According to the Dev in Quin's chat; yeah (Look at the last post I made - the image).
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Tagger posted a message on 2.3 PTR tomorrow or nah?Posted in: Diablo III General Discussion -
14
tgrtheone posted a message on When my friends ask me how about monk now? I create this thread without other words.....My old friends from wow want to play with me in D3, and hear "someone" said "BLZ says monk is perfect now", so he ask for my opinions. I just tell him the performance of the "perfect class" with several pictures.Posted in: Diablo III General Discussion
My friend's question: is monk the hardest class ?
In our image
Actually
My friend's question: is monk's dodge from agility extremely good
In our image
Actually
My friend's question: is monk the best solo class?
solo T6 Ghom without The Furnace
solo T6 Nephalem Rift
My friend's question: is the build of way of the hundred fists+sweeping wind powerful?
In our image
Actually
My friend's question: is the build of Lashing Tail Kick powerful?
LTK monk solo rift
when meet elite with knockback
My friend's question: is monk's Parkour powerful?
actually
My friend's question: Rimeheart build is hot now?
actually
My friend's question: isn't exploding palm the best of the world?
actually
My friend's question: isn't monk's dashing strike really cooooooooooool?
actually
My friend's question: is every sets of monk very good?
actually
My friend's question: how is the dps of monk?
dps monk in public room
My friend's question: how is monk now?
when monk see a witch doctor partner
monk's role in the team
when monk tank a lot of monster
when monk rush ahead to cast exploding palm in the team
when assist monk leave behind the team
when teammates leave, only monk in the room
My friend's question: isn't blz buff monk?
monk's opposition of current situation
when blz said monk will be buffed, player's performance
My friends says: OK, I know.
the second day, there is another witch doctor appear in my friends' list.
Just for fun - To post a comment, please login or register a new account.
2
Chanon Bolter.
2
2
That.. would cause a ruckus
1
Dammit. lol.
2
Crimson Rune - Fire Bolts
Casts out bolts of fire to deal {Script Formula 4} - [{Script Formula 3} + {Script Formula 4}] Fire damage per bolt.
Indigo Rune - Lightning Orb
Turn the bolts into a floating orb of static lightning that drifts directly forward, zapping up to {Script Formula 20} nearby enemies for {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Lightning damage.
Obsidian Rune - Piercing Orb
Merge the bolts in a a single giant orb that oscillates forward dealing {Script Formula 11} - [{Script Formula 11} + {Script Formula 12}] Lightning damage to everything it hits with a [{Script Formula 5} *100]% chance to pierce through enemies.
Golden Rune - Lightning Affinity
Every target hit by a pulse restores {Script Formula 15} Arcane Power.
Alabaster Rune - Explosive Bolts
Slain enemies have a [{Script Formula 10}*100]% chance to explode dealing {Script Formula 9} - [{Script Formula 9} + {Script Formula 17}] Lightning damage to every enemy within {Script Formula 8} yards.
Crimson Rune - Strike Back
Increase the damage of the shock to {Script Formula 1} - [{Script Formula 1}+{Script Formula 2}] Lightning damage.
Indigo Rune - Static Charge
Increase the duration of Storm Armor to {Script Formula 0} seconds.
Obsidian Rune - Reactive Armor
Whenever you are hit you are enveloped with a lightning shield for {Script Formula 20} seconds that shocks nearby enemies for [{Script Formula 9}]-[{Script Formula 9}+{Script Formula 13}] Lightning damage.
Golden Rune - Power Source
Reduce the cost of all abilities by {Script Formula 7} Arcane Power while Storm Armor is active.
Alabaster Rune - Crackling With Power
Whenever you cast a spell that critically hits, you also shock a nearby enemy for {Script Formula 15} - [{Script Formula 15} + {Script Formula 16}] Lightning damage.
Crimson Rune - Wizard_StormArmor_v2
Increases bolt damage by a flat amount (+X damage per rune level).
Indigo Rune - Wizard_StormArmor_v2
Gives a chance to project more than one bolt when struck. Number is based on rune level.
Obsidian Rune - Wizard_StormArmor_v2
When it procs you become charged giving you a lightning shield that damages anything near you for a few seconds. Visually you look like a tesla coil or are surrounded by a translucent tesla coil. Damage and proc chance is based on rune level.
Golden Rune - Wizard_StormArmor_v2
Storm armor also reduces instability by a flat amount while active. Amount reduced is based on the rune's level.
Alabaster Rune - Wizard_StormArmor_v2
Whenever the Wizard crits with any spell while Storm Armor is active charge bolts fire out randomly from the Wizard. Damage and number of bolts based on rune level.
