarm
    Convert [{Script Formula 10} * 100]% of the damage done as Mana for the Witch Doctor.

    Alabaster Rune - Diseased Swarm
    Targets killed by the Locust Swarm leave behind a disease cloud that deals [{Script Formula 12}] Poison damage per second to enemies in the cloud. The cloud lasts {Script Formula 11} seconds.

    Soul Harvest

    Crimson Rune - Siphon
    Gain {Script Formula 9} Life for every affected enemy.

    Indigo Rune - Soul to Waste
    Increases duration of the effect to {Script Formula 7} seconds.

    Obsidian Rune - Languish
    Reduces the movement speed of enemies by [{Script Formula 10} * 100]% for {Script Formula 11} seconds.

    Golden Rune - Swallow Your Soul
    Gain {Script Formula 4} Mana for every affected enemy.

    Alabaster Rune - Vengeful Spirit
    Affected enemies also take {Script Formula 1} - [{Script Formula 0}+{Script Formula 1}] physical damage.

    Plague of Toads

    Crimson Rune - Explosive Toads
    Mutate to red bullfrogs that explode for {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] Fire damage.

    Indigo Rune - Rain of Toads
    Hail a Rain Toads down from the sky that deal {Script Formula 8} Poison damage per second to enemies in the area for [{Script Formula 10}|1|] seconds.

    Obsidian Rune - Toad of Hugeness
    Summon a giant toad that swallows enemies whole for up to {Script Formula 23} seconds, digesting for [{Script formula 22}] physical damage per second. This rune adds a {Script Formula 23} second cooldown to the skill.

    Golden Rune - Toad Affinity
    Reduces Mana cost to {Script Formula 2} Mana.

    Alabaster Rune - Addling Toads
    Mutate to yellow frogs that deal {Script Formula 15} - [{Script Formula 15} + {Script Formula 16}] Poison damage and confuse affected enemies for {Script Formula 13} seconds.

    Corpse Spider
    Crimson Rune - Blazing Spiders
    Summon fire spiders that deal {Script Formula 16} - [{Script Formula 16} + {Script Formula 17}] Fire damage.

    Indigo Rune - Spider Queen
    Summon a mother spider that births spiderlings dealing [{Script Formula 14}] - [{Script Formula 14} + {Script Formula 15}] Poison damage per second to enemies in the area. Lasts {Script Formula 10} seconds. You may only have one mother spider summoned at a time.
    Obsidian Rune - Leaping Spiders
    Summon jumping spiders that leap up to {Script Formula 21} yards to reach their target and attack for {Script Formula 16} - [{Script Formula 16} + {Script Formula 17}] physical damage.

    Golden Rune - Widowmakers
    Summon widowmaker spiders that leech [{Script Formula 12} * 100]% of the damage they deal as Mana for you.

    Alabaster Rune - Medusa Spiders
    Summon paralyzing spiders that have a [{Script Formula 11}*100]% chance to slow enemies movement by [{Script Formula 4}*100]% with every attack.

    Haunt

    Crimson Rune - Consuming Spirit
    The spirit returns [{Script Formula 2} * 100]% of damage done as Life for the Witch Doctor.
    Indigo Rune - Lingering Spirit
    If there are no targets left the spirit will linger for up to {Script Formula 4} seconds looking for new targets.

    Obsidian Rune - Grasping Spirit
    Slows the movement of haunted targets by [{Script Formula 5}*100]%.

    Golden Rune - Draining Spirit
    The spirit returns [{Script Formula 3} * 100]% of damage done as Mana for the Witch Doctor.

    Alabaster Rune - Resentful Spirit
    Modifies the spirit to do [{Script Formula 0}*{Script Formula 1}] Arcane damage over [{Script Formula 1}|1|] seconds.

    Hex

    Crimson Rune - Painful Transformation
    Hexed targets bleed for {Script Formula 3} damage per second while hexed.

    Indigo Rune - Angry Chicken
    You turn into an Angry Chicken for up to {Script Formula 5} seconds that can explode for {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] damage to all enemies within {Script Formula 9} yards.

    Obsidian Rune - Unstable Form
    Hexed targets explode when killed dealing {Script Formula 11} - [{Script Formula 11} + {Script Formula 17}] Poison damage to all enemies within {Script Formula 10} yards.

    Golden Rune - Hedge Magic
    The Fetish Shaman will periodically heal friendly targets for {Script Formula 15} Life.
    Alabaster Rune - Jinx
    Increases the damage taken by hexed targets to [{Script Formula 2} * 100]%.

    Mass Confusion

    Crimson Rune - Paranoia
    All enemies in the area take [{Script Formula 3}*100]% additional damage.
    Indigo Rune - Mass Hysteria
    Up to {Script Formula 4} monsters who aren't confused will be stunned for [{Script Formula 6}|1|] seconds when the spell is first cast.

    Obsidian Rune - Mass Hallucination
    Amid the confusion a giant spirit rampages through enemies dealing [{Script Formula 11} / {Script Formula 9}] - [({Script Formula 11} + {Script Formula 12}) / {Script Formula 9}] physical damage per second to enemies it passes through.

    Golden Rune - Unstable Reality
    Cooldown reduced to {Cooldown Time} seconds.

    Alabaster Rune - Devolution
    Targets killed while confused have a {Script Formula 18}% chance of spawning a zombie dog.

    Gargantuan

    Crimson Rune - Restless Giant
    When the Gargantuan encounters an Elite enemy or is faced with {Script Formula 15} enemies nearby it enrages for {Script Formula 9} seconds gaining: {icon:bullet} [{Script Formula 6}*100]% movement speed{icon:bullet} [{Script Formula 14}*100]% attack speed {icon:bullet} [{Script Formula 13}*100]% physical damage. This effect cannot occur more than once every {Script Formula 31} seconds. Elite enemies include Champions, Rares, Bosses and other players.

    Indigo Rune - Humongoid
    Gargantuan gains a Cleave ability allowing its attacks to hit multiple targets for [{Script Formula 2}*100]% physical damage.

    Obsidian Rune - Big Stinker
    The Gargantuan is surrounded in a poison cloud, dealing {Script Formula 5} Poison damage per second to nearby enemies.

    Golden Rune - Wrathful Protector
    The Gargantuan only lasts {Script Formula 19} seconds but is also more powerful. The Gargantuan's fists burn with fire, dealing {Script Formula 22} - [{Script Formula 22}+{Script Formula 23}] additional Fire damage and knocking enemies back with every hit.

    Alabaster Rune - Bruiser
    Gargantuan periodically slams enemies, dealing {Script Formula 21} - [{Script Formula 21}+{Script Formula 26}] physical damage and stunning them for {Script Formula 3} seconds.

    Acid Cloud

    Crimson Rune - Corpse Bomb
    A corpse emerges from the ground and explodes for {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Poison damage to enemies in the area.

    Indigo Rune - Acid Rain
    The initial splash is increased to {Script Formula 1} yards and deals {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Poison damage.

    Obsidian Rune - Lob Blob Bomb
    The acid on the ground forms into a slime that irradiates nearby enemies for {Script Formula 8} Poison damage per second. The slime will survive for {Script Formula 20} seconds before dissipating.

    Golden Rune - Slow Burn
    Increases the duration of the acid pools to {Script Formula 5} seconds.
    Alabaster Rune - Kiss of Death
    Spit a cloud of acid that inflict {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Poison damage followed by {Script Formula 8} Poison damage per second to enemies who remain in the area.

