New Internal Patch: New and Changed Passive Effects, Difficulty Rewards, Gem Tiers, New Achievements, Game Options, Class Changes
SPOILERS AHEAD - We have strings, items, class changes, you name it. THINGS WILL CHANGE BEFORE LIVE - This is clearly a super early not ready for release build - A lot of class strings are even missing. DATAMINING CAN HAVE ERRORS - We are dealing with unknown and new formats, stuff can be crazy.
Update: Some great pictures have been found!
New Gem Tiers: Imperial, Flawless Imperial, Royal, Flawless Royal. The 5th gem is a Diamond by the way. Also note that the first row is a redrawn Marquise Gem.
"Normal" Item Graphics
Adventure Mode Splash
Caldeum at night!
"What's New"
Act V Map!
New and Changed Passive Effects, Difficulty Rewards, Gem Tiers
A whole lot of new and changed Item Passives added. Communities have been added. Difficulty rewards have been implemented. What looks like Collector Edition items are now also in the client! Also much, much more! These are all subject to change and they will change. Do not take them for final implementation.
DiabloFans Quote:
ItemPassivePowerDescriptions.txt (NEW)
ItemPassive_Unique_Ring_686_x1 - Every time you are hit by a projectile, automatically shoot a homing rocket for 500% weapon damage at the attacker.
ItemPassive_Unique_Ring_687_x1 - Blessed Shield bounces to 3 additional enemies.
ItemPassive_Unique_Ring_688_x1 - Shield Glare now hits all enemies around you.
ItemPassive_Unique_Ring_689_x1 - Reduce the cost of Shield Bash to 15 Wrath.
ItemPassive_Unique_Ring_690_x1 - Enemies affected by Provoke take double damage from Thorns.
ItemPassive_Unique_Ring_691_x1 - Iron Skin also increases your Block Value by 50%.
ItemPassive_Unique_Ring_692_x1 - Every successful block has a 50% chance to reduce all cooldowns by 1 second.
ItemPassive_Unique_Ring_693_x1 - Shield Bash no longer causes you to charge to the enemy.
ItemPassive_Unique_Ring_694_x1 - When you block, you have up to a 15% chance to Stun the attacker for 1.5 seconds based on your current Wrath.
ItemPassive_Unique_Ring_695_x1 - Heavenly Strength no longer reduces your movement speed.
ItemPassive_Unique_Ring_696_x1 - Smite will now also be cast at a second nearby enemy.
ItemPassive_Unique_Ring_697_x1 - Fist of the Heavens has a 50% chance to also be cast at your location.
ItemPassive_Unique_Ring_698_x1 - Casting Consecration causes a smaller Consecration to also be cast beneath all of your allies.
ItemPassive_Unique_Ring_699_x1 - Killing an enemy while Judgment is active reduces the cooldown of Judgment by 2 seconds.
ItemPassive_Unique_Ring_700_x1 - Doubles the duration of Steed Charge.
ItemPassive_Unique_Ring_701_x1 - Casting Justice increases your movement speed by 20% for 2 seconds.
ItemPassive_Unique_Ring_702_x1 - Removes the resource cost of Blessed Shield.
ItemPassive_Unique_Ring_703_x1 - All Condemned enemies also trigger Condemn's explosion.
ItemPassive_Unique_Ring_704_x1 - Enemies killed while Akarat's Champion is active turn into Phalanx Avatars for 10 seconds.
ItemPassive_Unique_Ring_706_x1 - Every 60 seconds, gain a random Law for 60 seconds.
ItemPassive_Unique_Ring_707_x1 - Gain two additional rays of Heaven’s Fury.
ItemPassive_Unique_Ring_708_x1 - Double the number of Bombardment impacts.
ItemPassive_Unique_Ring_709_x1 - The cooldown of Rain of Vengance is reduced by 1 second for every enemy you kill.
ItemPassive_Unique_Ring_710_x1 - Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is a 15 second cooldown for each damage type.
ItemPassive_Unique_Ring_712_x1 - Picking up gold gold grants experience.
ItemPassive_Unique_Ring_714_x1 - Chance to proc a demonic spell.
ItemPassive_Unique_Ring_716_x1 - Companion calls all companion types to your side.
ItemPassive_Unique_Ring_717_x1 - Sentries cast your equipped Hatred spenders.
ItemPassive_Unique_Ring_723_x1 - While a Combat Staff is equipped, all damage is increased by 20%.
ItemPassive_Unique_Ring_724_x1 - Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for [{VALUE1} * 100]% weapon damage as Holy.
ItemPassive_Unique_Ring_725_x1 - Whenever you teleport to an enemy, release lightning at all nearby enemies for 100% weapon damage.
ItemPassive_Unique_Ring_727_x1 - Enables all Archon runes.
ItemPassive_Unique_Ring_732_x1 - When you die, a meteor falls from the sky and revives you. This effect has a 300 second cooldown.
ItemPassive_Unique_Ring_733_x1 - Enemies killed by Fire damage explode and set nearby enemies on Fire, dealing 300% weapon damage over 5 seconds.
ItemPassive_Unique_Ring_734_x1 - Every time you spend primary resource, you gain 10% increased attack speed for 5 seconds. This effect stacks up to 5 times.
ItemPassive_Unique_Ring_735_x1 - Your resource spenders deal 50% more damage while you are at full resource.
ItemPassive_Unique_Ring_736_x1 - Reduce the cost of all abilities by 50% while Akarat's Champion is active.
ItemPassive_Unique_Ring_737_x1 - Reduce the cooldown of Akarat's Champion by 50%.
ItemPassive_Unique_Bow_015_x1 - [{VALUE1} * 100]% chance to cluck when attacking.
ItemPassive_Unique_Mojo_010_x1 - You are surrounded by a deadly Poison Cloud.
ItemPassive_Unique_Fist_010_x1 - Chance to hurl a ball of pure energy when attacking.
ItemPassivePowerDescriptions.txt (CHANGED)
ItemPassive_Unique_Ring_514_x1 - Reduce the cooldown of Slow Time to 5 seconds. (Previously emanated a Slow Time bubble around you)
ItemPassive_Unique_Ring_519_x1 - Prevent all Arcane damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
ItemPassive_Unique_Ring_525_x1 - Enemies you kill have a 5% additional chance to drop a health globe. (Down from 20%)
ItemPassive_Unique_Ring_544_x1 - Prevent all Cold damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
ItemPassive_Unique_Ring_545_x1 - Prevent all Fire damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
ItemPassive_Unique_Ring_546_x1 - Prevent all Holy damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
ItemPassive_Unique_Ring_547_x1 - Prevent all Lightning damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
ItemPassive_Unique_Ring_548_x1 - Prevent all Poison damage taken and heal yourself for 25% of the amount prevented. (Healing down from 100%)
ItemPassive_Unique_Axe_2H_012_x1 - Killing enemies and destroying objects has a chance to grant 20% of your maximum primary resource. (Previously after 20 kills you explode for 400% weapon damage as Fire)
ItemPassive_Unique_Boots_020_x1 - Gain 500 Life regeneration per Second for each second you stand still. This effect stacks up to 8 times. (Previously increased damage by 20% for 3 seconds when stationary)
ItemPassive_Unique_Helm_017_x1 - Your resource costs are reduced by 30% after not taking damage for 5 seconds. (Previously increased primary attribute by 10%, but reduced the others by 5%)
ItemPassive_Unique_Dagger_103_x1 - Gain 100% Critical Hit Chance against enemies at full health. (Previously poisoned enemies with higher % Life than you and made them take 20% additional damage increased damage for 5 seconds)
ItemPassive_Unique_Ring_575_x1 - Heal for 5% of your missing Life when you kill an Undead enemy. (Down from 10%)
ItemPassive_Unique_Ring_590_x1 - Enemies hit by knockbacks suffer 25% more damage for 3 seconds when they land. (Previously 100% knockback skills got an increase in knockback distance and a 50% damage boost)
ItemPassive_Unique_Ring_609_x1 - Lesser enemies are now lured to your Meteor impact areas. (Previously Meteor homed in on enemies)
ItemPassive_Unique_Ring_611_x1 - 25% chance for enemies killed by Frost damage to release a Frost Nova. (Previously Frost Nova could be cast at your enemy)
ItemPassive_Unique_Ring_613_x1 - Enemies damaged by Black Hole are also slowed by 80% for 3 seconds. (Up from 50%, duration added)
ItemPassive_Unique_Ring_618_x1 - Locust Swarm also Slows enemies by 60%. (Previously Locust Swarm lasted forever)
ItemPassive_Unique_Ring_628_x1 - Leap can be cast again within 2 seconds before the cooldown begins. (Previously Leap had 3 charges)
ItemPassive_Unique_Ring_657_x1 - Smite now jumps to 3 additional enemies. (Previously "flail" surges to an additional enemy)
ItemPassive_Unique_Ring_662_x1 - 20% chance on being hit by an Undead enemy to charm it for 2 seconds. (Hit chance added, duration added)
ItemPassive_Unique_Ring_664_x1 - When there are 5 enemies within 8 yards of you, gain an absorb shield for 30% of your maximum Life for 5 seconds. This effect has a 30 second cooldown. (Cooldown added, duration of shield added)
ItemPassive_Unique_Ring_667_x1 - When you kill a Fallen, you have a 10% chance to charm all other nearby Fallen. (Chance component added)
ItemPassive_Unique_Ring_670_x1 - Lightning damage has a 15% chance to stun for 1.5 seconds. (Chance component and stun duration added)
ItemPassive_Unique_Ring_671_x1 - Increase duration of stun effects by 50%. (Previously increased duration by 1 second)
ItemPassive_Unique_Ring_672_x1 - 2% chance on killing a demon to gain a random Shrine effect. (Exact chance added)
ItemPassive_Unique_Ring_674_x1 - Gain 50% increased run speed for 4 seconds after Fearing an enemy. (Run speed % and duration added)
ItemPassive_Unique_Ring_675_x1 - 50% chance to spawn a Nephalem Glory globe when you Blind an enemy. (Exact chance added)
ItemPassive_Unique_Ring_685_x1 - Opening a chest grants 100% increased damage for 10 seconds. (Down from 30 seconds)
Bnet_GameSettings.txt
DifficultySelector_Description_1 - *75% Extra gold/xp
DifficultySelector_Description_2 - *100% extra gold/xp
*Bounties award double currency
DifficultySelector_Description_3 - *200% extra gold/xp
*Bounties award double currency
*New legendary recipes can drop in this difficulty
DifficultySelector_Description_4 - *300% extra gold/XP
*Bounties award double currency
*New legendary recipes can drop in this difficulty
*New legendary items can drop in this difficulty
*250% bonus legendary drop rate
*Additional gold/XP/legendary drop rate per slider tick
DifficultySelector_Description_5 - Legendary drop rates are doubled.
DifficultySelector_Help_0 - Start here if you're new to Diablo or haven't played in several months.
DifficultySelector_Help_1 -This level is recommended for players who've acquired several pieces of rare equipment in Reaper of Souls.
DifficultySelector_Description_0 - *This is the baseline Diablo III experience.
DifficultySelector_Help_2 - This level is recommended for players who have optimized their equipment further with the right gems and enchantments.
DifficultySelector_Help_3 - This level is recommended for players who have mastered their hero's skills and have several pieces of legendary equipment.
DifficultySelector_Help_4 - Only adventurers with the highest level of skill and gear should consider this difficulty.
Difficulty_3_Locked -This difficulty is locked until you get at least one hero to level 60
Items.txt
Unique_Helm_Promo_01_x1 - CE Tyrael Helm
Unique_Helm_Promo_02_x1 - CE Malthael Helm
Unique_CeremonialDagger_Promo_01_x1 - CE Ceremonial Dagger
HeroCreateSeasonCheckbox - This hero can compete in the Seasonal Ladder.
GameModePlayGameContentLevelMismatchMyself - You are not eligible to play the current game's content.
GameAccessLoweredDifficulty - You have recently changed the difficulty of this game. In order to open it to public, exit the game and create a new game with the preferred difficulty.
GameAccessLowestDifficulty - The game is currently set to the lowest difficulty. You must create a new game in order to increase the difficulty.
Bnet_WhatsNew.txt
Title - New Features
New - New
InX1 - In Reaper of Souls
NewClass - New Class!
NewClassDesc - Impenetrable armor, gleaming weapons, and heavy damage. Wield the power of the Crusader, the unbreakable new hero of the mortal realms.
NewCampaign - New Campaign!
NewCampaignDesc - Battle against Malthael and a host of deadly new enemies throughout the all-new Act V.
NewMode - New Mode!
NewModeDesc - Explore the world of Sanctuary in an endlessly repeatable mode. Complete Bounties and open Nephalem Rifts to earn new rewards.
NewArtisan - New Artisan!
NewArtisanDesc - Customize your equipment by allowing it to take on different looks or reroll an item’s existing attributes.
InPatch - In Patch 2.0
WelcomeTo - Welcome To
X1Title - Reaper of Souls
PlayCampaign - Play Campaign Mode
PlayAdventure - Play Adventure Mode
Introducing - Introducing
Updated - Updated
NewLoot - Loot
2.0
NewDifficulty - Difficulty
Settings
NewParagonLevelsDesc - Paragon levels no longer have a cap and Paragon XP is now shared among all of your characters.