Crimson Rune - Chill to the Bone
Enemies take [{Script Formula 16}*100]% more damage while frozen or chilled by Frost Nova .
Indigo Rune - Shatter
A frozen enemy that is killed has a [{Script Formula 14}*100]% chance of exploding in a smaller Frost Nova causing {Script Formula 7} - [{Script Formula 7}+{Script Formula 10}] Cold damage.
Obsidian Rune - Frozen Mist
The Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost for {Script Formula 9} seconds that deals {Script Formula 11} Cold damage per second to enemies standing in it.
Golden Rune - Cold Snap
Reduce cooldown to {Script Formula 3} seconds.
Alabaster Rune - Deep Freeze
If Frost Nova hits at least {Script Formula 13} targets, you gain [{Script Formula 18} * 100]% chance to critically hit for Script Formula 19} seconds
Crimson Rune - Charged Blast
Damage increased to {Script Formula 1} - [{Script Formula 1} + {Script Formula 0}] Arcane damage.
Indigo Rune - Fork
Fires {Script Formula 5} missiles that do {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] damage each.
Obsidian Rune - Penetrating Blast
Missiles have a [{Script Formula 12}*100]% chance to pierce through their target and hit additional targets.
Golden Rune - Attunement
Whenever Magic Missile hits a target you gain {Script Formula 16} Arcane Power.
Alabaster Rune - Seeker
Missiles track the nearest target and damage is increased to {Script Formula 3} - [{Script Formula 3} + {Script Formula 2}] Arcane damage.
Crimson Rune - Intensify
Damage increases slowly over time to inflict a maximum of {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] Arcane damage per second.
Indigo Rune - Convergence
Increase the width of the beam allowing it to hit more enemies for {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] Arcane damage per second.
Obsidian Rune - Entropy
The beam fractures into a short ranged cone causing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Arcane damage per second.
Golden Rune - Chaos Field
When casting the beam you become charged with energy that spits out at nearby enemies doing {Script Formula 7} - [{Script Formula 7} + {Script Formula 26}] Arcane damage.
Alabaster Rune - Volatility
Enemies killed by the beam have a [{Script Formula 12} * 100]% chance to explode causing {Script Formula 9} - [{Script Formula 9} + {Script Formula 13}] Arcane damage to all enemies within {Script Formula 25} yards.
While channeling this skill the damage will 'pulse' every X seconds, causing an additional burst of damage just during the pulse.
Indigo Rune - Wizard_Disintegrate_OLD2
Wizard casts two beams, one from each hand, increasing damage area, but reducing overall damage. Higher level runes even out or even provide bonus damage.
Obsidian Rune - Wizard_Disintegrate_OLD2
Disentegrate Beam 'twists' after a minimum distance. Damage after the twist is greatly increased.
Golden Rune - Wizard_Disintegrate_OLD2
Using this ability builds up a stacking buff on the player. When this ability is not being used the buff stacks slowly degenerate. While this buff is active enemies near the Wizard will be damaged by arcane beams emanating from the player at set intervals. Radius of the buff effect and max buff stacks increases with higher runes.
Alabaster Rune - Wizard_Disintegrate_OLD2
Monsters killed by the beam or by the effects of this rune cause arcane energy to spread across the ground. Any enemy hit by this arcane energy will receive a DOT. Higher levels of this rune increase the DOT damage.
Crimson Rune - Forceful Wave
Increases damage to {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage but also reduces knockback.
Indigo Rune - Exploding Wave
Enemies hit have a [{Script Formula 16} * 100]% chance to cause a smaller Wave of Force that does {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] physical damage and knocks back enemies caught in its wake.
Obsidian Rune - Teleporting Wave
Enemies caught in the wave have a [{Script Formula 14} * 100]% chance to randomly teleport to somewhere else nearby.
Golden Rune - Force Affinity
Reduce casting cost to {Resource Cost} Arcane Power and cooldown is reduced to {Script Formula 30}seconds.
Alabaster Rune - Impactful Wave
Increases the distance enemies are knocked back and stuns all affected enemies for [{Script Formula 10}|1|] seconds.
Increases damage to {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage and reduces cooldown to {Cooldown Time} seconds, but also reduces knockback.
Rune_B#Wizard_teleportRune_waveOfForce - Exploding Wave
Enemies hit have a [{Script Formula 16} * 100]% chance to cause a smaller Wave of Force that does {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] physical damage and knocks back enemies caught in its wake.