    Wall of Zombies

    Crimson Rune - Creepers
    Up to [{Script Formula 0}/{Script Formula 10}] zombies will emerge entirely from the ground and attack nearby enemies for {Script Formula 11} - [{Script Formula 11}+{Script Formula 12}] physical damage per swing.

    Indigo Rune - Barricade
    Doubles the width of the wall. The line of zombies will attack for {Script Formula 2} - [{Script Formula 2}+{Script Formula 9}] physical damage per second.

    Obsidian Rune - Dead Rush
    Zombies run out in all directions dealing {Script Formula 4} - [{Script Formula 4}+{Script Formula 16}] physical damage to nearby enemies.

    Golden Rune - Unrelenting Grip
    Zombies will slow the movement of enemies by [{Script Formula 17}*100]% for {Script Formula 18} seconds.

    Alabaster Rune - Pile On
    A tower of zombies falls over dealing {Script Formula 3} - [{Script Formula 3}+{Script Formula 19}] physical damage to any enemies in the way.


    Spirit Barrage

    Crimson Rune - Phlebotomize
    Spirits return [{Script Formula 4}*100]% of damage dealt as Life.

    Indigo Rune - Well of Souls
    Every cast launches an additional [{Script Formula 6} / {Script Formula 7}] spirit bolts at nearby enemies other than the targeted enemy that deal {Script Formula 8} - [{Script Formula 8}+{Script Formula 9}] physical damage each.

    Obsidian Rune - Phantasm
    Summons a Spectre for {Script Formula 11} seconds that deals {Script Formula 14} - [{Script Formula 14}+{Script Formula 16}] physical damage per second to all enemies within {Script Formula 13} yards.

    Golden Rune - The Spirit is Willing
    Spirits return [{Script Formula 5}*100]% of damage dealt as Mana.

    Alabaster Rune - Manitou
    Summons a Spectre for {Script Formula 17} seconds that hovers over you conjuring spirit bolts at nearby enemies for {Script Formula 20} - [{Script Formula 20}+{Script Formula 22}] physical damage.

    Find any Diablo news? Contact me or anyone else on the news team.
  • #6

    The Wizard

    Shock Pulse



    Crimson Rune - Fire Bolts
    Casts out bolts of fire to deal {Script Formula 4} - [{Script Formula 3} + {Script Formula 4}] Fire damage per bolt.

    Indigo Rune - Lightning Orb
    Turn the bolts into a floating orb of static lightning that drifts directly forward, zapping up to {Script Formula 20} nearby enemies for {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Lightning damage.

    Obsidian Rune - Piercing Orb
    Merge the bolts in a a single giant orb that oscillates forward dealing {Script Formula 11} - [{Script Formula 11} + {Script Formula 12}] Lightning damage to everything it hits with a [{Script Formula 5} *100]% chance to pierce through enemies.

    Golden Rune - Lightning Affinity
    Every target hit by a pulse restores {Script Formula 15} Arcane Power.

    Alabaster Rune - Explosive Bolts
    Slain enemies have a [{Script Formula 10}*100]% chance to explode dealing {Script Formula 9} - [{Script Formula 9} + {Script Formula 17}] Lightning damage to every enemy within {Script Formula 8} yards.


    Storm Armor


    Crimson Rune - Strike Back
    Increase the damage of the shock to {Script Formula 1} - [{Script Formula 1}+{Script Formula 2}] Lightning damage.

    Indigo Rune - Static Charge
    Increase the duration of Storm Armor to {Script Formula 0} seconds.

    Obsidian Rune - Reactive Armor
    Whenever you are hit you are enveloped with a lightning shield for {Script Formula 20} seconds that shocks nearby enemies for [{Script Formula 9}]-[{Script Formula 9}+{Script Formula 13}] Lightning damage.

    Golden Rune - Power Source
    Reduce the cost of all abilities by {Script Formula 7} Arcane Power while Storm Armor is active.

    Alabaster Rune - Crackling With Power
    Whenever you cast a spell that critically hits, you also shock a nearby enemy for {Script Formula 15} - [{Script Formula 15} + {Script Formula 16}] Lightning damage.

    Old Effects:

    Crimson Rune - Wizard_StormArmor_v2
    Increases bolt damage by a flat amount (+X damage per rune level).

    Indigo Rune - Wizard_StormArmor_v2
    Gives a chance to project more than one bolt when struck. Number is based on rune level.

    Obsidian Rune - Wizard_StormArmor_v2
    When it procs you become charged giving you a lightning shield that damages anything near you for a few seconds. Visually you look like a tesla coil or are surrounded by a translucent tesla coil. Damage and proc chance is based on rune level.

    Golden Rune - Wizard_StormArmor_v2
    Storm armor also reduces instability by a flat amount while active. Amount reduced is based on the rune's level.

    Alabaster Rune - Wizard_StormArmor_v2
    Whenever the Wizard crits with any spell while Storm Armor is active charge bolts fire out randomly from the Wizard. Damage and number of bolts based on rune level.


    Frost Nova


    Crimson Rune - Chill to the Bone
    Enemies take [{Script Formula 16}*100]% more damage while frozen or chilled by Frost Nova .

    Indigo Rune - Shatter
    A frozen enemy that is killed has a [{Script Formula 14}*100]% chance of exploding in a smaller Frost Nova causing {Script Formula 7} - [{Script Formula 7}+{Script Formula 10}] Cold damage.

    Obsidian Rune - Frozen Mist
    The Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost for {Script Formula 9} seconds that deals {Script Formula 11} Cold damage per second to enemies standing in it.

    Golden Rune - Cold Snap
    Reduce cooldown to {Script Formula 3} seconds.

    Alabaster Rune - Deep Freeze
    If Frost Nova hits at least {Script Formula 13} targets, you gain [{Script Formula 18} * 100]% chance to critically hit for Script Formula 19} seconds


    Magic Missile


    Crimson Rune - Charged Blast
    Damage increased to {Script Formula 1} - [{Script Formula 1} + {Script Formula 0}] Arcane damage.

    Indigo Rune - Fork
    Fires {Script Formula 5} missiles that do {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] damage each.

    Obsidian Rune - Penetrating Blast
    Missiles have a [{Script Formula 12}*100]% chance to pierce through their target and hit additional targets.

    Golden Rune - Attunement
    Whenever Magic Missile hits a target you gain {Script Formula 16} Arcane Power.

    Alabaster Rune - Seeker
    Missiles track the nearest target and damage is increased to {Script Formula 3} - [{Script Formula 3} + {Script Formula 2}] Arcane damage.


    Disintegrate


    Crimson Rune - Intensify
    Damage increases slowly over time to inflict a maximum of {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] Arcane damage per second.

    Indigo Rune - Convergence
    Increase the width of the beam allowing it to hit more enemies for {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] Arcane damage per second.

    Obsidian Rune - Entropy
    The beam fractures into a short ranged cone causing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Arcane damage per second.

    Golden Rune - Chaos Field
    When casting the beam you become charged with energy that spits out at nearby enemies doing {Script Formula 7} - [{Script Formula 7} + {Script Formula 26}] Arcane damage.

    Alabaster Rune - Volatility
    Enemies killed by the beam have a [{Script Formula 12} * 100]% chance to explode causing {Script Formula 9} - [{Script Formula 9} + {Script Formula 13}] Arcane damage to all enemies within {Script Formula 25} yards.