Additionally, each level awards points that can be spent on improving your heroes’ attributes.
NewLootDesc - Sending the minions back to hell has never been more rewarding!
In addition to loot drops being of an overall better quality, a new smart-loot system means that these items are more likely to be useable by your hero’s class.
NewDifficultyDesc - The difficulty and monster power systems have been streamlined. Normal, Nightmare, and Hell no longer exist. Instead, monsters’ levels will now scale with your hero’s level.
NewParagonLevels - Paragon
Levels
NewSocialDesc -Create Clans with your friends to get access to a shared chat channel as well as receive notifications when they complete achievements or obtain legendary items
Communities allow you to be a part of larger groups such as fan sites and forums. Though you can only be a member of one clan at a time, you can join multiple communities.
*Attacks have a {s2} chance to deal {s3} damage to enemies within {s4} yards.
CrushingBlow - Crushing Blow Chance
ItemDescriptions.txt
X1_PromoTransmogPlan_01
X1_PromoTransmogPlan_02
HoradricRelic - Some believe they are shards of the Worldstone, still others think them fragments of trapped demon souls, while a few are sure they are the crystallized blood of the ancients themselves.
HoradricCacheBonusAct - [PH] Contains more loot than a normal Horadric Cache
HoradricCacheA1 - Within their monasteries, the Horadrim amassed treasures great and small. As the order was forgotten, so were its secrets.
HoradricCacheA2 - Within their monasteries, the Horadrim amassed treasures great and small. As the order was forgotten, so were its secrets.
HoradricCacheA3 - Within their monasteries, the Horadrim amassed treasures great and small. As the order was forgotten, so were its secrets.
HoradricCacheA4 - Within their monasteries, the Horadrim amassed treasures great and small. As the order was forgotten, so were its secrets.
GreaterHoradricCache - The Horadrim gathered relics from the far reaches of the world. So many, in fact, that most were never identified.
CraftingPlan_Jeweler_GemCombine_Amethyst_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Amethyst into one Royal Amethyst.
CraftingPlan_Jeweler_GemCombine_Amethyst_18_19 - Teaches the Jeweler how to combine three Royal Amethyst into one Flawless Royal Amethyst.
CraftingPlan_Jeweler_GemCombine_Emerald_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Emerald into one Royal Emerald.
CraftingPlan_Jeweler_GemCombine_Emerald_18_19 - Teaches the Jeweler how to combine three Royal Emerald into one Flawless Royal Emerald.
CraftingPlan_Jeweler_GemCombine_Ruby_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Ruby into one Royal Ruby.
CraftingPlan_Jeweler_GemCombine_Ruby_18_19 - Teaches the Jeweler how to combine three Royal Ruby into one Flawless Royal Ruby.
CraftingPlan_Jeweler_GemCombine_Topaz_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Topaz into one Royal Topaz.
CraftingPlan_Jeweler_GemCombine_Topaz_18_19 - Teaches the Jeweler how to combine three Royal Topaz into one Flawless Royal Topaz.
CraftingPlan_Jeweler_GemCombine_Diamond_17_18 - Teaches the Jeweler how to combine three Flawless Imperial Diamond into one Royal Diamond.
CraftingPlan_Jeweler_GemCombine_Diamond_18_19 - Teaches the Jeweler how to combine three Royal Diamonds into one Flawless Royal Diamond.
ItemSets.txt
Earthquake_Set_x1 - Earthquake Set
ItemTypeNames.txt
GreaterShard - Greater Shard
UIToolTips.txt
Gold - {icon:gold} This is your gold. Don't spend it all in one place.
{icon:x1_shard} Blood Shards can be returned to Lorath or Kadala for powerful items.
BoundToGame - Tradable to the following accounts
OptionsShowItemTooltipsOnDrop_con - Briefly display the item icon when an item drops on the ground.
ItemTradableTime - for {HOURS} Hrs, {MINUTES} Mins, {SECONDS} Secs.
BountyGambleDescription - Trade Blood Shards for items!
SlotMachinePage - Blood Shard
Crafter_rank_11 - Exquisite
Class Changes
As per usual, a massive list of Class changes is here. Remember that all Class changes will change again as they have in all previous patches.
DiabloFans Quote:
Barbarian
Nerves Of Steel Increase your Armor by [s]100[/s]50% of your Vitality.
Weapons Master Gain a bonus based on the weapon type of your main hand weapon: / Swords/Daggers: 8% increased damage / Maces/Axes: 5% Critical Hit Chance / Polearms/Spears: [s]10[/s]8% attack speed / Mighty Weapons: 3 Fury per hit
Brawler As long as there are 3 enemies within 8 yards, all of your damage is increased by [s]30[/s]20%.
Thunderstrike : When you kill an enemy with Hammer of the Ancients, other enemies within 10 yards are stunned for [s]1.5[/s]2 seconds.
Sprint Cost: 20 Fury / Increase movement speed by [s]40[/s]30% for 3 seconds.
stat : Improves movement speed to [s]140[/s]130% for 3 seconds.
Marathon : Increase the movement speed bonus to [s]50[/s]40% for [s]5[/s]4 seconds.
Furious Charge Generate: 15 Fury / Cooldown: 10 seconds / Rush forward knocking back and dealing [s]480[/s]360% weapon damage to enemies along your path.
Wrath of the Berserker Cooldown: 120 seconds / Enter a berserker rage which raises several attributes for 20 seconds. / *Critical Hit Chance: 10% / *Attack Speed: 25% / *Dodge Chance: 20% / *Movement Speed: 20%
Insanity : While active gain [s]80[/s]60% increased damage.
Arreat's Wail : Activating Wrath of the Berserker deals [s]5000[/s]3200% weapon damage to all enemies within 12 yards.
Slaughter : While active Critical Hits have a chance to cause an eruption of blood dealing [s]420[/s]280% weapon damage to enemies within 15 yards.
Earthquake Cost: 50 Fury / Cooldown: 60 seconds / Shake the ground violently, dealing [s]3600[/s]3000% weapon damage as Fire over 8 seconds to all enemies within 18 yards.
Molten Fury : Increase Earthquake's damage to [s]6600[/s]5200% weapon damage as Fire.
Giant's Stride : 20 secondary tremors follow your movement and deal [s]250[/s]200% weapon damage as Fire each.
Chilling Earth : Create an icy patch, causing Earthquake to Freeze all enemies hit and deal Cold damage.
Path of Fire : Project 20 secondary tremors up to 12 yards ahead of you that deal [s]250[/s]200% weapon damage as Fire each.
Leap Generate: 15 Fury / Cooldown: 10 seconds / Leap into the air, dealing [s]325[/s]180% weapon damage to all enemies within 8 yards of your destination and slowing their movement speed by 60% for 3 seconds.
Toppling Impact : Increase the damage of Leap to [s]735[/s]450% and send enemies hurtling away from where you land.
Launch : You leap with such great force that enemies within 8 yards of the takeoff point take [s]325[/s]180% weapon damage and are also slowed by 60% for 3 seconds.
Smite : Each hit has a [s]20[/s]25% chance to call down a bolt of lightning from above, stunning the enemy for 1.5 seconds.
[s]Triumph[/s]Berserk : [s]Killing an enemy with[/s]Increase the duration of the Frenzy [s]heals you for 8% of your maximum Life over 6[/s]effect to 10 seconds.
The Council Rises : The Ancients deal [s]120[/s]200% weapon damage with each attack and gain 100% additional Armor.
Ancients' Fury : Gain [s]2[/s]3 Fury every time an Ancient deals damage.
Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals [s]540[/s]550% weapon damage and 4 yard Knockback to enemies in a 45 yard arc.
Shattered Ground : Increase damage to [s]670[/s]710% weapon damage and increase Knockback distance by 100%.
Stagger : Each hit has has a [s]60[/s]80% chance of stunning enemies for 1 second.
Cracking Rift : Focus the seismic shockwaves along a narrow path to deal [s]880[/s]780% weapon damage to enemies along a 42 yard path.
Retribution : Increase damage to [s]660[/s]480% weapon damage.
Overpower Cooldown: 12 seconds / Deal [s]600[/s]480% weapon damage to all targets within 9 yards. / Critical Hits have a chance to reduce the cooldown of Overpower by 1 second.
Killing Spree : Your Critical Hit Chance is increased by 10% for [s]6[/s]5 seconds.
Storm of Steel : Throw up to 3 axes at nearby enemies that each deal [s]600[/s]480% weapon damage.
Revel : Increase damage to [s]1200[/s]960% weapon damage.
Burst Fire : Each time you fire, generate a shock pulse that damages nearby enemies within 12 yards for 160% weapon damage as [s]Arcane[/s]Physical.
Fan of Knives Cooldown: 8 seconds / Throw knives out in a spiral around you, dealing [s]500[/s]450% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60]% for 1 seconds.
Assassin's Knives : Also throw long-range knives that deal [s]500[/s]450% weapon damage to 5 additional enemies.
Fan of Daggers : Enemies hit are knocked back and Stunned [s]1.5[/s]for 2 seconds.
Pinpoint Accuracy : Increase cooldown to 12 seconds and increase damage to [s]1650[/s]1200% weapon damage.
Thunder Ball : When the bola explodes, it deals 160% weapon damage as Lightning and has a 35% chance to Stun the primary enemy for 1[s].5[/s] seconds.
Spike Trap Cost: 30 Hatred / Lay a trap that arms after 2 seconds and triggers when an enemy approaches. The trap has a 2 second re-arming time and can explode up to 3 times, each time dealing [s]200[/s]180% weapon damage to all enemies within 8 yards. / You can have a maximum of 3 Spike Traps active at one time.
Long Fuse : Increase the arming and re-arming time to 3 seconds but increases damage to [s]270[/s]300% weapon damage.
Echoing Blast : Increase the damage of each explosion to [s]240[/s]250% weapon damage and turns the damage into Poison.
Sticky Trap : Plant a bomb on an enemy rather than on the ground. After 2 seconds, the bomb explodes dealing [s]280[/s]680% weapon damage to all enemies within 8 yards.
Lightning Rod : When the trap is triggered, it releases a pulse of lightning that will bounce to up to 3 enemies for [s]200[/s]280% weapon damage as Lightning.
Grenade Generate: 3 Hatred / Throw a grenade that bounces and explodes for [s]160[/s]180% weapon damage as Fire.
Gas Grenades : Throw a gas grenade that explodes for [s]160[/s]180% weapon damage as Poison and leaves a cloud that deals an additional [s]95[/s]120% weapon damage as Poison over 3 seconds to enemies who stand in the area.
Cluster Grenades : Throw cluster grenades that deal [s]185[/s]200% weapon damage as Fire over a 36 yard radius.
Grenade Cache : Throw out 3 grenades that explode for [s]160[/s]180% weapon damage as Fire each.
Stun Grenade : Hurl a grenade that has a [s]25[/s]20% chance to Stun enemies for 1.5 seconds.
Twin Chakrams : A second Chakram mirrors the first. Each Chakram deals [s]340[/s]220% weapon damage as [s]Physical[/s]Fire.
Razor Disk : The Chakram spirals out from the targeted location dealing [s]340[/s]380% weapon damage as [s]Arcane[/s]Physical to enemies along the path.
Cluster Bombs : Launch a cluster through the air, dropping grenades in a straight line that each explode for [s]800[/s]600% weapon damage as Fire.
Dazzling Arrow : Enemies hit by the grenades have a [s]75[/s]100% chance to be stunned for [s]2[/s]1.5 seconds. / Cluster Arrow's damage turns into Lightning.
Marked for Death Cost: 3 Discipline / Mark an enemy. The marked enemy takes [s]12[/s]20% additional damage for the next 30 seconds.
Grim Reaper : [s]12[/s]15% of damage dealt to the marked enemy is also divided evenly among all enemies within 20 yards.
Mortal Enemy : Attacks [s]that [/s]you[s] and your allies[/s] make against the marked enemy generate [s]resources: / *Demon Hunter: 3[/s]4 Hatred[s] / *Barbarian: 2 Fury / *Crusader: 2 Wrath / *Monk: 3 Spirit / *Witch Doctor: 33 Mana / *Wizard: 4 Arcane Power[/s].
Death Toll : Attackers heal for up to 1% of [s]the damage done to[/s]their maximum Life when damaging the marked enemy.
Sentry Cost: 30 Hatred / Cooldown: 6 seconds / Summon a turret that fires at nearby enemies for [s]240[/s]200% weapon damage. Lasts 30 seconds. / You may have 2 turrets active at a time.
Chain of Torment : Create a chain between you and the Sentry and between each Sentry that deals [s]280[/s]240% weapon damage every second to each enemy it touches.
Spitfire Turret : The turret will also fire homing rockets at random nearby enemies for [s]100[/s]70% weapon damage as Fire.
Rain of Vengeance Cooldown: 30 seconds / Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing [s]1800[/s]1500% weapon damage over 5 seconds to all enemies in the area.