Rune_C#Wizard_teleportRune_waveOfForce - Teleporting Wave
Enemies caught in the wave have a [{Script Formula 14} * 100]% chance to randomly teleport to somewhere else nearby.
Rune_D#Wizard_teleportRune_waveOfForce - Force Affinity
Reduce casting cost to {Resource Cost} Arcane Power and cooldown is reduced to {Script Formula 26} seconds.
Rune_E#Wizard_teleportRune_waveOfForce - {INSERT TITLE}
Increases skill knockback and stuns all enemies hit for {Script Formula 10} seconds.
*note: these look really odd, but thats word for word what's in the game files*
Crimson Rune - Deep Cuts
Enemies hit by the blade will bleed for an additional [{Script Formula 4} * 100]% weapon damage done over {Script Formula 6} seconds.
Indigo Rune - Thrown Blade
Extends the blades out to reach everything within {Script Formula 3} yards dealing [{Script Formula 21} * 100]% weapon damage.
Obsidian Rune - Impactful Blades
Hits have a [{Script Formula 19} * 100]% chance to cause knockback and slow the movement of enemies by [{Script Formula 12} * 100]% for {Script Formula 11} seconds.
Golden Rune - Siphoning Blade
Every enemy hit grants {Script Formula 13} Arcane Power.
Alabaster Rune - Healing Blades
Whenever the blades do critical damage, you are healed [{Script Formula 15} * 100]% of the damage caused.
Monster is sliced up and bleeding, causing physical damage over time after being hit by the skill. Damage is equal to a percentage of the skill damage increased by the rune's level.
Indigo Rune - Wizard_SpectralBlade_PvP
Throw the blade a limited distance so it moves forward dealing damage to everything it passes through. Higher level runes increase the blade distance and may provide additional damage.
Obsidian Rune - Wizard_SpectralBlade_PvP
Knocks back monsters struck by the blade, and applies a slowing effect to their movement. Knockback and slow duration increased based on rune level.
Golden Rune - Wizard_SpectralBlade_PvP
Reduces instability on monster hit, increased by rune level.
Alabaster Rune - Wizard_SpectralBlade_PvP
Any creature killed by spectral blade has an increased chance of dropping health globes, increased by rune level.
Monsters take physical damage over time after being hit by the Spectral Blade. Damage is equal to a percentage of the skill damage increased by the rune's level.
Indigo Rune - Wizard_SpectralBlade_v2
Throw the blade a limited distance so it moves forward dealing damage to everything it passes through.
Obsidian Rune - Wizard_SpectralBlade_v2
Knocks back monsters struck by the blade, and applies a slowing effect to their movement.
Golden Rune - Wizard_SpectralBlade_v2
Grants Arcanum on monster hit, increased by rune level.
Alabaster Rune - Wizard_SpectralBlade_v2
Monsters killed by spectral blade have an increased chance of dropping health globes.
Crimson Rune - Wizard_StoneSkin
[{Stone Skin Thorns Percent} * 100]% of damage is reflected back at attackers.
Indigo Rune - Wizard_StoneSkin
Increases duration by {Stone Skin Armor Duration} seconds.
Obsidian Rune - Wizard_StoneSkin
Increases damage absorption amount by {Hitpoints That Shield Can Absorb}.
Golden Rune - Wizard_StoneSkin
Mana cost decreased by [-1 * {Resource Cost}].
Alabaster Rune - Wizard_StoneSkin
When Stone Skin expires it deals {Physical Damage Min#1} to [{Physical Damage Min#1} + {Physical Damage Delta#1}] physical damage to all nearby enemies.
Crimson Rune - Copy Cat
Spells the images cast will do [{Script Formula 4}*100]% of the damage as your own.
Indigo Rune - Army of Me
Summons {Script Formula 1} illusionary duplicates that have [{Script Formula 3}*100]% of your Life each.
Obsidian Rune - Body Double
Increases the Life of your images to [{Script Formula 3}*100]% of your Life.
Golden Rune - Extension of Will
The duration of the images is increased to {Script Formula 2} seconds and increases the Life of your images to [{Script Formula 3}*100]% of your Life.
Alabaster Rune - Mocking Demise
When an image is destroyed it explodes, doing {Script Formula 5} - [{Script Formula 5}+{Script Formula 6}] physical damage and has [{Script Formula 7}*100]% chance to stun enemies it hits for {Script Formula 8} seconds.
Spells cast by the images do damage equal to a percentage of the damage the casting Wizard does with the same skills. This percentage is increased by rune level.