    Old Effects:
    Crimson Rune - Wizard_Disintegrate_OLD2
    While channeling this skill the damage will 'pulse' every X seconds, causing an additional burst of damage just during the pulse.

    Indigo Rune - Wizard_Disintegrate_OLD2
    Wizard casts two beams, one from each hand, increasing damage area, but reducing overall damage. Higher level runes even out or even provide bonus damage.

    Obsidian Rune - Wizard_Disintegrate_OLD2
    Disentegrate Beam 'twists' after a minimum distance. Damage after the twist is greatly increased.

    Golden Rune - Wizard_Disintegrate_OLD2
    Using this ability builds up a stacking buff on the player. When this ability is not being used the buff stacks slowly degenerate. While this buff is active enemies near the Wizard will be damaged by arcane beams emanating from the player at set intervals. Radius of the buff effect and max buff stacks increases with higher runes.

    Alabaster Rune - Wizard_Disintegrate_OLD2
    Monsters killed by the beam or by the effects of this rune cause arcane energy to spread across the ground. Any enemy hit by this arcane energy will receive a DOT. Higher levels of this rune increase the DOT damage.


    Wave of Force


    Crimson Rune - Forceful Wave
    Increases damage to {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage but also reduces knockback.

    Indigo Rune - Exploding Wave
    Enemies hit have a [{Script Formula 16} * 100]% chance to cause a smaller Wave of Force that does {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] physical damage and knocks back enemies caught in its wake.

    Obsidian Rune - Teleporting Wave
    Enemies caught in the wave have a [{Script Formula 14} * 100]% chance to randomly teleport to somewhere else nearby.

    Golden Rune - Force Affinity
    Reduce casting cost to {Resource Cost} Arcane Power and cooldown is reduced to {Script Formula 30}seconds.

    Alabaster Rune - Impactful Wave
    Increases the distance enemies are knocked back and stuns all affected enemies for [{Script Formula 10}|1|] seconds.

    Old/Alternate(?) Effects:
    Rune_A#Wizard_teleportRune_waveOfForce - Forceful Wave
    Increases damage to {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage and reduces cooldown to {Cooldown Time} seconds, but also reduces knockback.

    Rune_B#Wizard_teleportRune_waveOfForce - Exploding Wave
    Enemies hit have a [{Script Formula 16} * 100]% chance to cause a smaller Wave of Force that does {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] physical damage and knocks back enemies caught in its wake.

    Rune_C#Wizard_teleportRune_waveOfForce - Teleporting Wave
    Enemies caught in the wave have a [{Script Formula 14} * 100]% chance to randomly teleport to somewhere else nearby.

    Rune_D#Wizard_teleportRune_waveOfForce - Force Affinity
    Reduce casting cost to {Resource Cost} Arcane Power and cooldown is reduced to {Script Formula 26} seconds.

    Rune_E#Wizard_teleportRune_waveOfForce - {INSERT TITLE}
    Increases skill knockback and stuns all enemies hit for {Script Formula 10} seconds.

    *note: these look really odd, but thats word for word what's in the game files*


    Spectral Blade


    Crimson Rune - Deep Cuts
    Enemies hit by the blade will bleed for an additional [{Script Formula 4} * 100]% weapon damage done over {Script Formula 6} seconds.

    Indigo Rune - Thrown Blade
    Extends the blades out to reach everything within {Script Formula 3} yards dealing [{Script Formula 21} * 100]% weapon damage.

    Obsidian Rune - Impactful Blades
    Hits have a [{Script Formula 19} * 100]% chance to cause knockback and slow the movement of enemies by [{Script Formula 12} * 100]% for {Script Formula 11} seconds.

    Golden Rune - Siphoning Blade
    Every enemy hit grants {Script Formula 13} Arcane Power.

    Alabaster Rune - Healing Blades
    Whenever the blades do critical damage, you are healed [{Script Formula 15} * 100]% of the damage caused.

    PVP Effects(?):
    Crimson Rune - Wizard_SpectralBlade_PvP
    Monster is sliced up and bleeding, causing physical damage over time after being hit by the skill. Damage is equal to a percentage of the skill damage increased by the rune's level.

    Indigo Rune - Wizard_SpectralBlade_PvP
    Throw the blade a limited distance so it moves forward dealing damage to everything it passes through. Higher level runes increase the blade distance and may provide additional damage.

    Obsidian Rune - Wizard_SpectralBlade_PvP
    Knocks back monsters struck by the blade, and applies a slowing effect to their movement. Knockback and slow duration increased based on rune level.

    Golden Rune - Wizard_SpectralBlade_PvP
    Reduces instability on monster hit, increased by rune level.

    Alabaster Rune - Wizard_SpectralBlade_PvP
    Any creature killed by spectral blade has an increased chance of dropping health globes, increased by rune level.
    Other/Old Effects:
    Crimson Rune - Wizard_SpectralBlade_v2
    Monsters take physical damage over time after being hit by the Spectral Blade. Damage is equal to a percentage of the skill damage increased by the rune's level.

    Indigo Rune - Wizard_SpectralBlade_v2
    Throw the blade a limited distance so it moves forward dealing damage to everything it passes through.

    Obsidian Rune - Wizard_SpectralBlade_v2
    Knocks back monsters struck by the blade, and applies a slowing effect to their movement.

    Golden Rune - Wizard_SpectralBlade_v2
    Grants Arcanum on monster hit, increased by rune level.

    Alabaster Rune - Wizard_SpectralBlade_v2
    Monsters killed by spectral blade have an increased chance of dropping health globes.


    Stone Skin (Unknown Ability)


    Crimson Rune - Wizard_StoneSkin
    [{Stone Skin Thorns Percent} * 100]% of damage is reflected back at attackers.

    Indigo Rune - Wizard_StoneSkin
    Increases duration by {Stone Skin Armor Duration} seconds.

    Obsidian Rune - Wizard_StoneSkin
    Increases damage absorption amount by {Hitpoints That Shield Can Absorb}.

    Golden Rune - Wizard_StoneSkin
    Mana cost decreased by [-1 * {Resource Cost}].

    Alabaster Rune - Wizard_StoneSkin
    When Stone Skin expires it deals {Physical Damage Min#1} to [{Physical Damage Min#1} + {Physical Damage Delta#1}] physical damage to all nearby enemies.


    Mirror Image


    Crimson Rune - Copy Cat
    Spells the images cast will do [{Script Formula 4}*100]% of the damage as your own.

    Indigo Rune - Army of Me
    Summons {Script Formula 1} illusionary duplicates that have [{Script Formula 3}*100]% of your Life each.

    Obsidian Rune - Body Double
    Increases the Life of your images to [{Script Formula 3}*100]% of your Life.

    Golden Rune - Extension of Will
    The duration of the images is increased to {Script Formula 2} seconds and increases the Life of your images to [{Script Formula 3}*100]% of your Life.

    Alabaster Rune - Mocking Demise
    When an image is destroyed it explodes, doing {Script Formula 5} - [{Script Formula 5}+{Script Formula 6}] physical damage and has [{Script Formula 7}*100]% chance to stun enemies it hits for {Script Formula 8} seconds.

    Old/Alternate(?) Effects:
    Crimson Rune - Wizard_MirrorImage_OLD
    Spells cast by the images do damage equal to a percentage of the damage the casting Wizard does with the same skills. This percentage is increased by rune level.

    Indigo Rune - Wizard_MirrorImage_OLD
    Number of Images Increased By {Mirror Image Summon Count}.