Shade : Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing [s]3600[/s]2800% weapon damage over 5 seconds to all enemies in the area.
Dark Cloud : Launch a volley of guided arrows that rain down on enemies for [s]4000[/s]3200% weapon damage over 8 seconds.
Anathema : Summon a Shadow Beast that drops grenades from the sky dealing [s]6000[/s]5400% weapon damage over 8 seconds.
Flying Strike : Call a group of 8 Shadow Beasts to plummet from the sky at a targeted location dealing [s]480%[/s]3200% total weapon damage each and stunning enemies hit for 2 seconds.
Stampede : Summon a wave of 10 Shadow Beasts to tear across the ground, knocking back enemies and dealing [s]520%[/s]4400% total weapon damage[s] each[/s].
Impact : The impact causes Knockback and has a [s]40[/s]50% chance to Stun for 1.5 seconds.
Vengeance Cooldown: 90 seconds / Turn into the physical embodiment of Vengeance for 15 seconds. / *Side Guns: Gain 4 additional piercing shots for [s]100[/s]75% weapon damage each on every attack. / *Homing Rockets: Shoot 4 rockets at nearby enemies for [s]50[/s]40% weapon damage each on every attack.
[s]Training Drone[/s]Dark Heart : [s]A mechanical contraption orbits[/s]Vengeance pours out of you, continuously dealing [s]460[/s]350% weapon damage per second to enemies around you.
Personal Mortar : Launch 2 grenades at random enemies outside melee range every [s]second[/s]attack for [s]200[/s]175% weapon damage each.
Entangling Shot Generate: 3 Hatred / Imbue an arrow with shadow energy that deals [s]140[/s]200% weapon damage to the primary enemy and entangles up to 2 enemies, slowing their movement by 60% for 2 seconds. / When Entangling Shot hits an enemy, the Slow effect on all entangled enemies is refreshed.
Chain Gang : [s]Hit[/s]Entangle and Slow up to 4 enemies with each shot.
Shock Collar : [s]Strike[/s]Entangled enemies [s]with electrified chains that deal an additional 80[/s]take 100% weapon damage as Lightning over 2 seconds.
Monk
Exalted Soul Increase maximum Spirit by 100 and increase Spirit Regeneration by [s]1[/s]2 per second. / Spirit fuels your defensive and offensive abilities.
Sixth Sense Your dodge chance is increased by an amount equal to [s]30[/s]42.5% of your Critical Hit Chance.
Mythic Rhythm[s]Using[/s]Every third hit from a Spirit Generator [s]grants increased Spirit generation from Spirit Generators by 2, stacking up to 3 times. / Using a[/s]increases the damage of your next damaging Spirit Spender [s]consumes all stacks and has its damage increased [/s]by [s]7% for each stack consumed[/s]40%.
Momentum Moving 30 yards increases your damage by [s]20[/s]15% for 4 seconds.
Nirvana Every 0.25 seconds you increase[s] your Spirit Regeneration by 2 and[/s] your damage by 5%, stacking up to 15 times. / Nirvana stacks reset when you hit an enemy.
desc : "Only in the ceaseless pursuit of purification can [s]enlightment[/s]enlightenment be achieved." ??? Patriarch Anisim
Fists of Thunder Generate: [s]8[/s]14 Spirit per attack / Teleport to your target and unleash a series of extremely fast punches that deal [s]121[/s]122% weapon damage as Lightning. / Every third hit deals [s]182[/s]183% weapon damage as Lightning split between all enemies in front of you.
stat : Damage increased to [s]121[/s]122% weapon damage as Lightning.
Quickening : Critical Hits generate an additional [s]12[/s]4 Spirit for each enemy hit.
Lightning Flash : Increase your chance to Dodge by [s]20[/s]17]% for 3 seconds after each hit.
Deadly Reach Generate: [s]7[/s]12 Spirit per attack / Project lines of pure force over a short distance for [s]103[/s]106% weapon damage as Physical. / Every third hit has a 10% chance to knock up enemies.
stat : Damage increased to [s]103[/s]106% weapon damage.
Piercing Trident : Increases knock up chance to [s]30[/s]20% and the second and third hits gain increased area of effect.
Scattered Blows : Every third hit randomly damages enemies within 25 yards for [s]150[/s]153% weapon damage as Lightning.
Strike from Beyond : Critical Hits generate an additional [s]6[/s]3 Spirit for each enemy hit.
Breath of Heaven Cooldown: 15 seconds / A blast of divine energy heals you and all allies within 12 yards for [s]16515[/s]8092 - [s]19818[/s]9744 Life. / Heal amount is increased by [s]100[/s]30% of your Health Globe Healing Bonus.
Circle of Scorn : Breath of Heaven also sears enemies for [s]80[/s]627% weapon damage as Holy.
Circle of Life : Increase the healing power of Breath of Heaven to [s]21469[/s]16185 - [s]25763[/s]19488 Life. / Heal amount is increased by [s]100[/s]30% of your Health Globe Healing Bonus.
Blazing Wrath : Breath of Heaven increases the damage of your attacks by [s]15[/s]10% for 45 seconds.
Infused with Light : Gain [s]8[/s]4 additional Spirit from Spirit generating attacks for 5 seconds after using Breath of Heaven.
Penitent Flame : Enemies exposed to Breath of Heaven run away in Fear for [s]1[/s]3.5 seconds.
Cyclone Strike Cost: 50 Spirit / Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals [s]386[/s]261% weapon damage as Holy.
Sunburst : Blast enemies with an explosion [s]of fire [/s]that [s]has a 50% chance to Fear enemies for 1.5 seconds[/s]deals 454% weapon damage as Fire.
Soothing Breeze : Cyclone Strike heals you and all allies within 24 yards for [s]3303[/s]4777 Life. / Heal amount is increased by [s]20[/s]17% of your Health Globe Healing Bonus.
Eye of the Storm : Reduce the Spirit cost of Cyclone Strike to [s]33[/s]26 Spirit.
Peaceful Repose : When activated, Serenity heals you for [s]16515[/s]11395 - [s]20644[/s]12427 Life. / Heal amount is increased by [s]100[/s]40% of your Health Globe Healing Bonus.
Crippling Wave Generate: [s]7[/s]12 Spirit per attack / Unleash a series of large sweeping attacks that deal [s]140[/s]143% weapon damage as Physical to all enemies in front of you. / Every third hit also dazes enemies around you within 11 yards, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.
Mangle : Increase damage to [s]213[/s]216% weapon damage as Physical.
Mantra of Healing Cost: 50 Spirit / Recite a Mantra that causes you and your allies within 60 yards to gain increased Life regeneration by [s]1651[/s]826 Life per Second. The heal amount is increased by [s]100[/s]30% of your Life per Second. Lasts 3 minutes. / For 3 seconds after activation Mantra of Healing shrouds you and your allies with a mystical shield that absorbs up to [s]2477[/s]9554 damage. Absorb amount is increased by 15% of your Health Globe Healing Bonus. / Only one Mantra may be active at a time.
Sustenance : Increase the Life regeneration granted by Mantra of Healing to [s]3303[/s]1651 Life per Second. / Heal amount is increased by [s]100[/s]30% of your Life per Second.
Boon of Inspiration : Mantra of Healing also heals [s]495[/s]551 Life when hitting an enemy. Heal amount is increased by [s]100[/s]20% of your Life per Hit.
Way of the Hundred Fists Generate: [s]6[/s]12 Spirit per attack / Unleash a rapid series of punches that strike enemies for [s]205[/s]192% weapon damage as Physical.
stat : Damage increases to [s]205[/s]192% weapon damage.
Fists of Fury : Perform a short dash to the first enemy and deal an additional [s]309[/s]871% weapon damage as Holy over [s]5[/s]3 seconds to enemies you hit.
Hands of Lightning : Increase the number of hits in the second strike from 7 to 10[s],[/s] and increasing damage to [s]293[/s]429% weapon damage as Physical.
Spirited Salvo : Every activation of the skill has a 40% chance to generate [s]12[/s]6 additional Spirit.
Mantra of Conviction Cost: 50 Spirit / Recite a Mantra that causes all enemies within 30 yards of you to take [s]12[/s]10% additional damage. The Mantra lasts 3 minutes. / For 3 seconds after activation, the effect is increased to [s]24[/s]20% additional damage. / Only one Mantra may be active at a time.
Overawe : Increase the strength of Mantra of Conviction so that enemies take [s]24[/s]20% additional damage and [s]48[/s]30% for the first 3 seconds.
Dishearten : Slow the movement of enemies within 30 yards by [s]60[/s]80%.
[s]Reclamation[/s]Annihilation : [s]When an enemy[/s]Enemies affected by Mantra of Conviction [s]is killed, your allies nearby gain 1% of maximum Life and 1[/s]have a 15% [s]of maximum resources[/s]increased chance to receive a Crushing Blow.
Dashing Strike Cost: [s]25 Spirit[/s]1 Charge / Quickly dash up to 50 yards, striking enemies along the way for [s]327[/s]352% weapon damage as Physical. / You gain a charge every 6 seconds and can have up to 2 charges stored at a time.
Barrage : The last enemy you dash through is obliterated with a barrage of strikes, taking an additional [s]200[/s]259% weapon damage as Physical over 2 seconds.
Blinding Speed : Gain 20% increased chance to Dodge for 3 seconds when using Dashing Strike. / Dashing Strike's damage changes to Cold.
Quicksilver : [s]Reduce the cost of Dashing Strike[/s]Increases maximum charges to [s]16 Spirit[/s]3.
Flying Side Kick : Perform a flying kick that has a [s]40[/s]15% chance to Stun enemies hit for 1 second.
Inner Sanctuary Cooldown: 20 seconds / Create a runic circle of protection on the ground for 5 seconds that reduces all damage taken by [s]35[/s]55% for all allies inside.
Intervene : Dash to the target location, granting a shield that absorbs up to [s]2477[/s]13674 damage for 3 seconds to allies within 11 yards and then creating Inner Sanctuary. / Absorb amount is increased by [s]100[/s]28% of your Health Globe Healing Bonus.
Safe Haven : Allies inside Inner Sanctuary are healed for [s]4129[/s]2279 every second. / Heal amount is increased by [s]100[/s]30% of your Life per Second.
Forbidden Palace : Enemies inside Inner Sanctuary take 30% increased damage and have their movement speed reduced by [s]60[/s]80%.
Sweeping Wind Cost: 75 Spirit / Surround yourself in a vortex that continuously deals [s]43[/s]28% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 3 stacks for a total of [s]129[/s]84% weapon damage.
Blade Storm : Intensify the vortex, increasing the damage per stack to [s]58[/s]42% weapon damage. This increases the damage with 3 stacks to [s]174[/s]126% weapon damage.
Inner Storm : As long as your vortex is at the maximum stack count, you gain [s]5[/s]4 Spirit per second.
Exploding Palm Cost: 40 Spirit / Cause a enemy to Bleed for [s]1832[/s]1331% weapon damage as Physical over 9 seconds. If the enemy dies while bleeding, it explodes and deals 50% of its maximum Life as Physical damage to all nearby enemies.
Impending Doom : Increase the duration of the Bleed effect to deal [s]3486[/s]2537% weapon damage as Physical over 12 seconds.
The Flesh is Weak : Enemies hit take [s]10[/s]20% additional damage for 9 seconds.
Sudden Assault : Teleport to the enemy and increase damage dealt to [s]4777[/s]4177% weapon damage over 7 strikes.
Sustained Attack : Reduce the cooldown [s]by 7[/s]to 17 seconds[s] and Spirit cost to 7 Spirit[/s].
Fulminating Onslaught : Each strike explodes, dealing [s]777[/s]577% weapon damage as Holy in a 7 yard radius around the enemy.
Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for [s]897[/s]604% weapon damage as Holy, followed by an additional [s]149[/s]101% weapon damage as Holy to all enemies in a line.
Wall of Light : Increase damage of the initial strike to [s]1185[/s]928% weapon damage as Holy and adds a knockback.
Explosive Light : Release bursts of energy that deal [s]1085[/s]830% weapon damage as Holy to nearby enemies.
Pillar of the Ancients : Summon an ancient pillar that deals [s]831[/s]636% weapon damage followed by an additional [s]831[/s]636% weapon damage after 2 seconds.
Empowered Wave : Reduce the cost of Wave of Light to [s]50[/s]40 Spirit.
Mantra of Evasion Cost: 50 Spirit / Recite a Mantra that grants you and your allies within 60 yards a [s]20[/s]17% bonus Dodge Chance. Lasts 3 minutes. / For 3 seconds after activation, a second effect grants an additional [s]20[/s]17% Dodge Chance. / Only one Mantra may be active at a time.
Lashing Tail Kick Cost: 30 Spirit / Unleash a deadly roundhouse kick that deals [s]732[/s]624% weapon damage as Physical.
Vulture Claw Kick : Release a torrent of fire that burns nearby enemies for [s]732[/s]624% weapon damage as Fire.
Spinning Flame Kick : Hurl a column of fire that burns through enemies, causing [s]851[/s]677% weapon damage as Fire to each enemy it strikes.