Indigo Rune - Wizard_MirrorImage_OLD
Number of Images Increased By {Mirror Image Summon Count}.
Obsidian Rune - Wizard_MirrorImage_OLD
Using this skill breaks any stun or root effects. Also increases Mirror Image health based on rune level.
Golden Rune - Wizard_MirrorImage_OLD
Increased image duration and health based on rune level.
Alabaster Rune - Wizard_MirrorImage_OLD
When an image is destroyed it explodes, doing damage and a percentage chance to stun enemies it hits. The damage and stun chance increase with rune level.
Crimson Rune - Wizard_StoneSpike
Damage Increased By {Physical Damage Min}.
Indigo Rune - Wizard_StoneSpike
Adds up to {Stone Spike Number of Spikes} additional spike(s).
Obsidian Rune - Wizard_StoneSpike
Adds a [{Stun Chance}*100|+|]% chance to stun each target for 3 seconds.
Golden Rune - Wizard_StoneSpike
Arcanum Cost Decreased By [-1 * {Resource Cost}].
Alabaster Rune - Wizard_StoneSpike
Critical Strike Chance [{Physical Hit Crit Chance} * 100|+|]%
Crimson Rune - Calamity
Casts a low power Wave of Force on arrival dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage to all enemies nearby.
Indigo Rune - Fracture
Summon {Script Formula 8} mirror images for {Script Formula 9} |4second:seconds; on arrival.
Obsidian Rune - Phase Out
For {Script Formula 15} |4second:seconds; after you appear you will take [{Script Formula 14} * 100]% less damage.
Golden Rune - Rebound
Casting Teleport again within {Script Formula 18} |4second:seconds; will instantly bring you back to your original location.
Alabaster Rune - Wormhole
After casting Teleport there is a [{Script Formula 16}|1|] second delay before the cooldown begins.
Casts a low power Wave of Force on arrival. Damage and knockback increase based on rune level.
Indigo Rune - INSERT TITLE
Causes X mirror images to appear for Y seconds on arrival. Higher rune levels increase number of mirror images.
Obsidian Rune - INSERT TITLE
Reduction to damage for X seconds on arrival. Higher rune levels increase the time.
Golden Rune - INSERT TITLE
Reduce casting cost to {GOLD_RES_COST} Arcane Power.
Alabaster Rune - INSERT TITLE
X second delay before the cooldown for teleport is initiated, allowing Teleport to be chain cast a few times. Higher level runes increase this time delay.
Crimson Rune - Wizard_TeleportOLD Explosive Arrival
Casts a low power Wave of Force on arrival dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage to all enemies nearby.
Indigo Rune - Wizard_TeleportOLD Splitting Teleport
Summon {Script Formula 8} mirror images for {Script Formula 9} seconds on arrival.
Obsidian Rune - Wizard_TeleportOLD Translucent
For {Script Formula 15} seconds after you appear you will take [{Script Formula 14} * 100]% less damage.
Golden Rune - Wizard_TeleportOLD Teleport Affinity
NYI - Casting teleport again within X seconds will instantly bring you back to your original location.
Alabaster Rune - Wizard_TeleportOLD Bounce
After casting teleport there is a [{Script Formula 16}|1|] second delay before the cooldown begins.
Crimson Rune - Jagged Ice
Attackers take {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Cold damage and are chilled for [{Script Formula 4}|1|] |4second:seconds;.
Indigo Rune - Chilling Aura
Lower the temperature of the air around you. Nearby enemies are chilled, slowing their movement and attack speed, for [{Script Formula 23}|1|] seconds.
Obsidian Rune - Frozen Storm
A whirling storm of ice builds around you that deals {Script Formula 9} - [{Script Formula 9}+{Script Formula 10}] Cold damage per second for {Script Formula 8} seconds after casting Ice Armor.
Golden Rune - Crystallize
Whenever you are struck by a melee attack the bonus armor granted by Ice Armor is increased by [{Script Formula 26} * 100]% for {Script Formula 27}seconds. This effect can stack up to {Script Formula 11} times.
Alabaster Rune - Ice Reflect
Attacks have a [{Script Formula 12}*100]% chance to create a Frost Nova on the attacker dealing {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] Cold damage.
Freeze time increased slightly, and ice armor causes damage. Higher level runes increase freeze time and damage.
Indigo Rune - Wizard_IceArmor_v2
Creates an aura of cold around the wizard that has a chance to chill enemies for X seconds. Higher level runes increase the radius and chill chance.