    Obsidian Rune - Wizard_MirrorImage_OLD
    Using this skill breaks any stun or root effects. Also increases Mirror Image health based on rune level.

    Golden Rune - Wizard_MirrorImage_OLD
    Increased image duration and health based on rune level.

    Alabaster Rune - Wizard_MirrorImage_OLD
    When an image is destroyed it explodes, doing damage and a percentage chance to stun enemies it hits. The damage and stun chance increase with rune level.


    Stone Spike (Unknown Ability)


    Crimson Rune - Wizard_StoneSpike
    Damage Increased By {Physical Damage Min}.

    Indigo Rune - Wizard_StoneSpike
    Adds up to {Stone Spike Number of Spikes} additional spike(s).

    Obsidian Rune - Wizard_StoneSpike
    Adds a [{Stun Chance}*100|+|]% chance to stun each target for 3 seconds.

    Golden Rune - Wizard_StoneSpike
    Arcanum Cost Decreased By [-1 * {Resource Cost}].

    Alabaster Rune - Wizard_StoneSpike
    Critical Strike Chance [{Physical Hit Crit Chance} * 100|+|]%


    Teleport


    Crimson Rune - Calamity
    Casts a low power Wave of Force on arrival dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage to all enemies nearby.

    Indigo Rune - Fracture
    Summon {Script Formula 8} mirror images for {Script Formula 9} |4second:seconds; on arrival.

    Obsidian Rune - Phase Out
    For {Script Formula 15} |4second:seconds; after you appear you will take [{Script Formula 14} * 100]% less damage.

    Golden Rune - Rebound
    Casting Teleport again within {Script Formula 18} |4second:seconds; will instantly bring you back to your original location.

    Alabaster Rune - Wormhole
    After casting Teleport there is a [{Script Formula 16}|1|] second delay before the cooldown begins.

    Old/Alternate(?) Effects:
    Crimson Rune - INSERT TITLE
    Casts a low power Wave of Force on arrival. Damage and knockback increase based on rune level.

    Indigo Rune - INSERT TITLE
    Causes X mirror images to appear for Y seconds on arrival. Higher rune levels increase number of mirror images.

    Obsidian Rune - INSERT TITLE
    Reduction to damage for X seconds on arrival. Higher rune levels increase the time.

    Golden Rune - INSERT TITLE
    Reduce casting cost to {GOLD_RES_COST} Arcane Power.

    Alabaster Rune - INSERT TITLE
    X second delay before the cooldown for teleport is initiated, allowing Teleport to be chain cast a few times. Higher level runes increase this time delay.
    More Old/Alternate Effects:

    Crimson Rune - Wizard_TeleportOLD Explosive Arrival
    Casts a low power Wave of Force on arrival dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage to all enemies nearby.

    Indigo Rune - Wizard_TeleportOLD Splitting Teleport
    Summon {Script Formula 8} mirror images for {Script Formula 9} seconds on arrival.

    Obsidian Rune - Wizard_TeleportOLD Translucent
    For {Script Formula 15} seconds after you appear you will take [{Script Formula 14} * 100]% less damage.

    Golden Rune - Wizard_TeleportOLD Teleport Affinity
    NYI - Casting teleport again within X seconds will instantly bring you back to your original location.

    Alabaster Rune - Wizard_TeleportOLD Bounce
    After casting teleport there is a [{Script Formula 16}|1|] second delay before the cooldown begins.


    Ice Armor


    Crimson Rune - Jagged Ice
    Attackers take {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Cold damage and are chilled for [{Script Formula 4}|1|] |4second:seconds;.

    Indigo Rune - Chilling Aura
    Lower the temperature of the air around you. Nearby enemies are chilled, slowing their movement and attack speed, for [{Script Formula 23}|1|] seconds.

    Obsidian Rune - Frozen Storm
    A whirling storm of ice builds around you that deals {Script Formula 9} - [{Script Formula 9}+{Script Formula 10}] Cold damage per second for {Script Formula 8} seconds after casting Ice Armor.

    Golden Rune - Crystallize
    Whenever you are struck by a melee attack the bonus armor granted by Ice Armor is increased by [{Script Formula 26} * 100]% for {Script Formula 27}seconds. This effect can stack up to {Script Formula 11} times.

    Alabaster Rune - Ice Reflect
    Attacks have a [{Script Formula 12}*100]% chance to create a Frost Nova on the attacker dealing {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] Cold damage.

    Old/Alternate(?) Effects:
    Crimson Rune - Wizard_IceArmor_v2
    Freeze time increased slightly, and ice armor causes damage. Higher level runes increase freeze time and damage.

    Indigo Rune - Wizard_IceArmor_v2
    Creates an aura of cold around the wizard that has a chance to chill enemies for X seconds. Higher level runes increase the radius and chill chance.

    Obsidian Rune - Wizard_IceArmor_v2
    When cast a spinning ring of ice surrounds you that does damage to anything next to you. Increases Arcanum cost. Damage, duration, and cost increases with rune level.

    Golden Rune - Wizard_IceArmor_v2
    Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.

    Alabaster Rune - Wizard_IceArmor_v2
    Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
    normal frost nova. Higher level runes increase chill time, damage, and freeze chance.
    Other Old/Alternate Effects:

    Crimson Rune - Wizard_IceArmor_a
    Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.

    Indigo Rune - Wizard_IceArmor_a
    Adds an aura of cold around the wizard that has a chance to chill enemies for X seconds, reducing their attack and movement speed.

    Obsidian Rune - Wizard_IceArmor_a
    Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.

    Golden Rune - Wizard_IceArmor_a
    Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.

    Alabaster Rune - Wizard_IceArmor_a
    Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
    normal frost nova. Higher level runes increase chill time, damage, and freeze chance.
    And More Effects:

    Crimson Rune - Wizard_IceArmorOLD
    Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.

    Indigo Rune - Wizard_IceArmorOLD
    Adds an aura of cold around the wizard that has a chance to chill enemies for X seconds, reducing their attack and movement speed.

    Obsidian Rune - Wizard_IceArmorOLD
    Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.

    Golden Rune - Wizard_IceArmorOLD
    Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.

    Alabaster Rune - Wizard_IceArmorOLD
    Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
    normal frost nova. Higher level runes increase chill time, damage, and freeze chance.
    MOAR Effects:

    Crimson Rune - Wizard_IceArmor_ADDS_FREEZE
    Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.

    Indigo Rune - Wizard_IceArmor_ADDS_FREEZE
    Adds an aura of cold around the wizard that has a {Script Formula 10}% chance to chill enemies for {Script Formula 7} - [{Script Formula 7} + {Script Formula 8}] seconds, reducing their attack and movement speed.

    Obsidian Rune - Wizard_IceArmor_ADDS_FREEZE
    Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.

    Golden Rune - Wizard_IceArmor_ADDS_FREEZE
    Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.

    Alabaster Rune - Wizard_IceArmor_ADDS_FREEZE
    Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze
    chance than normal frost nova. Higher level runes increase chill time, damage, and freeze chance.


    Electrocute


    Crimson Rune - Ball Lightning
    Creates a streak of lightning that pierces targets, hitting all enemies in its path for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Lightning damage.

    Indigo Rune - Chain Lightning
    Increases the maximum number of jumps to {Script Formula 9} enemies.

    Obsidian Rune - Arc Lightning
    Blast a cone of lightning that causes {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Lightning damage to all affected targets.