Hand of Ytar : Attack enemies at long range. / Enemies hit are Slowed by 80% for [s]2[/s]3 seconds.
Sweeping Armada : Damage done is increased to [s]869[/s]671% weapon damage as Physical. / Enemies hit are knocked back and Slowed by 60% for 2 seconds.
Scorpion Sting : Enemies hit have a [s]50[/s]65% chance to be stunned for 2 seconds.
Tempest Rush Cost: 15 Spirit plus an additional 10 Spirit while channeling / Charge directly through your enemies, dealing [s]349[/s]289% weapon damage while running.
Slipstream : Reduce damage taken by [s]25[/s]20% while running.
Northern Breeze : Reduce the channeling cost of Tempest Rush to 8 Spirit and increase its damage to [s]396[/s]343% weapon damage.
Self Reflection : Increase the duration enemies are blinded to 7.5 seconds.
Epiphany Cooldown: [s]120[/s]90 seconds / [s]You have[/s]Have an Epiphany, [s]restoring all of[/s]increasing your Spirit[s], reducing the Spirit cost of your skills[/s] Regeneration per Second by [s]50%[/s]35 and enabling your melee attacks to instantly dash to your target for [s]20[/s]15 seconds.
Desert Shroud : Infuse yourself with sand, reducing damage taken by 50%[s] and increasing your damage by 3% for each enemy within 15 yards[/s].
Soothing Mist : Imbue yourself with water, [s]instantly resetting[/s]causing your [s]Defensive cooldowns and reducing their cooldown durations by 50%. Using a Defensive ability also cleanses negative effects off of[/s]abilities to heal yourself and allies within 30 yards[s].[/s] for 4129 Life. / Heal amount is increased by 25% of your Health Globe Healing Bonus.
Inner Fire : Engulf yourself in flames,[s] burning enemies within 10 yards for 250% weapon damage as Fire and[/s] causing your attacks to assault enemies in front of you for [s]330[/s]353% weapon damage as Fire.
[s]Ascension[/s]Ascendance : Charge yourself with Lightning,[s] increasing your movement speed by 10% and[/s] causing your next attack after moving 10 yards to Stun enemies for 1.5 seconds.
Mystic Ally[s]Cost[/s]Cooldown: [s]25 Spirit[/s]30 seconds / [s]Summon a[/s]Active: Your mystic ally [s]to fight alongside you until it is destroyed[/s]has its damage increased by 50% for 10 seconds. / Passive: A mystic ally fights by your side. The ally deals 40% of your weapon damage as Physical per swing. When the ally dies, it is reborn after 5 seconds.
stat : [s]Summon a mystic ally capable of engaging enemies in combat. / Cost: 25 Spirit[/s]
Fire Ally : [s]Imbue the[/s]Active: Your mystic ally [s]with the essence of fire. The ally gains the ability to unleash a flaming kick[/s]splits into multiple allies that explode for [s]80[/s]277% weapon damage as Fire[s] plus an additional 40% of[/s]. / Passive: A mystic ally fights by your [s]weapon[/s]side that increases your damage [s]per second as Fire for 2 seconds to all enemies in a straight line[/s]by 10%.
Water Ally : [s]Imbue the[/s]Active: Your mystic ally[s] with the essence of water. The ally gains the ability to perform a[/s] performs 7 wave [s]attack that deals 120% of your[/s]attacks in quick succession, each dealing 245% weapon damage as [s]Physical and Slows the movement of affected[/s]Cold. / Passive: A mystic ally fights by your side that infuses your attacks to Chill enemies by 60% for [s]2[/s]3 seconds.
Earth Ally : [s]Imbue the[/s]Active: Your mystic ally [s]with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to[/s]turns into a [s]single enemy and forcing that enemy to attack the ally[/s]boulder for [s]3[/s]8 seconds. The boulder rolls toward nearby enemies, knocking them up. / Passive: A mystic ally fights by your side that increases your Life by 20%.
Air Ally : [s]Imbue the[/s]Active: You gain 75 Spirit. / Passive: A mystic ally [s]with the essence of air. Every attack made[/s]fights by [s]the ally has a 2% chance to generate 100[/s]your side that increases your Spirit [s]for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies[/s]Regeneration by 4.
[s]Eternal[/s]Enduring Ally : [s]The[/s]Active: Your mystic ally [s]is imbued with the essence of life. When the ally dies, it has a 100% chance[/s]sacrifices itself to [s]be reborn after 3 seconds. In addition, the physical damage of the ally's basic attack is increased to 60[/s]heal you for 100% of your [s]weapon damage[/s]maximum Life. / Passive: A mystic ally fights by your side that increases your Life per [s]swing[/s]Second by 826.
Witch Doctor
Spirit Vessel Reduce the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. / In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 2 seconds and heal to 15% of your maximum Life. / This effect [s]has a[/s]may occur once every 90 [s]second cooldown[/s]seconds.
Spider Queen : Throw a jar with a spider queen that births spiderlings, dealing [s]2175[/s]1875% weapon damage as Poison over 15 seconds. / You may have one spider queen summoned at a time.
Haunt Cost: 200 Mana / Haunt an enemy with a spirit, dealing [s]1900[/s]1665% weapon damage as Arcane over 6 seconds. If the enemy dies, the spirit will haunt another nearby enemy. / An enemy can only be affected by one Haunt at a time.
Grasp of the Dead Cost: 150 Mana / Cooldown: 8 seconds / Ghoulish hands reach out from the ground, slowing enemy movement by 60% and dealing [s]800[/s]680% weapon damage as Physical over 8 seconds.
Groping Eels : Increase the damage done to [s]1240[/s]1000% weapon damage as Physical.
Rain of Corpses : Corpses also fall from the sky, dealing [s]675[/s]525% weapon damage as Physical over 8 seconds to nearby enemies.
Angry Chicken : Transform into an angry chicken for up to 2 seconds that can explode for [s]1850[/s]1650% weapon damage as Physical to all enemies within 12 yards.
Pride : Gain [s]600[/s]60 Mana for each Zombie Dog you sacrifice.
Locust Swarm Cost: 300 Mana / Unleash a plague of locusts that swarms an enemy, dealing [s]1240[/s]1120% weapon damage as Poison over 8 seconds. / The locusts will jump to additional nearby enemies.
Searing Locusts : Engulf the enemy with burning locusts that deal [s]1760[/s]1560% weapon damage as Fire over 8 seconds.
Cloud of Insects : Increase the duration of the swarm to deal [s]2480[/s]2240% weapon damage over 16 seconds.
Spirit Barrage Cost: 100 Mana / Bombard an enemy with [s]a[/s]4 spirit [s]blast that deals[/s]bolts deal a total of 425% weapon damage as Physical.
Phlebotomize : [s]Enemies hit have[/s]Each spirit bolt has a [s]15[/s]4% chance to [s]be Charmed[/s]Charm its target for 4 seconds.
Mass Hallucination : Amid the confusion, a giant spirit rampages through enemies, dealing [s]250[/s]195% weapon damage per second as Physical to enemies it passes through.
Umbral Shock : When Spirit Walk ends, your physical body erupts for [s]1275[/s]920% weapon damage as Fire to all enemies within 10 yards.
Honored Guest : Gain [s]15[/s]30% of your maximum Mana [s]every second while[/s]when you activate Spirit Walk[s] is active[/s].
Healing Journey : Gain [s]7[/s]14% of your maximum Life [s]every second while[/s]when you activate Spirit Walk[s] is active[/s].
Zombie Charger Cost: [s]140[/s]150 Mana / Call forth a reckless, suicidal zombie that deals 560% weapon damage as Poison to all enemies in its path before decomposing.
[s]Dead Rush[/s]Lumbering Cold : [s]Zombies[/s]Zombie winter bears crawl out of the ground and run in all directions, dealing [s]280[/s]252% weapon damage as Physical to nearby enemies.
Piranhado : The pool of piranhas becomes a tornado of piranhas that lasts 4 seconds. Nearby enemies are periodically sucked into the tornado. / Increases the cooldown to 16 seconds.
Wizard
Cold Blooded All damage dealt to chilled and frozen targets is increased by [s]20[/s]10%.
Galvanizing Ward As long as you have not taken damage in the last 5 seconds you gain a protective shield that absorbs the next [s]12386[/s]12551 damage.
Unstable Anomaly When you receive fatal damage, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds. / This effect [s]has a[/s]may occur once every 60 [s]second cooldown[/s]seconds.
Paralysis Lightning spells have a [s]10[/s]20% chance to Stun all targets hit for 1.5 seconds.
Conflagration Fire damage dealt to enemies applies a burning effect, increasing their chance to be critically hit by [s]5[/s]6% for 3 seconds.
stat : [s]Dealing Arcane damage[/s]Killing an enemy grants[s] you[/s] a shield that absorbs [s]826[/s]8257 damage for 5 seconds. This effect can stack up to 10 times. / Refreshing Dominance will set the shield to its maximum possible potency and each stack will increase its total duration by 1 second.
Barrier Blades : With each cast, gain a protective shield for [s]1 second[/s]3 seconds that absorbs [s]826[/s]1651 damage.
Ice Armor Cost: 25 Arcane Power / Surround yourself in a barrier of ice that reduces damage from melee attacks by 12%. Melee attackers are either Chilled or Frozen for [s]2[/s]3 seconds. Lasts 4 minutes. / Only one Armor may be active at a time.
Ice Reflect : Melee attacks have a [s]25[/s]40% chance to create a Frost Nova centered on the attacker, dealing 75% weapon damage as Cold.
Impactful Wave : Wave of Force repels projectiles, knocks back nearby enemies and Slows them by 60% for [s]4[/s]5 seconds. / Wave of Force gains 5 second cooldown.
Mirror Image Cooldown: 15 seconds / Summon 2 illusionary duplicates of yourself that taunt nearby enemies for 1 second, last for 7 seconds and have 50% of your Life. / Spells cast by your Mirror Images will deal [s]18[/s]20% of the damage of your own spells.
Mirror Mimics : Spells cast by your Mirror Images will deal [s]18[/s]20% of the damage of your own spells.
Mocking Demise : When a Mirror Image is destroyed, it explodes, dealing [s]419[/s]309% weapon damage as Arcane with a 50% chance to Stun for 2 seconds.
Frost Nova Cooldown: [s]15[/s]13 seconds / Blast nearby enemies with an explosion of ice and freeze them for 3 seconds.
stat : Increases freeze duration to 3 seconds and damage to 0 - [s]0[/s]4 Cold damage. / Cooldown: [s]15[/s]13 seconds
Bone Chill : Enemies take [s]15[/s]60% more damage while frozen or chilled by Frost Nova.
Shatter : A frozen enemy that is killed has a [s]50[/s]100% chance of releasing another Frost Nova.
Frozen Mist : Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals [s]1592[/s]1019% weapon damage as Cold over 8 seconds.
Cold Snap : Reduce the cooldown [s]of Frost Nova[/s]to 8 seconds and increase the Freeze duration to [s]7.5[/s]4 seconds.
Deep Freeze : Gain a [s]15[/s]10% bonus to Critical Hit Chance for [s]15[/s]13 seconds if Frost Nova hits 5 or more enemies.
Spark : Lob an electrified orb over enemies that zaps them for 349% weapon damage as Lightning and increases the damage of the next Lightning spell you cast by [s]1[/s]2% for every enemy hit.
Time Bomb : Explosive Blast detonates from the point it was originally cast after 2.5 seconds for [s]1489[/s]1334% weapon damage as Arcane.
Unleashed : Reduce the casting cost of Explosive Blast to [s]10[/s]15 Arcane Power.
Chain Reaction : Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing [s]396[/s]355% weapon damage as Fire.
Diamond Skin Cooldown: 15 seconds / Transform your skin to diamond for [s]6[/s]3 seconds, absorbing up to [s]0[/s]17836 damage from incoming attacks.
stat : Increases damage absorbed to [s]0[/s]17836 damage. / Cooldown: 15 seconds
Enduring Skin : Increase the duration of Diamond Skin to [s]9[/s]6 seconds.
Crystal Shell : Increase the maximum amount of damage absorbed to [s]0[/s]35672 damage.
Diamond Shards : When Diamond Skin fades, diamond shards explode in all directions dealing [s]210[/s]863% weapon damage as Arcane to nearby enemies.
Slow Time Cooldown: 15 seconds / Invoke a bubble of warped time and space for [s]8[/s]12 seconds, reducing enemy attack speed by 20% and movement speed by 60%. This bubble also slows the speed of enemy projectiles by 90%.
Time Warp : Enemies caught in the bubble of warped time take [s]20[/s]12.5% more damage.
Time Shell : Increase the potency of the movement speed reduction to 80% and reduces the cooldown to 12 seconds.
Stretch Time : Time is sped up for any allies standing in the area, increasing their attack speed by [s]10[/s]12.5%.
Hydra Cost: 15 Arcane Power / Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing [s]101[/s]78% weapon damage as Fire. / Only one Hydra may be active at a time.
Frost Hydra : Summon a Frost Hydra that breathes a short range cone of frost, causing [s]222[/s]136% weapon damage as Cold to all enemies in the cone.