Obsidian Rune - Wizard_IceArmor_v2
When cast a spinning ring of ice surrounds you that does damage to anything next to you. Increases Arcanum cost. Damage, duration, and cost increases with rune level.
Golden Rune - Wizard_IceArmor_v2
Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.
Alabaster Rune - Wizard_IceArmor_v2
Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
normal frost nova. Higher level runes increase chill time, damage, and freeze chance.
Crimson Rune - Wizard_IceArmor_a
Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.
Indigo Rune - Wizard_IceArmor_a
Adds an aura of cold around the wizard that has a chance to chill enemies for X seconds, reducing their attack and movement speed.
Obsidian Rune - Wizard_IceArmor_a
Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.
Golden Rune - Wizard_IceArmor_a
Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.
Alabaster Rune - Wizard_IceArmor_a
Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
normal frost nova. Higher level runes increase chill time, damage, and freeze chance.
Crimson Rune - Wizard_IceArmorOLD
Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.
Indigo Rune - Wizard_IceArmorOLD
Adds an aura of cold around the wizard that has a chance to chill enemies for X seconds, reducing their attack and movement speed.
Obsidian Rune - Wizard_IceArmorOLD
Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.
Golden Rune - Wizard_IceArmorOLD
Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.
Alabaster Rune - Wizard_IceArmorOLD
Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
normal frost nova. Higher level runes increase chill time, damage, and freeze chance.
Crimson Rune - Wizard_IceArmor_ADDS_FREEZE
Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.
Indigo Rune - Wizard_IceArmor_ADDS_FREEZE
Adds an aura of cold around the wizard that has a {Script Formula 10}% chance to chill enemies for {Script Formula 7} - [{Script Formula 7} + {Script Formula 8}] seconds, reducing their attack and movement speed.
Obsidian Rune - Wizard_IceArmor_ADDS_FREEZE
Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.
Golden Rune - Wizard_IceArmor_ADDS_FREEZE
Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.
Alabaster Rune - Wizard_IceArmor_ADDS_FREEZE
Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze
chance than normal frost nova. Higher level runes increase chill time, damage, and freeze chance.
Crimson Rune - Ball Lightning
Creates a streak of lightning that pierces targets, hitting all enemies in its path for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Lightning damage.
Indigo Rune - Chain Lightning
Increases the maximum number of jumps to {Script Formula 9} enemies.
Obsidian Rune - Arc Lightning
Blast a cone of lightning that causes {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Lightning damage to all affected targets.
Golden Rune - Power Surge
Gain {Script Formula 6} Arcane Power for every target hit by Electrocute.
Alabaster Rune - Shock Treatment
Critical hits with this skill cause an explosion of {Script Formula 14} charged bolts in random directions, dealing {Script Formula 12} - [{Script Formula 12}+{Script Formula 13}] Lightning damage to any targets hit.
Creates a streak of lightning that pierces targets, hitting all enemies in its path for X damage.
Indigo Rune - Wizard_ElectrocuteNEW
Allows Electrocute to jump between targets, hitting up to X enemies for X damage.
Obsidian Rune - Wizard_ElectrocuteNEW
Wizard fans lightning out in a cone shape with limited range, hitting all targets in the area of effect for reduced damage. Higher level runes increase damage.
Golden Rune - Wizard_ElectrocuteNEW
Reduces cost to {Resource Cost} Arcane Power and increases damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] lightning damage.
Alabaster Rune - Wizard_ElectrocuteNEW
When killed a target spits out X charged bolts of its own in random directions that do reduced damage. Higher level runes increase the damage of these bolts.
Creates a streak of lightning that pierces targets, hitting all enemies in its path for X damage.
Indigo Rune - Wizard_ElectrocuteOLD
Allows Electrocute to jump between targets, hitting up to X enemies for X damage.
Obsidian Rune - Wizard_ElectrocuteOLD
Wizard fans lightning out in a cone shape with limited range, hitting all targets in the area of effect for reduced damage. Higher level runes increase damage.
Golden Rune - Wizard_ElectrocuteOLD
Reduces cost to {Resource Cost} Arcane Power and increases damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] lightning damage.
Alabaster Rune - Wizard_ElectrocuteOLD
When killed a target spits out X charged bolts of its own in random directions that do reduced damage. Higher level runes increase the damage of these bolts.
Crimson Rune - Gale Force
Increase damage to {Script Formula 0} Arcane damage per second.
Indigo Rune - Super Storm
When two twisters touch they merge into a tornado with an increased area of effect that causes {Script Formula 2} Arcane damage per second.