    Golden Rune - Power Surge
    Gain {Script Formula 6} Arcane Power for every target hit by Electrocute.

    Alabaster Rune - Shock Treatment
    Critical hits with this skill cause an explosion of {Script Formula 14} charged bolts in random directions, dealing {Script Formula 12} - [{Script Formula 12}+{Script Formula 13}] Lightning damage to any targets hit.

    Old/New? Effects:
    Crimson Rune - Wizard_ElectrocuteNEW
    Creates a streak of lightning that pierces targets, hitting all enemies in its path for X damage.

    Indigo Rune - Wizard_ElectrocuteNEW
    Allows Electrocute to jump between targets, hitting up to X enemies for X damage.

    Obsidian Rune - Wizard_ElectrocuteNEW
    Wizard fans lightning out in a cone shape with limited range, hitting all targets in the area of effect for reduced damage. Higher level runes increase damage.

    Golden Rune - Wizard_ElectrocuteNEW
    Reduces cost to {Resource Cost} Arcane Power and increases damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] lightning damage.

    Alabaster Rune - Wizard_ElectrocuteNEW
    When killed a target spits out X charged bolts of its own in random directions that do reduced damage. Higher level runes increase the damage of these bolts.
    Old/Alternate Effects:
    Crimson Rune - Wizard_ElectrocuteOLD
    Creates a streak of lightning that pierces targets, hitting all enemies in its path for X damage.

    Indigo Rune - Wizard_ElectrocuteOLD
    Allows Electrocute to jump between targets, hitting up to X enemies for X damage.

    Obsidian Rune - Wizard_ElectrocuteOLD
    Wizard fans lightning out in a cone shape with limited range, hitting all targets in the area of effect for reduced damage. Higher level runes increase damage.

    Golden Rune - Wizard_ElectrocuteOLD
    Reduces cost to {Resource Cost} Arcane Power and increases damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] lightning damage.

    Alabaster Rune - Wizard_ElectrocuteOLD
    When killed a target spits out X charged bolts of its own in random directions that do reduced damage. Higher level runes increase the damage of these bolts.


    Energy Twister


    Crimson Rune - Gale Force
    Increase damage to {Script Formula 0} Arcane damage per second.

    Indigo Rune - Super Storm
    When two twisters touch they merge into a tornado with an increased area of effect that causes {Script Formula 2} Arcane damage per second.

    Obsidian Rune - Trail of Destruction
    The ground touched by a twister is covered in an energy trail that causes {Script Formula 5} Arcane damage per second to any enemies that stand in it.

    Golden Rune - Mistral Breeze
    Reduce casting cost to {Resource Cost} Arcane Power.

    Alabaster Rune - Wicked Wind
    Twister no longer travels but spins in place dealing {Script Formula 0} Arcane damage per second to everything caught within it.

    Old/Alternate Effects:
    Crimson Rune - Wizard_EnergyTwister_OLD
    Increases damage by a flat amount (+X damage per rune level).

    Indigo Rune - Wizard_EnergyTwister_OLD
    When two tornados touch, they merge into a larger tornado that moves more slowly and has a longer duration and does much more damage in a larger area. Large tornadoes will not combine to make even larger ones. Higher level runes increase damage of the uber tornado.

    Obsidian Rune - Wizard_EnergyTwister_OLD
    Leaves a short duration energy trail (like a tail) on the ground in their path that damages anything that crosses or stands on it. Higher rune levels increase damage.

    Golden Rune - Wizard_EnergyTwister_OLD
    Decreases instability cost.

    Alabaster Rune - Wizard_EnergyTwister_OLD
    Tornado will turn X degrees per second towards the nearest enemy. The twister tracks enemies. Higher level runes improves tracking ability and may add damage.


    Ray of Frost


    Crimson Rune - Snow Blast
    Damage increases slowly over [{Script Formula 31}|1|] seconds to inflict a maximum of {Script Formula 20} - [{Script Formula 20} + {Script Formula 21}] Cold damage per second.

    Indigo Rune - Sleet Storm
    Create a swirling storm of sleet dealing {Script Formula 6} - [{Script Formula 6} + {Script Formula 22}] Cold damage per second to all enemies caught within it.

    Obsidian Rune - Numb
    Increase enemy slow amount to [{Script Formula 14} * 100]% for [{Script Formula 4}|1|] seconds, but damage is reduced to {Script Formula 26} - [{Script Formula 26} + {Script Formula 27}] Cold damage per second.

    Golden Rune - Cold Blood
    Reduce casting cost to {Script Formula 19} Arcane Power per second.

    Alabaster Rune - Black Ice
    Enemies who die leave a patch of ice on the ground that causes {Script Formula 3} - [{Script Formula 3} + {Script Formula 23}] Cold damage per second to enemies moving through it.

    Old/Alternate Effects:
    Crimson Rune - Wizard_RayOfFrost_v21
    Damage and Arcane Power cost increase significantly the longer you keep firing the beam.

    Indigo Rune - Wizard_RayOfFrost_v21
    Wizard creates a radial sleet storm around themselves doing cold damage.

    Obsidian Rune - Wizard_RayOfFrost_v21
    Decreases the beam damage and increases the freezing power and duration of the cold based on rune level.

    Golden Rune - Wizard_RayOfFrost_v21
    Reduces cost to {Resource Cost} Arcane Power.

    Alabaster Rune - Wizard_RayOfFrost_v21
    Monsters who die to the skill have a chance to leave an area of ice on the ground that causes cold damage to those moving through it.
    Old/Alternate Effects:
    Crimson Rune - Wizard_RayOfFrost_OLD
    Increases damage by a flat amount (+X damage per rune level).

    Indigo Rune - Wizard_RayOfFrost_OLD
    Reduces beam length, but makes it a short range cone of frost rather than a beam. Reduces damage, but higher level runes reduce damage less or could even increase damage.

    Obsidian Rune - Wizard_RayOfFrost_OLD
    Damage and Instability cost increase significantly the longer you keep firing the beam.

    Golden Rune - Wizard_RayOfFrost_OLD
    Instability cost reduced.

    Alabaster Rune - Wizard_RayOfFrost_OLD
    Decreases the beam damage and increases the freezing power and duration of the cold based on rune level.


    Blizzard


    Crimson Rune - Unrelenting Storm
    Increase the duration of the Blizzard to {Script Formula 4} seconds.

    Indigo Rune - Stark Winter
    Increase the size of the Blizzard to cover {Script Formula 3} yards, and deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}]Cold damage per second.

    Obsidian Rune - White Out
    After the Blizzard ends, cover the ground in a low lying mist for [{Script Formula 7}|1|] seconds that slows any enemies who enters it.

    Golden Rune - Stay Frosty
    Reduce the casting cost to {Resource Cost} Arcane Power.

    Alabaster Rune - Frozen Solid
    Enemies caught in the storm have a [{Script Formula 10} * 100]% chance to be frozen for {Script Formula 11} seconds and the critical strike chance with Blizzard is increased by [{Script Formula 9} * 100]%.


    Arcane Orb


    Crimson Rune - Plasma Field
    Increase the potency of the explosion to deal {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage.

    Indigo Rune - Supernova
    Modify the orb to deal {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage to all enemies within {Script Formula 5} yards.

    Obsidian Rune - Arcane Orbit
    Create {Script Formula 10} Arcane Orb(s) that orbit you, exploding for {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage when enemies get close.

    Golden Rune - Fusion
    Reduce casting cost to {Resource Cost} Arcane Power.