Lightning Hydra : Summon a Lightning Hydra that electrocutes enemies for [s]222[/s]166% weapon damage as Lightning.
Blazing Hydra : Summon a Blazing Hydra that [s]leaves a pool[/s]spits bolts of [s]fire[/s]Fire that burn enemies near the point of impact, dealing [s]96[/s]130% weapon damage [s]per second [/s]as Fire [s]to enemies who remain in[/s]over 5 seconds. Burn damage can stack multiple times on the [s]pool[/s]same enemy.
Mammoth Hydra : Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing [s]287[/s]215% weapon damage per second as Fire to enemies caught on the burning ground.
Arcane Hydra : Summon an Arcane Hydra that spits Arcane Orbs that explode on impact, dealing [s]178[/s]133% weapon damage as Arcane to enemies near the explosion.
Blizzard Cost: 40 Arcane Power / Call down shards of ice that deal [s]776[/s]673% weapon damage as Cold over 6 seconds to enemies in a 12 yard radius. Multiple casts in the same area do not stack.
Unrelenting Storm : Increase the duration and damage of Blizzard to deal [s]1389[/s]1143% weapon damage as Cold over 8 seconds.
Stark Winter : Increase the area of effect and damage of Blizzard to deal [s]972[/s]818% weapon damage as Cold over 6 seconds to enemies in a 22 yard radius.
Grasping Chill : After the Blizzard ends, the ground is covered in a low-lying mist for [s]4[/s]2.5 seconds that Slows the movement speed of enemies by [s]60[/s]80%.
Frozen Solid : Enemies caught in the Blizzard have a [s]25[/s]30% chance to be Frozen for [s]3[/s]4 seconds.
Glacial Spike : Cast out a shard of ice that explodes on impact, causing enemies within 4.5 yards to take [s]157[/s]175% weapon damage as Cold and be frozen for 1 second. / Enemies cannot be frozen by Glacial Spike more than once every 5 seconds.
Molten Impact : Increases the damage of the Meteor impact to [s]2504[/s]1934% weapon damage as Fire and the molten fire to [s]836[/s]646% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown.
Comet : Summon a Comet that deals [s]583[/s]596% weapon damage as Cold and has a 20% chance to freeze enemies for 1 second upon impact. / The impact site is covered in a freezing mist that deals [s]195[/s]199% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
Lightning Bind : If the initial impact causes a Critical Hit, the electrified Meteor duration is increased to 8 seconds and enemies are rooted for [s]4[/s]5 seconds. / Meteor's damage turns into Lightning.
Ray of Frost Cost: 16 Arcane Power / Project a beam of frozen ice that blasts enemies within 5 yards of the first enemy hit for [s]410[/s]360% weapon damage as Cold and Slows their movement by 60% for 3 seconds.
Sleet Storm : Create a swirling storm around you that grows up to a 22 yard radius, dealing [s]425[/s]375]% weapon damage as Cold to all enemies caught within it.
Numb : Ray of Frost has a [s]15[/s]10% chance to Freeze enemies for 1 second and increases the Slow amount to 140% for 3 seconds.
Black Ice : Enemies killed by Ray of Frost leave behind a patch of ice that deals [s]1134[/s]1104% weapon damage as Cold to enemies moving through it over 3 seconds.
Archon[s]Cost: 25 Arcane Power / [/s]Cooldown: 120 seconds / Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities and your Armor and resistances are increased by 50%. / Each enemy killed while in Archon form increases your damage by [s]12[/s]6% for the remaining duration of Archon.
Slow Time : Archon form can cast a Slow Time that follows you.
Arcane Destruction : An explosion erupts around you when you transform, dealing [s]6601[/s]6309% weapon damage as Arcane to all enemies within 15 yards.
Calamity : Cast a short range Wave of Force upon arrival, dealing [s]265[/s]422% weapon damage as Arcane to all nearby enemies and stunning them for 1.5 seconds.
Safe Passage : For [s]4[/s]5 seconds after you Teleport, you will take [s]30[/s]46% less damage.
Black Hole Cost: [s]20[/s]35 Arcane Power / Cooldown: 8 seconds / Conjure a Black Hole at the target location that draws enemies to it and deals [s]170[/s]376% weapon damage as Arcane over 2 seconds to all enemies within 15 yards.
Supermassive : Increases the Black Hole radius to 20 yards and damage to [s]455[/s]583% weapon damage as Lightning over 2 seconds.
Event Horizon : The Black Hole also [s]absorbs[/s]has a chance to absorb enemy projectiles and objects within 15 yards.
Blazar : Conjure a Black Hole at the target location that draws enemies to it and deals [s]170[/s]376% weapon damage as Fire over 2 seconds to all enemies within 15 yards. / After the Black Hole disappears, an explosion occurs that deals [s]454[/s]372% weapon damage as Fire to enemies within 15 yards.
stat : [s]Critical Hits have a chance to reduce the cooldown of your spells by 1 second.[/s]
desc : [s]"As the blast obliterated the walls, she spun the energy of the shockwave into a new spell and hurled it at her stupefied foes." ???The Harrowing of Korlean's Stronghold[/s]
stat : Enemies that take Arcane damage are slowed by 60% for 3 seconds.
desc : "The energies of time and arcane power are jealous consorts. If you caress the one, you neglect the other at great risk." ???Ennead Sage Resko
X1_Crusader
Heavenly Strength You can wield a [s]2-Handed Weapon[/s]two-handed weapon in your main hand while [s]holding[/s]bearing a [s]Shield[/s]shield in your [s]offhand. [/s]off hand. / Your maximum movement speed is reduced by 10%.
desc : "You must quiet [s]the[/s]both mind and body in order to feel the Light. Only then shall it unleash your hidden strength."???[s]High [/s]Cleric Akkhan
Hold Your Ground You can no longer [s]dodge[/s]Dodge, but your [s]block chance[/s]Block Chance is increased by 15%.
desc : "I shall not be moved[s], your[/s]. Your blows cannot touch me."???Harrel the Unbreakable
Indestructible Gain 1% Armor for every [s]5%[/s]3% of Life missing.
Vigilant Increase Life regeneration by 413. / Reduce all non-Physical damage taken by [s]2[/s]5%.
desc : "May [s]Akkarat[/s]Akarat protect me and grant me the faith to allow the Light to heal my soul."???The Crusader's Oath
Insurmountable When surrounded by 4 or more enemies within [s]15[/s]12 yards, your Block Amount is increased by [s]10% for 5 seconds[/s]30%. / Block Amount is granted by [s]Shields[/s]shields.
Long Arm of the Law "The Light sustains the law, for without it, the law is naught but empty words"???[s]High [/s]Cleric Akkhan
Wrathful Gain [s]5[/s]50% Wrath regeneration for 3 seconds when you successfully block.
desc : "One [s]garbed[/s]clad in the Light absorbs the anger of [s]their[/s]her foes and then turns it against them."???Crusader saying, origin unknown
Iron Maiden Woe to those who would approach a true crusader while carrying anger in [s]his heart[/s]their hearts, for soon[s] he[/s], they shall be no more.
Finery[s]Meditate[/s]As you meditate upon [s]the stone[/s]those stones that [s]contains[/s]contain the Light, you will find the Light within yourself.
Holy Cause The amount of Holy damage [s]on[/s]dealt by your weapon is increased by 10%. / [s]The heal effect of[/s]Whenever you deal Holy damage[s] is increased by 10%[/s], you heal 1% of your total Life.
desc : "Unleash your might upon the wicked that they may be cleansed."???Melmoth, the [s]wanderer[/s]Wanderer of the Wastes
Lord Commander The cooldown of Steed Charge is reduced by 5 seconds and [s]Bombardement[/s]Bombardment by 20 seconds. / Damage dealt by Phalanx is increased [s]120[/s]20%.
Blunt Let [s]the[/s]your hammer [s]show[/s]educate the [s]heathen[/s]heathens in the error of [s]his[/s]their ways.
Towering Shield A crusader's shield is one with his or her body.
Fanaticism Your primary skills generate an additional [s]2[/s]3 Wrath.
Renewal Whenever you [s]block[/s]successfully Block, you gain 2477 Life.
desc : "I say unto you, let not the foul darkness engulf the Light within you[s], for[/s]. For whosoever hears these words and knows them to be true shall be reborn."???[s]Akkarat[/s]Akarat
Divine Fortress Your [s]armor[/s]Armor is increased by your [s]Shields[/s]shield's Block Chance.
Fervor "As the wicked fall at your feet, you shall know the [s]truth[/s]power of the crusade."???Unknown
Nephalem Majesty "My words are not new. The ancients [s]knew[/s]embraced the Light completely, and [s]all was well[/s]it made them mightier than we can even imagine."???[s]Akkarat[/s]Akarat
Blessed Shield Cost: 20 Wrath / Hurl a celestial shield at enemies, dealing [s]220[/s]380% weapon damage and [s]10[/s]100% of shield [s]block amount[/s]Block Amount as damage. The shield will ricochet [s]to[/s]between 3 nearby enemies.
Staggering Shield : The shield becomes charged with lightning and has a [s]80[/s]25% chance to stun the first enemy hit for 2 seconds. [s]Every[/s]Each enemy hit reduces the chance to stun by [s]20[/s]5%.
Combust : The shield erupts in flames and has a [s]60[/s]33% chance to explode on impact, dealing [s]210[/s]105% weapon damage as Fire to all enemies within [s]10[/s]8 yards.
Shattering Throw : When the shield hits an enemy it splits into 3 small fragments which bounce between enemies nearby, dealing [s]25[/s]50% weapon damage to all enemies they hit.
Piercing Shield : The shield no longer bounces, but pierces through all enemies[s],[/s] with a 50% chance of knocking them aside.
Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing [s]180[/s]500% weapon damage.
Blazing Sweep : Enemies hit by the attack will catch on fire for [s]25[/s]260% weapon damage over 2 seconds.
Holy Shock : For every enemy hit, you will heal for [s]2477[/s]413 Life.
Frozen Sweep : The flail becomes frozen, enemies hit by it have a 20% chance to be chilled for [s]5[/s]3 seconds. These chilled enemies take 20% more damage.
Heaven's Fury Cooldown: [s]40[/s]20 seconds / Call down a furious ray of Holy power that deals [s]9000[/s]1500% weapon damage as Holy over 6 seconds to all enemies caught [s]under[/s]within it.
[s]Double Double[/s]Ascendancy : The [s]"Double-Double". Double the size[/s]ray of Holy power grows to encompass 12 yards, [s]double the[/s]dealing 2040% weapon damage[s]. Also double the wrath cost[/s] as Holy over 6 seconds to enemies caught within it.
Blessed Ground : [s]God Ray also blesses the ground[/s]The ground touched by the ray becomes blessed, scorching it and dealing [s]1500[/s]1250% weapon damage over 5 seconds to any enemy who walks through it.
Split Fury : The [s]beam[/s]ray splits into [s]5[/s]3 smaller beams[s] which appear at random locations around the crusader[/s], each dealing 1440% weapon damage as Holy over 6 seconds.
Thou Shalt Not Pass : [s]God Ray beams down with so much energy that all terrain[/s]Ground touched by [s]it cannot be traversed by[/s]the ray pulses with Holy power for 6 seconds, stopping enemies [s]for X seconds[/s]who try to pass over it.
[s]Fire[/s]Fires of Heaven : The [s]Ray[/s]ray is focused on [s]the Crusader[/s]your shield in a pulse[s], who deflects its power with his shield[/s] that is deflected in a tightly focused beam [s]of holy energy [/s]across the battlefield, dealing 1200% as Holy to all enemies it hits. / [s]Also removes the[/s]The cooldown [s]but adds a resource cost[/s]is removed. Now costs 40 Wrath.
Phalanx Cost: [s]35[/s]0 Wrath / Summon powerful avatars who charge forward to the targeted destination. [s]/ 100% / [/s]Enemies caught in the path of the charge [s]are knocked back, [/s]take [s]300[/s]295% weapon damage[s], and have a 0% chance to be stunned for 1 seconds[/s].
[s]Archers[/s]Bowmen : The summoned avatars wield bows and attack enemies [s]at range as[/s]as they [s]walk[/s]march, dealing [s]11 - 101[/s]100% weapon damage.
Shield Charge : The [s]Avatars[/s]summoned avatars charge [s]very quickly to [/s]the [s]targeted destination, pushing enemies in their way backwards. At the end of the destination, they[/s]target and all perform a shield bash, damaging the enemies at that location dealing [s]100[/s]75% weapon damage.
Stampede : Summon warhorses that charge and [s]stampede over[/s]knockback the enemy[s], dealing 1400% damage and stunning[/s] with a 25% chance to stun enemies for 2 seconds.
Shield Bearers : The avatars no longer walk forward, but plant at the summoned location, blocking all enemies from moving through.[s] The crusader and his allies can pass through the avatars unharmed.[/s]
Bodyguard : Instead of sending the avatars out away from you, you summon [s]the avatars[/s]2 Avatars of the Order to protect you, who fight by your side for [s]X[/s]10 seconds. Each Avatar will attack for 100% of your weapon damage as Physical. / The Avatars can only be summoned once every 30 seconds.