Obsidian Rune - Trail of Destruction
The ground touched by a twister is covered in an energy trail that causes {Script Formula 5} Arcane damage per second to any enemies that stand in it.
Golden Rune - Mistral Breeze
Reduce casting cost to {Resource Cost} Arcane Power.
Alabaster Rune - Wicked Wind
Twister no longer travels but spins in place dealing {Script Formula 0} Arcane damage per second to everything caught within it.
Increases damage by a flat amount (+X damage per rune level).
Indigo Rune - Wizard_EnergyTwister_OLD
When two tornados touch, they merge into a larger tornado that moves more slowly and has a longer duration and does much more damage in a larger area. Large tornadoes will not combine to make even larger ones. Higher level runes increase damage of the uber tornado.
Obsidian Rune - Wizard_EnergyTwister_OLD
Leaves a short duration energy trail (like a tail) on the ground in their path that damages anything that crosses or stands on it. Higher rune levels increase damage.
Golden Rune - Wizard_EnergyTwister_OLD
Decreases instability cost.
Alabaster Rune - Wizard_EnergyTwister_OLD
Tornado will turn X degrees per second towards the nearest enemy. The twister tracks enemies. Higher level runes improves tracking ability and may add damage.
Crimson Rune - Snow Blast
Damage increases slowly over [{Script Formula 31}|1|] seconds to inflict a maximum of {Script Formula 20} - [{Script Formula 20} + {Script Formula 21}] Cold damage per second.
Indigo Rune - Sleet Storm
Create a swirling storm of sleet dealing {Script Formula 6} - [{Script Formula 6} + {Script Formula 22}] Cold damage per second to all enemies caught within it.
Obsidian Rune - Numb
Increase enemy slow amount to [{Script Formula 14} * 100]% for [{Script Formula 4}|1|] seconds, but damage is reduced to {Script Formula 26} - [{Script Formula 26} + {Script Formula 27}] Cold damage per second.
Golden Rune - Cold Blood
Reduce casting cost to {Script Formula 19} Arcane Power per second.
Alabaster Rune - Black Ice
Enemies who die leave a patch of ice on the ground that causes {Script Formula 3} - [{Script Formula 3} + {Script Formula 23}] Cold damage per second to enemies moving through it.
Damage and Arcane Power cost increase significantly the longer you keep firing the beam.
Indigo Rune - Wizard_RayOfFrost_v21
Wizard creates a radial sleet storm around themselves doing cold damage.
Obsidian Rune - Wizard_RayOfFrost_v21
Decreases the beam damage and increases the freezing power and duration of the cold based on rune level.
Golden Rune - Wizard_RayOfFrost_v21
Reduces cost to {Resource Cost} Arcane Power.
Alabaster Rune - Wizard_RayOfFrost_v21
Monsters who die to the skill have a chance to leave an area of ice on the ground that causes cold damage to those moving through it.
Increases damage by a flat amount (+X damage per rune level).
Indigo Rune - Wizard_RayOfFrost_OLD
Reduces beam length, but makes it a short range cone of frost rather than a beam. Reduces damage, but higher level runes reduce damage less or could even increase damage.
Obsidian Rune - Wizard_RayOfFrost_OLD
Damage and Instability cost increase significantly the longer you keep firing the beam.
Golden Rune - Wizard_RayOfFrost_OLD
Instability cost reduced.
Alabaster Rune - Wizard_RayOfFrost_OLD
Decreases the beam damage and increases the freezing power and duration of the cold based on rune level.
Crimson Rune - Unrelenting Storm
Increase the duration of the Blizzard to {Script Formula 4} seconds.
Indigo Rune - Stark Winter
Increase the size of the Blizzard to cover {Script Formula 3} yards, and deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}]Cold damage per second.
Obsidian Rune - White Out
After the Blizzard ends, cover the ground in a low lying mist for [{Script Formula 7}|1|] seconds that slows any enemies who enters it.
Golden Rune - Stay Frosty
Reduce the casting cost to {Resource Cost} Arcane Power.
Alabaster Rune - Frozen Solid
Enemies caught in the storm have a [{Script Formula 10} * 100]% chance to be frozen for {Script Formula 11} seconds and the critical strike chance with Blizzard is increased by [{Script Formula 9} * 100]%.
Crimson Rune - Plasma Field
Increase the potency of the explosion to deal {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage.
Indigo Rune - Supernova
Modify the orb to deal {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage to all enemies within {Script Formula 5} yards.
Obsidian Rune - Arcane Orbit
Create {Script Formula 10} Arcane Orb(s) that orbit you, exploding for {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage when enemies get close.