    Alabaster Rune - Celestial Orb
    The orb will pierce through targets, damaging any enemy it passes through dealing {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage.

    Old/Alternate Effects:
    Crimson Rune - Wizard_ArcaneOrbOLD
    Arcane Orb deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] arcane damage to its direct target. Splash damage remains the same.

    Indigo Rune - Wizard_ArcaneOrbOLD
    Splash damage increased to [{Script Formula 3} * 100]% of overall skill damage. Direct damage remains the same.

    Obsidian Rune - Wizard_ArcaneOrbOLD
    Creates up to X Arcane Orbs that orbit the Wizard, exploding when enemies get close.

    Golden Rune - Wizard_ArcaneOrbOLD
    Reduces cost to {Resource Cost} Arcane Power.

    Alabaster Rune - Wizard_ArcaneOrbOLD
    Arcane Orb will pierce through targets, damaging any enemies it passes through.



    Energy Shield


    Crimson Rune - Wizard_EnergyShield
    Increases absorption amount. Chance to reflect projectiles and melee attacks directed at player. Higher quality runes increase absorption amount. Note that this doesn't change the damage to arcanum
    conversion, so the player will be burning more arcanum.

    Indigo Rune - Wizard_EnergyShield
    Shield absorbs X% of damage with no resource cost for first few seconds after activating. Higher quality runes increase duration of bonus shield and damage absorption.

    Obsidian Rune - Wizard_EnergyShield
    Chance to ignore CC effects. Higher quality runes increase chance.

    Golden Rune - Wizard_EnergyShield
    Improves the damage to arcanum ratio so that damage causes less arcanum spending. Higher quality runes further reduce this ratio.

    Alabaster Rune - Wizard_EnergyShield
    If energy shield goes down player gets a buff that regenerates Arcane Power for a short time. Higher quality runes increase the duration length.


    Slow Time


    Crimson Rune - Time Warp
    Enemies caught in the bubble of warped time take [{Script Formula 8} * 100]% more damage.

    Indigo Rune - Miasma
    Slow Time effects cling to enemies for {Script Formula 12} seconds after they have left the bubble.

    Obsidian Rune - Time Shell
    Reduces the size of the Slow Time bubble to {Script Formula 2} yards, but increases the effect, slowing movement and attack speed of enemies by [{Script Formula 3} * 100]% while inside the bubble.

    Golden Rune - Perpetuity
    Reduce cooldown to {Cooldown Time} seconds.

    Alabaster Rune - Fast Forward
    Time is sped up for any friendly heroes standing in the bubble, increasing attack and cast speed by [{Script Formula 16} * 100]%.


    Arcane Torrent


    Crimson Rune - Disruption
    Targets hit by Arcane Torrent become Disrupted for {Script Formula 6} seconds, causing them to take [{Script Formula 5} * 100]% additional damage from any attacks that deal Arcane damage.

    Indigo Rune - Proliferation
    Enemies killed by Arcane Torrent have a [{Script Formula 12} * 100]% chance to fire a new missile at a nearby enemy dealing {Script Formula 13} - [{Script Formula 13}+{Script Formula 22}] Arcane damage.

    Obsidian Rune - Arcane Mines
    Instead of firing projectiles, lay Arcane mines that arm after {Script Formula 27} |4second:seconds;. These mines explode when an enemy approaches
    dealing {Script Formula 29} - [{Script Formula 29} + {Script Formula 30}] damage. Enemies caught in the explosion have their movement and attack speeds reduced by [{Script Formula 34} * 100]% for {Script Formula 35} seconds.

    Golden Rune - Power Stone
    Every missile hit has a [{Script Formula 11} * 100]% chance to leave behind a Power Stone that grants Arcane Power when picked up.

    Alabaster Rune - Death Blossom
    Unleash the torrent beyond your control. You can no longer direct where the projectiles go but their damage is increased to {Script Formula 17} - [{Script Formula 17}+{Script Formula 18}] Arcane damage.

    Old/Alternate Effects:
    Crimson Rune - Wizard_ArcaneTorrent_OLD
    Fewer meteors fall, but they are larger and do increased damage based on rune level.

    Indigo Rune - Wizard_ArcaneTorrent_OLD
    Area of effect increases the longer the skill is maintained.

    Obsidian Rune - Wizard_ArcaneTorrent_OLD
    Increases the damage and instability cost over time the longer you cast (channel) the spell. Effect is more severe with higher level runes.

    Golden Rune - Wizard_ArcaneTorrent_OLD
    Reduces cost to {Resource Cost} Arcane Power.

    Alabaster Rune - Wizard_ArcaneTorrent_OLD
    Scorches the ground with arcane energy which will hang around for X seconds doing damage to any monsters who pass through it. Damage is increased with higher rune levels.


    Archon


    Crimson Rune - Improved Archon
    Increase damage of all Archon abilities by [{Script Formula 9} * 100]%.

    Indigo Rune - Slow Time
    Archon form can now cast a Slow Time that lasts for {Script Formula 13} |4second:seconds;.

    Obsidian Rune - Teleport
    Archon form can now cast Teleport with a cooldown of {Script Formula 14} |4second:seconds;.

    Golden Rune - Pure Power
    Decrease the cooldown of Archon to [{Cooldown Time}] |4second:seconds;.

    Alabaster Rune - Arcane Destruction
    An explosion errupts when you transform causing {Script Formula 5} - [{Script Formula 5} + {Script Formula 6}] Arcane damage to all enemies within {Script Formula 7} yards.


    Familiar


    Crimson Rune - Sparkflint
    Increase damage of all attacks by [{Script Formula 20} * 100]% while Familiar is active.

    Indigo Rune - Cannoneer
    Familiar's projectiles explode on impact dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Arcane damage to all enemies within {Script Formula 24} yards.

    Obsidian Rune - Dartling
    Familiar's projectiles have a [{Script Formula 29} * 100]% chance to pierce through enemies.

    Golden Rune - Arcanot
    While the Familiar is active you regenerate {Script Formula 32} Arcane Power per minute.

    Alabaster Rune - Ancient Guardian
    While you are below [{Script Formula 35} * 100]% Life the Familiar will absorb up to {Script Formula 36} attacks directed at you. If it absorbs all its attacks it will disintegrate.


    Explosive Blast


    Crimson Rune - Short Fuse
    An energy explosion fires immediately for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.

    Indigo Rune - Obliterate
    Increase the explosion radius to {Script Formula 2} yards for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.

    Obsidian Rune - Time Bomb
    The blast detonates from the point it was originally cast after {Script Formula 5} seconds for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.

    Golden Rune - Unleashed
    Reduces the casting cost to {Resource Cost} Arcane Power.

    Alabaster Rune - Chain Reaction
    {Script Formula 8} consecutive explosions cascade off you that each cause {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.

    Old/Alternate Effects:
    Crimson Rune - Wizard_ExplosiveBlast_OLD
    Reduces delay before explosion goes off, and increases damage (higher quality runes increase damage more)

    Indigo Rune - Wizard_ExplosiveBlast_OLD
    Increased explosion radius. Higher quality runes increase radius at key milestones but mostly increase damage. Sweet spot stays the same size, but damage is increased within it.

    Obsidian Rune - Wizard_ExplosiveBlast_OLD
    Chain Reaction - Increases delay before explosion goes off, and explosions are no longer sticky (they explode in the locations where they were cast) but explosive blasts that go off set off any
    blasts that are in their radius. The more that get set off in one blast the higher the damage of all. Higher quality runes increase the delay and damage bonus.