Bombardment Cooldown: 60 seconds / Call in an assault from afar, raining [s]balls[/s]spheres of burning pitch and stone onto enemies around you, dealing [s]310[/s]4690% weapon damage to enemies within 18 yards of the impact zone. / The bombardment continues on randomly targeted monsters nearby for the next [s]6[/s]5 seconds.
[s]Tar Pit : [/s]Barrels of [s]tar are thrown and crash down, creating black[/s]Tar / In place of the burning spheres, barrels of sticky [s]pools[/s]tar are hurled that [s]slow[/s]cover the area, slowing monsters [s]caught in[/s]who walk throught it by [s]60[/s]80%.
[s]Moo-Splat[/s]Annihilate : [s]Instead of hurling burning balls of pitch, the carcasses of dead and diseased animals (cows) are thrown. When they land, their poisoned parts are scattered across the battlefield, leaving the area poisoned for a 3 seconds doing 250% weapon damage per second[/s]Each impact has a 100% chance to deal a Crushing Blow.
Mine Field : [s]Mines are scattered[/s]Each impact scatters 2 mines onto the battlefield[s],[/s] which[s] will[/s] explode when [s]an enemy walks over[/s]enemies walk near them dealing 250% weapon damage to everything within 10 yards.
Impactful Bombardment : [s]Reduces[/s]A single, much larger ball of explosive pitch is hurled at the [s]number of impacts to 1. On impact it instantly deals 310[/s]targeted location dealing 4690% weapon damage to everything within [s]a 22 radius[/s]18 yards.
Targeted : [s]If you have a target highlighted when you cast bombardment, that enemy will be the focal point of all the bombardments[/s]The bombardment will no longer randomly find targets nearby, it will instead continue to fall on your initial target.
Fist of the Heavens Cost: 30 Wrath / Call forth a pillar of lightning from the heavens [s]which[/s]that explodes, dealing 630% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that [s]crawl[/s]arc outward, dealing 430% weapon damage to enemies [s]they[/s]through whom they pass[s] through[/s].
Heavens Tempest : Summon a lightning storm that covers [s]an area of[/s]a 8[s] [/s]-yard radius for 3 seconds, dealing 25% weapon damage per second to enemies who [s]move[/s]pass underneath it.
Reverberation : The bolt detonates with a shockwave on impact, causing all enemies hit to be thrown away from the blast and slowed by [s]50[/s]60% for [s]6[/s]3 seconds.
[s]Ball Lightning[/s]Fissure : [s]Leaves[/s]Creates a [s]ball[/s]fissure of lightning energy that deals 530% weapon damage to nearby monsters. If there is another [s]ball of lightning energy[/s]fissure nearby, powerful lightning will arc between [s]the balls[/s]them.
Divine Well : [s]Create a well of[/s]The holy bolts crackle with holy lightning [s]at the target location that deals 138[/s]and will zap enemies within 20 yards as they travel, dealing 12% weapon damage as Holy[s] over 4 seconds to up to 4 targets within 25 yards[/s].
Retribution : Hurl a fist of fire and lightning which pierces through your enemies, dealing [s]100[/s]350% weapon damage as Lightning, and exploding at your target dealing [s]20[/s]150% weapon damage as Lightning to enemies within 8 yards. / The explosion creates 6 piercing charged bolts that crawl outward, dealing [s]50[/s]350% weapon damage to enemies they pass through.
Condemn Cooldown: 15 seconds / [s]Taunt all enemies near you as you build[/s]Build up a massive explosion, unleashing it after 3 seconds, dealing [s]1130[/s]1250% weapon damage as Holy to all enemies within 15 yards.
Reciprocate : [s]100% of[/s]You take 50% damage [s]taken when[/s]while the explosion is building[s] up[/s], which is [s]converted into[/s]then added to the damage of the explosion.
Blessed Hammer Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing [s]85[/s]245% weapon damage as Holy to any enemy [s]hit[/s]it hits.
Burning Wrath : The [s]hammers are made of[/s]hammer is engulfed in fire[s].The hammers have[/s] and has a 25% chance to [s]drop pools of fire on[/s]scorch the ground [s]they travel [/s]over[s].[/s] which it passes. Enemies who pass through the scorched ground take 85% weapon damage as Fire per second.
Thunderstruck : The hammers are charged with lightning, which occasionally arcs between [s]the hammer[/s]you and the [s]crusader[/s]hammer as it spirals through the air[s]. Enemies hit by the lightning will take [/s], causing 50% weapon damage as Lightning to enemies caught in the arcs.
Limitless : [s]The first time they impact with[/s]When the hammers hit an enemy there is a [s]25[/s]50% chance that a new hammer will be created at the location of the monster that was hit.
Golden : Icebound Hammer [s]Time [/s]/ [s]Throw 2 large[/s]The hammers [s]that travel in opposite directions around you, damaging[/s]are made of ice, chilling enemies[s] that[/s] they pass through[s]. The 2 hammers will collide after spinning around you once, exploding and dealing 75% weapon damage at the collision point[/s] and have a 10% chance to explode on impact, freezing enemies within 6 yards for 2 seconds.
Shield Bash Cost: 30 Wrath / Charge at your enemy, bashing [s]them[/s]him and all neaby [s]enemies[/s]foes with your shield, dealing [s]270[/s]700% weapon damage plus [s]270%[/s]150% of the shield[s] block amount[/s]'s Block Amount as damage as Holy.
Crumble : [s]Monsters that[/s]Foes who are killed explode, dealing [s]270[/s]550% weapon damage to [s]monsters[/s]enemies behind them and knocking [s]them[/s]those enemies back.
Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies. The extra enemies hit take 450% weapon damage and 140% of your shield's [s]block amount[/s]Block Amount as damage.
Shield Cross : Additional shields erupt from you in a cross formation. Enemies hit by any of the additional shields will take [s]40[/s]135% weapon damage and [s]10[/s]40% of your shield's [s]armor value[/s]Block Amount as damage.
Pound : Shield Bash will now deal [s]500[/s]700% weapon damage plus [s]50[/s]150% shield [s]block amount[/s]Block Amount as damage as Holy. The range is reduced to 8 yards.
One on One : The targeted monster is rooted in place for 3 seconds. All other monsters hit are knocked back.
Steed Charge Cooldown: 15 seconds / [s]You are picked up by[/s]Mount a [s]magical steed, allowing[/s]celestial war horse that allows you to ride through enemies unimpeded for [s]3[/s]2 seconds.
[s]Charge[/s]Ramming Speed : [s]Now does 200[/s]The war horse now deals 350% weapon damage per second and [s]knockback to monsters you run[/s]knocks away enemies through [s]and destroys wreckables[/s]which you ride.
[s]Healing Steed[/s]Rejuvenation : [s]Regen 3% of your life while[/s]While riding the [s]horse[/s]War Horse you will recover 15% of your Life.
[s]Blazing Steed[/s]Nightmare : The [s]steed[/s]War Horse is consumed with righteous fire, scorching all who walk in its path for 900% weapon damage as Fire over 4 seconds.
[s]Drag : Pick a random [/s]Draw and Quarter / Bind 5 monsters near [s]the location [/s]you [s]start riding the steed. Those monsters are dragged behind you[/s]with chains and drag them as your ride, dealing 20% weapon damage per second[s] to them[/s].
Judgment Cooldown: 20 seconds / Pass judgment on all enemies [s]in an area[/s]within 20 yards of the targeted location, rooting them in place for [s]4[/s]7 seconds.
Penitence : For every monster [s]rooted, the Crusader will[/s]upon whom you pass judgment, you heal for [s]2 over 5 [/s]206 Life per second for 3 seconds.
[s]Huddle Up[/s]Mass Verdict : All monsters that are [s]rooted[/s]judged are first [s]sucked[/s]drawn into the center of the [s]judgment zone[/s]judged area.
Resolved : [s]All damage[/s]Damage dealt to [s]rooted[/s]judged monsters [s]will[/s]has a 10% chance to be [s]crushing damage.[/s]a Crushing [s]damage is calculated as 0.1% of their current hitpoints[/s]Blow.
Conversion : Enemies below 25% health who are judged have a 20% chance to be converted into an Avatar of the Order[s].[/s], who fight by your side for 5 seconds. Each Avatar will attack for 100% of your weapon damage.
Iron Skin Cooldown: 30 seconds / Your skin turns to iron, absorbing [s]65[/s]50% of all incoming damage for [s]5[/s]4 seconds.
[s]Lightning[/s]Charged Up : [s]You become[/s]Your metal skin is electrified, dealing [s]20[/s]300% weapon damage as [s]lightning [/s]Lightning per second to[s] nearby[/s] enemies [s]every second[/s]within 8 yards.
Steel Skin : Increase the duration to [s]8[/s]7 seconds.
Explosive Skin : When Iron Skin expires the metal explodes off, [s]deal 210%[/s]dealing 1300% weapon damage[s] as physical[/s] to enemies within 12 yards.
[s]Ethereal[/s]Flash : While active, your movement speed is increased by 60% and you can move through enemies unimpeded.
Akarat's Champion Cooldown: 120 seconds / [s]Channel[/s]Explode with the power of your order [s]exploding into the burning fury of Akkarat's Champion. / When you convert, you will errupt with fire, dealing 200[/s]gaining 100% [s]weapon damage as fire to all enemies nearby,[/s]additional Wrath generation and [s]continue to explode with fire dealing [/s]25% [s]weapon damage every 3 seconds. / While you are converted, several of your stats will be increased[/s]Attack Speed for 20 seconds. / [s]Armor: 40% / Attack Speed: 25% / Wrath Regeneration Rate: 100% / Movement Speed: 20%[/s]The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
Fire Starter : [s]All damage[/s]Damage dealt while in this form also [s]deals[/s]inflicts 25% weapon damage as [s]fire[/s]Fire.
Embodiment of Power : Enemies within 7 yards of you will [s]sometimes be[/s]occasionally become frozen in fear for 3 seconds.
Rally : Any time you deal damage there is a 50% chance you will reduce the cooldown of your skills by [s]120[/s]1 second. / Does not affect Akarats Champion.
Prophet : [s]Enemies nearby you will occasionally join you and fight for you until they die. Enemies who are fighting for you when Akarats[/s]Gain 150% additional armor while Akart's Champion [s]expires will turn on you[/s]is active.
[s]Cannot Fall[/s]Hasteful : [s]If the Crusader goes below zero health while[/s]While in the form of Akarats Champion, [s]he will instead be restored to full health. This can only happen once per cast of Akarats Champion[/s]your movement speed is increased by 30%.
Shield Glare Cooldown: 12 seconds / Light erupts from your shield, blinding all enemies up to 30 yards in front of you for 4 seconds.
Divine Verdict : Blinded enemies take [s]15[/s]20% more damage from all sources for 4 seconds.
Uncertainty : Enemies caught in the glare have a [s]30[/s]50% chance be charmed and fight for you for [s]6[/s]8 seconds.
Emblazoned Shield : Enemies with health lower than 25% have a 50% chance to explode when blinded, dealing [s]20[/s]60% weapon damage to enemies within 8 yards.
Zealous Glare : Gain [s]10[/s]12 Wrath for every enemy blinded.
[s]Confusion[/s]Subdue : Enemies hit by the glare [s]have their movement speed reduced[/s]will be slowed by [s]X[/s]80% for [s]Y[/s]10 seconds.
Falling Sword Cost: 25 Wrath / Cooldown: [s]25[/s]30 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing 1450% weapon damage to everything within [s]15[/s]14 yards of where you land.
Superheated : The ground you fall on becomes [s]holy[/s]superheated for 6 seconds, dealing [s]100[/s]245% weapon [s]damage[/s]damage as Fire per second to all enemies who pass over it.
Part the Clouds : You build a storm of lightning as you fall[s],[/s] which covers the area you land on for 5 seconds[s], causing lightning[/s]. Lightning strikes [s]to attack[/s]random enemies under the [s]storm[/s]cloud, dealing [s]110[/s]200% weapon damage as Lightning and stunning them for 2 seconds.
Rise Brothers : You land with such force that [s]avatars[/s]3 Avatars of [s]your order[/s]the Order are summoned forth to fight by your side for [s]20[/s]5 seconds. Each Avatar will attack for 100% of your weapon damage as Physical.
Rapid Descent : Reduce the cooldown by 1 second for each enemy hit.[s] Reduces the damage to 1250% weapon damage.[/s]
[s]Swordnado[/s]Flurry : A flurry of swords is [s]created[/s]summoned at [s]your[/s]the impact location, [s]which persists[/s]dealing 100% weapon damage to monsters caught in the flurry, and hurling monsters around and incapacitating them for [s]X[/s]5 seconds.
Punish Generate: 5 Wrath per attack / [s]Smash[/s]Strike your enemy for 140% weapon damage[s] as Holy[/s] and gain Hardened Senses, increasing your [s]block amount[/s]Block Amount by 50% for 5 seconds.
Rebirth : When you block with Hardened Senses active, your Life per Second is increased by [s]413[/s]991 for 2 seconds.
Roar : When you block with Hardened Senses active, you explode with fury dealing [s]10[/s]45% weapon damage as Fire to enemies within 15 yards.