Golden Rune - Fusion
Reduce casting cost to {Resource Cost} Arcane Power.
Alabaster Rune - Celestial Orb
The orb will pierce through targets, damaging any enemy it passes through dealing {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage.
Arcane Orb deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] arcane damage to its direct target. Splash damage remains the same.
Indigo Rune - Wizard_ArcaneOrbOLD
Splash damage increased to [{Script Formula 3} * 100]% of overall skill damage. Direct damage remains the same.
Obsidian Rune - Wizard_ArcaneOrbOLD
Creates up to X Arcane Orbs that orbit the Wizard, exploding when enemies get close.
Golden Rune - Wizard_ArcaneOrbOLD
Reduces cost to {Resource Cost} Arcane Power.
Alabaster Rune - Wizard_ArcaneOrbOLD
Arcane Orb will pierce through targets, damaging any enemies it passes through.
Crimson Rune - Wizard_EnergyShield
Increases absorption amount. Chance to reflect projectiles and melee attacks directed at player. Higher quality runes increase absorption amount. Note that this doesn't change the damage to arcanum
conversion, so the player will be burning more arcanum.
Indigo Rune - Wizard_EnergyShield
Shield absorbs X% of damage with no resource cost for first few seconds after activating. Higher quality runes increase duration of bonus shield and damage absorption.
Obsidian Rune - Wizard_EnergyShield
Chance to ignore CC effects. Higher quality runes increase chance.
Golden Rune - Wizard_EnergyShield
Improves the damage to arcanum ratio so that damage causes less arcanum spending. Higher quality runes further reduce this ratio.
Alabaster Rune - Wizard_EnergyShield
If energy shield goes down player gets a buff that regenerates Arcane Power for a short time. Higher quality runes increase the duration length.
Crimson Rune - Time Warp
Enemies caught in the bubble of warped time take [{Script Formula 8} * 100]% more damage.
Indigo Rune - Miasma
Slow Time effects cling to enemies for {Script Formula 12} seconds after they have left the bubble.
Obsidian Rune - Time Shell
Reduces the size of the Slow Time bubble to {Script Formula 2} yards, but increases the effect, slowing movement and attack speed of enemies by [{Script Formula 3} * 100]% while inside the bubble.
Golden Rune - Perpetuity
Reduce cooldown to {Cooldown Time} seconds.
Alabaster Rune - Fast Forward
Time is sped up for any friendly heroes standing in the bubble, increasing attack and cast speed by [{Script Formula 16} * 100]%.
Crimson Rune - Disruption
Targets hit by Arcane Torrent become Disrupted for {Script Formula 6} seconds, causing them to take [{Script Formula 5} * 100]% additional damage from any attacks that deal Arcane damage.
Indigo Rune - Proliferation
Enemies killed by Arcane Torrent have a [{Script Formula 12} * 100]% chance to fire a new missile at a nearby enemy dealing {Script Formula 13} - [{Script Formula 13}+{Script Formula 22}] Arcane damage.
Obsidian Rune - Arcane Mines
Instead of firing projectiles, lay Arcane mines that arm after {Script Formula 27} |4second:seconds;. These mines explode when an enemy approaches
dealing {Script Formula 29} - [{Script Formula 29} + {Script Formula 30}] damage. Enemies caught in the explosion have their movement and attack speeds reduced by [{Script Formula 34} * 100]% for {Script Formula 35} seconds.
Golden Rune - Power Stone
Every missile hit has a [{Script Formula 11} * 100]% chance to leave behind a Power Stone that grants Arcane Power when picked up.
Alabaster Rune - Death Blossom
Unleash the torrent beyond your control. You can no longer direct where the projectiles go but their damage is increased to {Script Formula 17} - [{Script Formula 17}+{Script Formula 18}] Arcane damage.
Fewer meteors fall, but they are larger and do increased damage based on rune level.
Indigo Rune - Wizard_ArcaneTorrent_OLD
Area of effect increases the longer the skill is maintained.
Obsidian Rune - Wizard_ArcaneTorrent_OLD
Increases the damage and instability cost over time the longer you cast (channel) the spell. Effect is more severe with higher level runes.
Golden Rune - Wizard_ArcaneTorrent_OLD
Reduces cost to {Resource Cost} Arcane Power.
Alabaster Rune - Wizard_ArcaneTorrent_OLD
Scorches the ground with arcane energy which will hang around for X seconds doing damage to any monsters who pass through it. Damage is increased with higher rune levels.