    Golden Rune - Wizard_ExplosiveBlast_OLD
    Reduces Arcanum cost. Higher quality runes further reduce cost.

    Alabaster Rune - Wizard_ExplosiveBlast_OLD
    Casting once gets you n consecutive auto casts at the player's current casting speed. Higher quality runes increase the number of auto casts. Skill is in cool down during auto casts.

    Diamond Skin


    Crimson Rune - Mirror Skin
    Reflects [{Script Formula 1}*100]% of damage absorbed back at the attacker.

    Indigo Rune - Lasting Impression
    Increase duration to {Script Formula 5} seconds.

    Obsidian Rune - Rock Solid
    Increase the maximum absorption amount to {Script Formula 0} damage.

    Golden Rune - Prism
    Reduce Arcane Power cost of all spells by {Script Formula 4} while Diamond Skin is active.

    Alabaster Rune - Diamond Shards
    When Diamond Skin wears off, diamond shards will explode in all directions dealing {Script Formula 2} - [{Script Formula 2}+{Script Formula 3}] physical damage to enemies nearby.

    Old/Alternate Effects:
    Crimson Rune - Wizard_DiamondSkin2 Reflective Armor -
    Reflects {CRIMSON_ABSORB_REFLECT}% of damage absorbed back at the attacker.

    Indigo Rune - Wizard_DiamondSkin2 Longlasting Armor -
    Increase duration to {INDIGO_DURATION} seconds.

    Obsidian Rune - Wizard_DiamondSkin2 Slippery Diamonds -
    Become immune to stun effects and increase damage absorbed to {OBS_DMG_ABSORBED} damage.

    Golden Rune - Wizard_DiamondSkin2 Clear casting -
    Reduce Arcane Power cost of all spells by {GOLD_SPELL_COST_REDUCTION} while Diamond Skin is active.

    Alabaster Rune - Wizard_DiamondSkin2 Exploding Diamonds -
    When Diamond Skin wears off diamond shards will explode in all directions dealing {MIN_EXPLODE_DMG} - {MAX_EXPLODE_DMG} physical damage to monsters nearby.

    Hydra


    Crimson Rune - Frost Hydra
    Summon Frost Hydras that breathe a short range cone of frost causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Cold damage to all enemies in the cone.

    Indigo Rune - Lightning Hydra
    Summon Lightning Hydras that shock enemies for {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage.

    Obsidian Rune - Venom Hydra
    Summon Poison Breathing Hydras that leave a pool of acid causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Poison damage per second to enemies who remain in the pool.

    Golden Rune - Brimstone Serpent
    Summon one Mammoth Hydra that breathes a wall of flame at nearby enemies dealing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Fire damage per second to enemies caught in the burning ground.

    Alabaster Rune - Arcane Hydra
    Summon Arcane Hydras that spit Arcane Orbs which explode on impact causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Arcane damage to enemies near the explosion.


    Meteor


    Crimson Rune - Molten Impact
    Increase the damage of the meteor impact to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and the molten fire will do an additional {Script Formula 2} - [{Script Formula 2} + {Script Formula 20}] Fire damage over {Script Formula 5} seconds.

    Indigo Rune - Meteor Shower
    Unleash a volley of {Script Formula 9} smaller meteors that strike for {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage.

    Obsidian Rune - Comet
    Transforms the meteor to ice that deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Cold damage on impact and freezes the ground, causing {Script Formula 2} - [{Script Formula 2} + {Script Formula 20}] Cold damage over {Script Formula 5} seconds. The movement of enemies in the area will also be slowed by [{Script Formula 6} * 100]%.

    Golden Rune - Star Pact
    Reduce casting cost to {Script Formula 8} Arcane Power.

    Alabaster Rune - Liquify
    If the initial impact critically hits any targets the molten fire duration is increased to {Script Formula 7} seconds.


    Magic Weapon


    Crimson Rune - Ignite
    Melee attacks burn enemies with fire for [{Script Formula 4} * 100]% of weapon damage for {Script Formula 3} seconds.

    Indigo Rune - Electrify
    Melee attacks cause lightning to arc to {Script Formula 6} nearby enemies dealing [{Script Formula 7} * 100]% of weapon damage as Lightning damage.

    Obsidian Rune - Force Weapon
    Increases damage bonus to [{Script Formula 14} * 100]% physical damage, and gives a [{Script Formula 9}*100]% chance to knock back any enemies hit.

    Golden Rune - Conduit
    Melee hits restore [{Script Formula 11} * 100]% Arcane Power.

    Alabaster Rune - Blood Magic
    Melee hits recover [{Script Formula 12} * 100]% of damage caused as Life.

    Old/Alternate Effects:
    Crimson Rune - Wizard_MagicWeapon_v2
    Changes base damage to fire damage. Applies a short term Fire DOT on impact that does a percentage of the weapon's damage. Higher quality runes increase the percentage of damage.

    Indigo Rune - Wizard_MagicWeapon_v2
    Changes base damage to electric damage. A percentage of weapon's damage caused will 'arc' to one new target within a limited range. Higher quality runes increase the number of targets that can be arced to
    and the percentage of damage carried over.

    Obsidian Rune - Wizard_MagicWeapon_v2
    Changes based damage to physical damage. Causes knockback. Increased damage and knockback with higher quality runes.

    Golden Rune - Wizard_MagicWeapon_v2
    Every monster killed by this weapon will reduce the Wizard's Instability by a percentage. Higher quality runes increase this percentage.

    Alabaster Rune - Wizard_MagicWeapon_v2
    Damage caused with a melee weapon while this skill is active leeches life and heals the Wizard. Higher level runes increase the life leech amount.

    TRAIT(?): Energy Reserves


    Crimson Rune - Trait_Wizard_EnergyReserves
    Increases absorption amount. Chance to reflect projectiles and melee attacks directed at player. Higher quality runes increase absorption amount. Note that this doesn't change the damage to arcanum conversion, so the player will be burning more arcanum.

    Indigo Rune - Trait_Wizard_EnergyReserves
    Shield absorbs X% of damage with no resource cost for first few seconds after activating. Higher quality runes increase duration of bonus shield and damage absorption.

    Obsidian Rune - Trait_Wizard_EnergyReserves
    Chance to ignore CC effects. Higher quality runes increase chance.

    Golden Rune - Trait_Wizard_EnergyReserves
    Improves the damage to arcanum ratio so that damage causes less arcanum spending. Higher quality runes further reduce this ratio.

    Alabaster Rune - Trait_Wizard_EnergyReserves
    If energy shield goes down player gets a buff that regenerates Arcane Power for a short time. Higher quality runes increase the duration length.


    Energy Armor (Unknown Ability)


    Crimson Rune - Mirrorball
    Increases all of your resistances by [{Script Formula 4}*100]% while Energy Armor is active.

    Indigo Rune - Energy Tap
    Rather than reducing your maximum Arcane Power, it is increased by {Script Formula 6} while Energy Armor is active.

    Obsidian Rune - Emergency Shelter
    While Energy Armor is active, incoming attacks that would deal more than [{Script Formula 8}*100]% of your maximum Life are reduced to deal [{Script Formula 8}*100]% of your maximum Life instead.

    Golden Rune - Absorption Field
    Gain {Script Formula 11} Arcane Power whenever you are hit by an ranged or melee attack.