Fury : When you block with Hardened Senses active, your Critical Hit Chance will be increased by [s]50[/s]15%. This chance will be removed after your next attack.
Zeal : For every enemy hit, your attack speed is increased by 3% for [s]5[/s]3 seconds.[s] [/s]This effect can stack up to [s]10[/s]5 times.
Electrify : The slash becomes pure lightning, and has a [s]15[/s]20% chance to stun enemies for 2 seconds.
Crush : [s]The damage dealt has[/s]You have a 5% chance to [s]be crushing damage, dealing damage equal to 5% of the enemies current health[/s]deal a Crushing Blow.
Guard : Your armor is increased by 5% for every enemy hit. This effect can stack up to [s]10[/s]5 times.
Justice Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing 120% weapon damage[s] as Holy[/s].
Sword of Justice : Whenever [s]you hit[/s]your sword hits an enemy, your movement speed is increased by 2% for 3 seconds. This effect can stack up to 5 times.
Hammer of Pursuit : The hammer will now seek out nearby targets and deal 155% weapon damage.
Burst : The hammer is charged with lightning and explodes on impact 25% weapon damage as Lightning to all enemies within 10 yards. Enemies caught in the explosion have a [s]30[/s]20% chance to be stunned for [s]2 seconds[/s]1 second.
Holy Bolt : Throw a bolt of holy power, healing you and your allies for [s]826[/s]330 - [s]1239[/s]495 Life whenever the bolt hits an enemy.
Provoke[s]Generate: 50 Wrath / [/s]Cooldown: 20 seconds / Generate: 30 Wrath / Taunt all nearby enemies and instantly [s]regenerate 50[/s]generate an additional 5 Wrath for every enemy taunted. Taunted enemies will focus their attention on you for [s]5[/s]4 seconds.
[s]Life Regen[/s]Cleanse : For [s]every monster[/s]each enemy successfully taunted, you gain [s]1% increase to life regen[/s]165 additional Life on Hit for 5 seconds.[s] This can stack up to 10 times.[/s]
Flee Fool : [s]Instead of Taunting[/s]Provoke no longer taunts, [s]you cause the[/s]but causes monsters to flee in [s]fear for 3[/s]terror 8 seconds.
Too Scared to Run : Taunted enemies have their attack speed reduced by 50% and movement speed slowed by [s]50%[/s]80% for 4 seconds.
Charged Up : For [s]10[/s]4 seconds after casting [s]provoke[/s]Provoke, any damage you deal will also deal [s]20[/s]50% weapon damage as lightning.
Hit Me : For [s]5[/s]4 seconds after casting [s]provoke[/s]Provoke your block chance is increased by 50%.
Laws of Valor Cooldown: 30 seconds / Active: Empower the Law, granting you and your allies 10% increased Attack Speed for 5 seconds. / Passive: Recite [s]a[/s]the Law, granting you and your allies 5% increased Attack Speed. / Only one Law may be active at a time.
Invincible : Active: Empowering the Law also increases your Life on Hit by [s]495[/s]3303.
Frozen in Terror : Active: [s]Empowering[/s]When you empower the Law [s]also stuns all nearby enemies[/s]you have a 100% chance to stun each enemy within 10 yards for 0 seconds.
Critical : Active: Empowering the Law also increases your Critical [s]Damage Percent[/s]Hit damage by 0%.
Unstoppable Force : Active: Empowering the law reduces Wrath cost of all skills by 0% for 5 seconds.
Answered Prayer : Active: Empowering the Law also has a 0% chance to turn Health Globes within 5 yards into Nephalem Glory Orbs.
Laws of Hope Cooldown: 30 seconds / Active: Empower the Law, healing you and your allies for [s]3303 life[/s]2973 Life per second for 5 seconds. / Passive: Recite [s]a[/s]the Law, healing you and your allies for [s]826 life[/s]495 Life per second. / Only one Law may be active at a time.
Wings of Angels : Active: Empowering [s]allows[/s]the Law increases movement speed for you and your allies by 50%, and it allows everyone affected to run through enemies unimpeded[s] and increases your Movement Speed by 50%[/s].
Eternal Hope : Active: Empowering the Law also increases everyones maximum Life by 10%.
Hopeful Cry : Active: Empowering the Law also has a 5% chance to make nearby enemies drop Health Globes.
Faith's Reward : Active: Empowering the Law will also heal you and your allies for 165 Life for every point of Wrath that you spend.
Stop Time : Active: Empowering the Law causes all health loss and regeneration to pause.
Laws of Justice Cooldown: 30 seconds / Active: Empower the Law, granting you and your allies [s]600[/s]300 increased resistance to all elements for 5 seconds. / Passive: Recite [s]a[/s]the Law, increasing you and your allies resistance to all elements by [s]300[/s]120. / Only one Law may be active at a time.
Faith's Armor : Active: Empowering the Law also surrounds you and your allies with shields of faith. The shields absorb 4129 incoming damage, expiring once that amount of damage is reached.
Decaying Strength : Active: While the Law is empowered any time an enemy attacks you or your allies the enemies damage dealt is lowered by 15% for 10 seconds, up to a maximum of 60%.
Bravery : Active: Empowering the Law grants immunity to control imparing effects to you and your allies for 0 seconds.
Consecration Cooldown: 30 seconds / Consecrate the ground 20 yards around you for 10 seconds. You and your allies heal [s]2890 - 3716[/s]for 826 Life per second while standing on the consecrated ground.
Aegis Purgatory : The edge of the consecrated ground [s]becomes[/s]is surrounded by a sacred shield, [s]and[/s]preventing enemies [s]cannot enter or leave sacred ground[/s]from moving through it.
Frozen Ground : The consecrated ground becomes frozen. Enemies that walk into the frozen ground [s]will be slowed,[/s]have their movement speed reduced by 60% and have a [s]5[/s]40% chance to be [s]chilled[/s]frozen for 2 seconds.
Bathed in Light : Increase the radius of the consecrated ground to 24 yards.[s] 10% of damage taken by allies in the consecrated ground is redirected to you.[/s]
Shattered Ground : Enemies standing on consecrated ground will take [s]10[/s]115% weapon damage as Fire per second.
Fearful : Enemies [s]who are inside, or who enter,[/s]standing on the [s]consecration[/s]consecrated ground have a [s]20[/s]100% chance to be feared for [s]2[/s]3 seconds.
Smite Generate: 5 Wrath per attack / Smite [s]your [/s]enemies 15 yards away with holy chains [s]dealing 100[/s]that deal 125% weapon damage as Holy.[s] [/s]The chains break off and [s]surge to[/s]strike at 3[s] nearby[/s] enemies[s],[/s] within 20 yards, each dealing [s]15[/s]85% weapon damage as Holy.
Shared Fate : The chains bind [s]monsters[/s]those they hit, causing them to share [s]their[/s]one another's fate. [s]25[/s]100% of the damage done to any bound enemy is also dealt to all other bound enemies.
Shackle : Enemies hit by the chains [s]will[/s]have a 20% chance to be rooted in place for [s]3[/s]1 seconds.
Shatter : The holy chains explode dealing [s]15[/s]20% weapon damage as Holy to enemies within [s]4[/s]3 yards.
Reaping : Your life per second is increased by [s]5%[/s]248 for every enemy hit by the chains for 2 seconds. This effect can stack up to [s]6[/s]4 times.
Surge : The [s]chains surge to more targets, increasing the number of potential jumps[/s]range is increased to [s]4[/s]30 yards.
New Achievements, Game Options, Flavor Text
A lot of achievements have been translated to Reaper of Souls. We've included the more interesting ones, but common ones like "Read all new books" and "Talk to all NPCs" are there as well. New Game Options have been added including an "automatically skip all achievements" and an option to enable Reflections. Needless to say these are datamined from a very early client of Reaper of Souls. Everything will change.
DiabloFans Quote:
Achievements.txt
Kill500MonstersLootRuns_Description_Tag - Kill 500 Monsters while in Nephalem Rifts.
Kill5000MonstersLootRuns_Description_Tag - Kill 10,000 monsters while in Nephalem Rifts.
Kill25000MonstersLootRuns_Description_Tag - Kill 50,000 monsters while in Nephalem Rifts.
Kill50000MonstersLootRuns_Description_Tag - Kill 100,000 monsters while in Nephalem Rifts.
Kill125000MonstersLootRuns_Description_Tag - Kill 500,000 monsters while in Nephalem Rifts.
Kill250000MonstersLootRuns_Description_Tag - Kill 1,000,000 monsters while in Nephalem Rifts.
Kill500000MonstersLootRuns_Description_Tag - Kill 2,500,000 monsters while in Nephalem Rifts.
Kill2500000MonstersLootRuns_Description_Tag - Kill 5,000,000 monsters while in Nephalem Rifts.
FinishLootRunWithin15Minutes_Description_Tag - Finish a Nephalem Rift within 15 Minutes.
FinishLootRunWithin10Minutes_Description_Tag - Finish a Nephalem Rift within 10 Minutes.
FinishLootRunWithin5Minutes_Description_Tag - Finish a Nephalem Rift within 5 Minutes.
FinishLootRunWithin2Minutes_Description_Tag - Finish a Nephalem Rift within 2 Minutes.
FinishLootRunWithin1Minute_Description_Tag - Finish a Nephalem Rift within 1 Minute.
FinishLootRunWithin30Seconds_Description_Tag - Finish a Nephalem Rift within 30 Seconds.
KillEnemiesWithThorns_Description_Tag - Kill 10,000 enemies with Thorns damage.
BlockDamageWithin10Seconds_Description_Tag - Block 100,000 damage within 10 seconds.
Defeat_ActV_with_Crusader_Description_Tag - Complete Act V with a Crusader.
Acquire_Mystic_Description_Tag - Acquire the Mystic.
Level_Up_Mystic_Description_Tag - Level up the Mystic.
Level_5_Mystic_Description_Tag - Raise the Mystic to level 5.
Level_10_Mystic_Description_Tag - Raise the Mystic to level 10.
EnchantAllItems_Description_Tag - Enchant all your equipment slots.
ReplaceAPropertyEnchanting_Description_Tag - Replace a property with Enchanting.
Replace10PropertiesEnchanting_Description_Tag - Replace a property 10 times with Enchanting.
Replace50PropertiesEnchanting_Description_Tag - Replace a property 50 times with Enchanting.
Replace100PropertiesEnchanting_Description_Tag - Replace a property 100 times with Enchanting.
Replace250PropertiesEnchanting_Description_Tag - Replace a property 250 times with Enchanting.
Replace500PropertiesEnchanting_Description_Tag - Replace a property 500 times with Enchanting.
Replace1000PropertiesEnchanting_Description_Tag - Replace a property 1,000 times with Enchanting.
Level_12_Blacksmith_Description_Tag - Raise the Blacksmith to level 12.
Level_12_Jeweler_Description_Tag - Raise the Jeweler to level 12.
Level_12_Mystic_Description_Tag - Raise the Mystic to level 12.
X1_Max_Level_Artisans_Description_Tag - Complete the artisan level achievements listed below.
ExploreRandomDungeonsAct5_Description_Tag - Explore the following dungeons in Act V.
Travel_Westmarch_Description_Tag - Explore the following areas in Westmarch.
Travel_The_Bog_Description_Tag - Explore the following areas in the Blood Marsh.
Travel_Pandemonium_Description_Tag - Explore the following areas in Pandemonium.
Travel_Act_V_Description_Tag - Complete the Act V exploration achievements listed below.
Kill_Urzael_NoCC_Description_Tag - Kill Urzael at maximum level without crowd controlling enemies on Master difficulty or higher.
Kill_Adria_NoCC_Description_Tag - Kill Adria at maximum level without crowd controlling enemies on Master difficulty or higher.
Kill_Malthael_NoCC_Description_Tag - Kill Malthael at maximum level without crowd controlling enemies on Master difficulty or higher.
X1_Urzael_No_Hits_Description_Tag - Kill Urzael without being smashed by his Leap attack, banged by his Cannonball attack or hit by Ceiling Debris.
X1_Adria_No_Hits_Description_Tag - Kill Adria without being hit by her Blood Pool, Blood Ball or Wing Slash attacks.
X1_Malthael_No_Hits_Description_Tag - Kill Malthael without being hit by his Soul Hurricane, Drain Soul, Lightning Spiral, Soul Nova or Soul Sweep attacks.
Errors.txt
ItemCannotBeUsedForTransmogUnidentified - The mystic cannot transmogrify unidentified items.
CorruptedGlobalChestError - This chest is sealed by corruption, it can't be opened until the corruption is cleansed.
Skills_CantChangeWhileInCombat - You cannot change your Skills while in combat.
NephalemRiftWarning_PlayerNeedsKey - A Rift Keystone is needed to conjure a Nephalem Rift.
NephalemRiftWarning_PartyInside - All party members must leave the Nephalem Rift before a new portal can be summoned.
GameOptions.txt
ItemLabelsTooltip_con - Briefly display the item icon when an item drops on the ground.
ReflectionsToggle - Reflections
ReflectionsTooltip - Reflection:
Toggles the display of reflections.
HotKeyChatNextView - Next Chat View
HotKeyChatPrevView - Previous Chat View
HotKeyChatHeader - Chat
NotificationGuildMemberOnlineToggle - Guild Members Come Online
NotificationGuildMemberOnlineTooltip - Displays a notification when a guild member comes online.
FontColorGroup - Group
FontColorGroupOfficer - Group Officer
NoCutSceneToggle - Automatically Skip All Cut Scenes
Unique_Axe_2H_102_x1 - This axe was the signature weapon of a brutal nomadic warlord known only as Sungjae. When commanding his forces to attack, Sungjae would hold the enormous weapon aloft and utter an inhuman scream. Sunlight would gleam across the axe blade's many notches, and the warlord’s enemies and allies alike would know fear.
Unique_Sword_1H_104_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. Made during Peerse’s Early Period, Fulminator expresses, through blinding speed and arcing lightning strikes, its maker’s youthful exuberance and the joy he found in his craft.
Unique_Sword_1H_108_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. Fashioned during the smith’s High Period, Incinerator, with its powerful strikes and burning blade, mirrors the flamboyant egotism and passion of a creator at the height of his prowess.
Unique_Sword_1H_109_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. Made during Peerse’s Low Period, which followed the loss of his family, Rimeheart, with the blistering chill it radiates and its cold-forged iron blade, reflects both the hardening of its creator in the wake of tragedy and his consummate skill.
Unique_Sword_1H_110_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. Fashioned during Peerse’s Late Period, the curved, fanglike Rancor represents its maker’s growing disenchantment with his work and with life in general. Though its craftsmanship is beyond dispute, the blade itself is infused with its maker’s vitriol and desire to inflict harm on others.
Unique_Sword_1H_112_x1 - The Quinblades are the only surviving weapons forged by master swordsmith Morad Peerse, each a unique expression of his craft. The aptly-named Deathwish was the last weapon he forged. Despairing over his unhappy life, Peerse decided to craft his masterwork. Pulling the red-hot blade from the forge, the smith fell upon it, quenching the sword in his own blood and imbuing it with an arcane shard of his very soul.
Unique_Flail_1H_102_x1 - Passed down among the executioners of the Justinian dynasty, this flail was lost during the chaos of the Cartolus Insurrection. Peasants stormed the palace, grabbing anything they could find, and killing the more oppressive members of the royal retinue. It didn’t take them long to find the executioners.
Unique_WizardHat_103_x1 - The most powerful of wizards will find themselves richly rewarded by their studies. This hat is for those who like to display their power in a more elegant fashion.
Unique_Mace_2H_103_x1 - "This pestilence threatens to destroy our city, General Arenton. See that the plague dead are kept only in the Repository, and use this weapon to set their bodies aflame. Would that the memory of this tragedy could burn with them." –Justinian II, year 1200
Unique_Spear_101_x1 - Akanesh was the favored weapon of the Grand Maester of the templar order. Immaculate and gleaming, it is said to possess the sharpest blade ever forged. That may well be true-Akanesh has cut down innumerable evils… and perhaps a few innocents as well.
Unique_Staff_101_x1 - "For love of the nephalem Philios, I will leave this weapon behind, and exchange the powers of Heaven for the peace of Sanctuary." –The angel Lycander
Unique_Staff_102_x1 - This staff was the property of the high councilor of the Vizjerei and master of the mage clans of the Yshari Sanctum. It disappeared shortly after an incident with a rebellious student.
Unique_Staff_103_x1 - "After Azmodan’s death, I sent a squad of men to block the path to the crater. Only one of them returned, bearing this strange weapon. He was badly burned—his armor had melted into his skin in places. He perished a few hours later. We threw the staff over the walls, hoping never to see it again." —Captain Haile of Bastion’s Keep
ItemInstructions.txt
PortalDevice - {icon:rmb} the Machine to activate a portal.
CraftingPlan_MysticTransmog - Take this transmog recipe to the Mystic, and {icon:rmb} to teach it to her.
stat : Critical Hits have a chance to reduce the cooldown of your spells by 1 second.
desc : "As the blast obliterated the walls, she spun the energy of the shockwave into a new spell and hurled it at her stupefied foes." ???The Harrowing of Korlean's Stronghold
Overhauls for Dashing Strike and Mystic Ally. Charge resource confuses me. Nerf on MoC. My Backlash build is going to change drastically.
Crushing Blow anyone?
ReclamationAnnihilation : When an enemyEnemies affected by Mantra of Conviction is killed, your allies nearby gain 1% of maximum Life and 1have a 15% of maximum resourcesincreased chance to receive a Crushing Blow.
Love the removal of CM. Blizzard should remove everything (skills/passives) that adds additional scaling to crit chance. There will otherwise always be some breakpoint above which those skills are very strong and below which they suck.
"NoCutSceneToggle - Automatically Skip All Cut Scenes"
LOL now we get this option... When it's no longer needed.
This is most likely added for Campaign Mode, which would still work largely like it does now, except for the addition of things from the expansion. Adventure Mode shouldn't have any kind of quest progression, so no cinematics at all.
Every successful block has a 50% chance to reduce all cooldowns by 1 second.
Yeeees. I love this stuff.
Wow, didn't notice that at first. I wonder if there will be some useful endgame items in RoS comparable to Stormshield, Justice Lantern, Helm of Command and so on... would almost be like CM ;-) (well, not quite)
Mystic AllyCostCooldown: 25 Spirit30 seconds / Summon aActive: Your mystic ally to fight alongside you until it is destroyedhas its damage increased by 50% for 10 seconds. / Passive: A mystic ally fights by your side. The ally deals 40% of your weapon damage as Physical per swing. When the ally dies, it is reborn after 5 seconds.
stat : Summon a mystic ally capable of engaging enemies in combat. / Cost: 25 Spirit
Fire Ally : Imbue theActive: Your mystic ally with the essence of fire. The ally gains the ability to unleash a flaming kicksplits into multiple allies that explode for 80277% weapon damage as Fire plus an additional 40% of. / Passive: A mystic ally fights by your weaponside that increases your damage per second as Fire for 2 seconds to all enemies in a straight lineby 10%.
Water Ally : Imbue theActive: Your mystic ally with the essence of water. The ally gains the ability to perform a performs 7 wave attack that deals 120% of yourattacks in quick succession, each dealing 245% weapon damage as Physical and Slows the movement of affectedCold. / Passive: A mystic ally fights by your side that infuses your attacks to Chill enemies by 60% for 23 seconds.
Earth Ally : Imbue theActive: Your mystic ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical toturns into a single enemy and forcing that enemy to attack the allyboulder for 38 seconds. The boulder rolls toward nearby enemies, knocking them up. / Passive: A mystic ally fights by your side that increases your Life by 20%.
Air Ally : Imbue theActive: You gain 75 Spirit. / Passive: A mystic ally with the essence of air. Every attack madefights by the ally has a 2% chance to generate 100your side that increases your Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemiesRegeneration by 4.
EternalEnduring Ally : TheActive: Your mystic ally is imbued with the essence of life. When the ally dies, it has a 100% chancesacrifices itself to be reborn after 3 seconds. In addition, the physical damage of the ally's basic attack is increased to 60heal you for 100% of your weapon damagemaximum Life. / Passive: A mystic ally fights by your side that increases your Life per swingSecond by 826.
I wouldn't mind seeing something like this done for all the 'buff' skills like Magic Weapon.
Ahhh every single entry for the WD is a nerf. Way to try to lure me back from PoE.
Well, it's a nerf from a previous buff build. It's not really a big deal.
My first thought was the same, like...wow, nerf nerf nerf, but...then I realized, most of the previous datamining had a ton of buffs, so...for a little perspective, most of these were slight rebalance nerfs, as opposed to "crap, now dat's a NEEEEEEEEEEEEEEERF." :-)
Every successful block has a 50% chance to reduce all cooldowns by 1 second.
Yeeees. I love this stuff.
Wow, didn't notice that at first. I wonder if there will be some useful endgame items in RoS comparable to Stormshield, Justice Lantern, Helm of Command and so on... would almost be like CM ;-) (well, not quite)
Bagstone...I wonder if that's the reason Critical Mass might be going away. Or at least visually it looks like that.
I mean, if that particular legendary is something any class can use, then basically it means any class can use a Critical Mass type of build, not just Wizards. Which, I want to say, is something from D2 that a lot of people wanted...the ability to apply certain skills or effects to any class. Path of Exile does that with its skill gems...
Thing is, I like how D3 gives all classes their own skills to make each one innately feel like a different experience. I can't play a Wizard and Demon Hunter identically, even though they have similar kiting or distancing mechanics...in their own way. A CM Barb or Monk would be pretty cool. It'd definitely make Seven-Sided Strike more viable...as well as a pure Defense Barb using one or more Rage Skills.
Really awesome stuff in this batch. I still hope a lot of those item passives aren't just on rings...my theory, they're just put on Rings to make testing easier, and they'll be distributed appropriately to legendaries in other slots.
But yeah, love the looks of these new passive affixes.
Every successful block has a 50% chance to reduce all cooldowns by 1 second.
Yeeees. I love this stuff.
And so all Justice Lanterns doubled in price. Block seems the way to go for barb with the fury on block and now reduce cooldown too, wish I had gotten the rings earlier. Although there might be something better than 22% block on rings, or a limit of 75% or so.
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SPOILERS AHEAD - We have strings, items, class changes, you name it.
THINGS WILL CHANGE BEFORE LIVE - This is clearly a super early not ready for release build - A lot of class strings are even missing.
DATAMINING CAN HAVE ERRORS - We are dealing with unknown and new formats, stuff can be crazy.
Update: Some great pictures have been found!
New and Changed Passive Effects, Difficulty Rewards, Gem Tiers
A whole lot of new and changed Item Passives added. Communities have been added. Difficulty rewards have been implemented. What looks like Collector Edition items are now also in the client! Also much, much more! These are all subject to change and they will change. Do not take them for final implementation.
DiabloFans Quote:
ItemPassivePowerDescriptions.txt (NEW)
Class Changes
As per usual, a massive list of Class changes is here. Remember that all Class changes will change again as they have in all previous patches.
DiabloFans Quote:
Barbarian
New Achievements, Game Options, Flavor Text
A lot of achievements have been translated to Reaper of Souls. We've included the more interesting ones, but common ones like "Read all new books" and "Talk to all NPCs" are there as well. New Game Options have been added including an "automatically skip all achievements" and an option to enable Reflections. Needless to say these are datamined from a very early client of Reaper of Souls. Everything will change.
DiabloFans Quote:
Achievements.txt
Ha. Bagstone.
Thanks for sharing!
Shenventure Land?
These new difficulty settings are great, challenging yourself will finally be quite rewarding.
This will make Demon Hunter builds so much more fun if this stacks on top of speed from gear.
I don't get it. CM as we know it was already nerfed in the previous datamining, it had an entirely different function.
Crushing Blow anyone?
ReclamationAnnihilation :When an enemyEnemies affected by Mantra of Convictionis killed, your allies nearby gain 1% of maximum Life and 1have a 15%of maximum resourcesincreased chance to receive a Crushing Blow.right, this is getting silly now..
This is most likely added for Campaign Mode, which would still work largely like it does now, except for the addition of things from the expansion. Adventure Mode shouldn't have any kind of quest progression, so no cinematics at all.
Ha. Bagstone.
Yeeees. I love this stuff.
Wow, didn't notice that at first. I wonder if there will be some useful endgame items in RoS comparable to Stormshield, Justice Lantern, Helm of Command and so on... would almost be like CM ;-) (well, not quite)
I wouldn't mind seeing something like this done for all the 'buff' skills like Magic Weapon.
Enduring almost seems overpowered. A full heal every 30 seconds?
My first thought was the same, like...wow, nerf nerf nerf, but...then I realized, most of the previous datamining had a ton of buffs, so...for a little perspective, most of these were slight rebalance nerfs, as opposed to "crap, now dat's a NEEEEEEEEEEEEEEERF." :-)
Bagstone...I wonder if that's the reason Critical Mass might be going away. Or at least visually it looks like that.
I mean, if that particular legendary is something any class can use, then basically it means any class can use a Critical Mass type of build, not just Wizards. Which, I want to say, is something from D2 that a lot of people wanted...the ability to apply certain skills or effects to any class. Path of Exile does that with its skill gems...
Thing is, I like how D3 gives all classes their own skills to make each one innately feel like a different experience. I can't play a Wizard and Demon Hunter identically, even though they have similar kiting or distancing mechanics...in their own way. A CM Barb or Monk would be pretty cool. It'd definitely make Seven-Sided Strike more viable...as well as a pure Defense Barb using one or more Rage Skills.
Really awesome stuff in this batch. I still hope a lot of those item passives aren't just on rings...my theory, they're just put on Rings to make testing easier, and they'll be distributed appropriately to legendaries in other slots.
But yeah, love the looks of these new passive affixes.
And so all Justice Lanterns doubled in price. Block seems the way to go for barb with the fury on block and now reduce cooldown too, wish I had gotten the rings earlier. Although there might be something better than 22% block on rings, or a limit of 75% or so.