    Alabaster Rune - Pinpoint Barrier
    Also increases your Precision by [{Script Formula 13}*100]% while Energy Armor is active.
    Resource_Max_Bonus#Arcanum [{VALUE}|+|] Arcane Power

    Old/Alternate Effects:
    Crimson Rune - Wizard_EnergyArmorBAK
    Increases absorption amount to [{Script Formula 2}*100]% of all damage dealt to the Wizard. [{Script Formula 5}*100]% chance to reflect projectiles and melee attacks back at the target.

    Indigo Rune - Wizard_EnergyArmorBAK
    Armor absorbs [{Script Formula 7}*100]% of damage with no resource cost for first few seconds after getting hit. This effect has a cooldown and cannot occur more than every {Script Formula} seconds.

    Obsidian Rune - Wizard_EnergyArmorBAK
    Armor will prevent any single hit from dealing more than {Script Formula 8}% of the Wizard's overall health, but this will consume the Energy Armor buff after {script formula 9} hits.

    Golden Rune - Wizard_EnergyArmorBAK
    Improves the damage to Arcane Power ratio so that every point of damage absorbed costs [{Script Formula 1}|1|] Arcane Power.

    Alabaster Rune - Wizard_EnergyArmorBAK
    Increases your Spell Damage Bonus for Skills by [{Script Formula 10}*100]% while Energy Armor is active.
    Old/Alternate Effects:
    Crimson Rune - Wizard_EnergyArmorBAK2
    Increases absorption amount to [{Script Formula 2}*100]% of all damage dealt to the Wizard. [{Script Formula 5}*100]% chance to reflect projectiles and melee attacks back at the target.

    Indigo Rune - Wizard_EnergyArmorBAK2
    Armor absorbs an extra [{Script Formula 7}*100]% of damage without costing any more resource for first {Script Formula 4} seconds after getting hit. This effect has a cooldown and cannot occur more than every {Script Formula 12} seconds after the effect has expired.

    Obsidian Rune - Wizard_EnergyArmorBAK2
    Armor will prevent any single hit from dealing more than {Script Formula 8}% of the Wizard's overall health. This effect cannot occur more than once every {Script Formula 9} seconds.

    Golden Rune - Wizard_EnergyArmorBAK2
    Improves the damage to Arcane Power ratio so that every point of damage absorbed costs [{Script Formula 1}|1|] Arcane Power.

    Alabaster Rune - Wizard_EnergyArmorBAK2
    Increases your Spell Damage Bonus for Skills by [{Script Formula 10}*100]% while Energy Armor is active.

    Find any Diablo news? Contact me or anyone else on the news team.
  • #7
    Jeeze wall of text. Reading.
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  • #8
    Doomscream, when I grow up I wanna be just like you.

    Ha. Bagstone.

  • #9
    Read the Barbarian for now and look forward to reading the rest during teabreaks later. Nice work and thanks for sharing :D

    Is it me, or has the full amount of choice and customisation finally sunk in? I'm feeling very overwhelmed by the options open to me for creating a character, and think I'm going to spend hours just trying to work out which skill to use and which rune to put into it. Trial and error and playing with builds is going to be extremely fun!
    "It takes a man with real heart...to make beauty out of the stuff that makes us weep." - Clive Barker
  • #10
    inb4 wall of text :P Read time!
  • #11
    also, seeing as this is just barb and wizzard, we now know all the skillnames and effects ? :9
  • #12
    I'll make myself something for breakfast and after that I'll resume some visual editting...
    Oh my...
    Man... do those bastards have some serious sh!t posted on their forums.
    Find any Diablo news? Contact me or anyone else on the news team.
  • #13
    Rune_E#Witchdoctor_PoisonDart S** to the Face
    Every shot has a [{Script Formula 11}*100]% chance to be a s** that clamps on to the target and stuns it for {Script Formula 8} seconds.


    A WHAT?!

    Also now it's confirmed that the skeletal horde skill in the soundless video was a runed Wall of Zombies.

    Edit: And that Big Bad Voodoo is a large AoE with a static effect that lasts x seconds. Wonder what kind of mayhem it causes.
  • #14
    Rune_D#Barbarian_HammerOfTheAncients Birthright
    Critical hits have a [{Script Formula 5}*100]% chance to cause enemies to drop loot or health globes.


    The best.
  • #15
    Do you think we need a human translation on some of this? There's a few effects that seems pretty OP already >

    But overall: AHHHH AMAZING. I can;t even begin to imagine the animations each of these effects produces! Frenzy that calls down lightning?! :o
    The final test of the Serpent's Form takes place in "The Pit of 12 Vipers." The initiates are not told about the 13th.
  • #16
    Sick! Looking forward to the rest.

    Rune_D#Barbarian_WeaponThrow Dread Shotput
    Expend all remaining Fury to throw a fallen foe which inflicts an additional [{Script Formula 18}*100]% weapon damage for each point of Fury expended to all enemies within {Script Formula 19} yards of the target.

    Seems like something that might do a shitload of damage with full fury
  • #17
    Rune_C#Barbarian_ThreateningShout Terrify
    Enemies are badly shaken by the shout and have a [{Script Formula 7}*100]% chance to immediately drop additional loot.


    Snipped this from incgamers since I am way too lazy to read all of it.
    Personally, I hope this is some kind of translation error. If it is not then not only are we going to collect MF-Gear and freely choose Skills that go with those, we will have to squeeze all those "MF"-Skills into the build.

    This leads to very boring builds, since essentially every MF-Char will have the same skills/runes/gear for that Class.
  • #18
    Quote from Jabberwacky

    Rune_C#Barbarian_ThreateningShout Terrify
    Enemies are badly shaken by the shout and have a [{Script Formula 7}*100]% chance to immediately drop additional loot.


    Snipped this from incgamers since I am way too lazy to read all of it.
    Personally, I hope this is some kind of translation error. If it is not then not only are we going to collect MF-Gear and freely choose Skills that go with those, we will have to squeeze all those "MF"-Skills into the build.

    This leads to very boring builds, since essentially every MF-Char will have the same skills/runes/gear for that Class.
    You have to remember that the additional items could be total crap. "Find Item" in Diablo II at first impression sounds like an extremely OP skill, but it ended up being total crap. This could be similar.
    The final test of the Serpent's Form takes place in "The Pit of 12 Vipers." The initiates are not told about the 13th.
  • #19
    Quote from Peace

    Quote from Jabberwacky

    Rune_C#Barbarian_ThreateningShout Terrify
    Enemies are badly shaken by the shout and have a [{Script Formula 7}*100]% chance to immediately drop additional loot.


    Snipped this from incgamers since I am way too lazy to read all of it.
    Personally, I hope this is some kind of translation error. If it is not then not only are we going to collect MF-Gear and freely choose Skills that go with those, we will have to squeeze all those "MF"-Skills into the build.

    This leads to very boring builds, since essentially every MF-Char will have the same skills/runes/gear for that Class.
    You have to remember that the additional items could be total crap. "Find Item" in Diablo II at first impression sounds like an extremely OP skill, but it ended up being total crap. This could be similar.


    If skills like those only yielded white or at most simple magical items, then this will not be a problem.
    However, if all MF is accounted for those drops you will increase your items/hour by a lot. More items/hour = more purple(rare = purple now I think) items/hour + more orange items/hour + etc...
  • #20
    Rune_D#Wizard_StoneSkin Mana cost decreased by [-1 * {Resource Cost}].

    weird, wizard > mana?

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