Crimson Rune - Improved Archon
Increase damage of all Archon abilities by [{Script Formula 9} * 100]%.
Indigo Rune - Slow Time
Archon form can now cast a Slow Time that lasts for {Script Formula 13} |4second:seconds;.
Obsidian Rune - Teleport
Archon form can now cast Teleport with a cooldown of {Script Formula 14} |4second:seconds;.
Golden Rune - Pure Power
Decrease the cooldown of Archon to [{Cooldown Time}] |4second:seconds;.
Alabaster Rune - Arcane Destruction
An explosion errupts when you transform causing {Script Formula 5} - [{Script Formula 5} + {Script Formula 6}] Arcane damage to all enemies within {Script Formula 7} yards.
Crimson Rune - Sparkflint
Increase damage of all attacks by [{Script Formula 20} * 100]% while Familiar is active.
Indigo Rune - Cannoneer
Familiar's projectiles explode on impact dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Arcane damage to all enemies within {Script Formula 24} yards.
Obsidian Rune - Dartling
Familiar's projectiles have a [{Script Formula 29} * 100]% chance to pierce through enemies.
Golden Rune - Arcanot
While the Familiar is active you regenerate {Script Formula 32} Arcane Power per minute.
Alabaster Rune - Ancient Guardian
While you are below [{Script Formula 35} * 100]% Life the Familiar will absorb up to {Script Formula 36} attacks directed at you. If it absorbs all its attacks it will disintegrate.
Crimson Rune - Short Fuse
An energy explosion fires immediately for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.
Indigo Rune - Obliterate
Increase the explosion radius to {Script Formula 2} yards for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.
Obsidian Rune - Time Bomb
The blast detonates from the point it was originally cast after {Script Formula 5} seconds for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.
Golden Rune - Unleashed
Reduces the casting cost to {Resource Cost} Arcane Power.
Alabaster Rune - Chain Reaction
{Script Formula 8} consecutive explosions cascade off you that each cause {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.
Reduces delay before explosion goes off, and increases damage (higher quality runes increase damage more)
Indigo Rune - Wizard_ExplosiveBlast_OLD
Increased explosion radius. Higher quality runes increase radius at key milestones but mostly increase damage. Sweet spot stays the same size, but damage is increased within it.
Obsidian Rune - Wizard_ExplosiveBlast_OLD
Chain Reaction - Increases delay before explosion goes off, and explosions are no longer sticky (they explode in the locations where they were cast) but explosive blasts that go off set off any
blasts that are in their radius. The more that get set off in one blast the higher the damage of all. Higher quality runes increase the delay and damage bonus.
Golden Rune - Wizard_ExplosiveBlast_OLD
Reduces Arcanum cost. Higher quality runes further reduce cost.
Alabaster Rune - Wizard_ExplosiveBlast_OLD
Casting once gets you n consecutive auto casts at the player's current casting speed. Higher quality runes increase the number of auto casts. Skill is in cool down during auto casts.
Crimson Rune - Mirror Skin
Reflects [{Script Formula 1}*100]% of damage absorbed back at the attacker.
Indigo Rune - Lasting Impression
Increase duration to {Script Formula 5} seconds.
Obsidian Rune - Rock Solid
Increase the maximum absorption amount to {Script Formula 0} damage.
Golden Rune - Prism
Reduce Arcane Power cost of all spells by {Script Formula 4} while Diamond Skin is active.
Alabaster Rune - Diamond Shards
When Diamond Skin wears off, diamond shards will explode in all directions dealing {Script Formula 2} - [{Script Formula 2}+{Script Formula 3}] physical damage to enemies nearby.
Reflects {CRIMSON_ABSORB_REFLECT}% of damage absorbed back at the attacker.
Indigo Rune - Wizard_DiamondSkin2 Longlasting Armor -
Increase duration to {INDIGO_DURATION} seconds.
Obsidian Rune - Wizard_DiamondSkin2 Slippery Diamonds -
Become immune to stun effects and increase damage absorbed to {OBS_DMG_ABSORBED} damage.
Golden Rune - Wizard_DiamondSkin2 Clear casting -
Reduce Arcane Power cost of all spells by {GOLD_SPELL_COST_REDUCTION} while Diamond Skin is active.
Alabaster Rune - Wizard_DiamondSkin2 Exploding Diamonds -
When Diamond Skin wears off diamond shards will explode in all directions dealing {MIN_EXPLODE_DMG} - {MAX_EXPLODE_DMG} physical damage to monsters nearby.
Crimson Rune - Frost Hydra
Summon Frost Hydras that breathe a short range cone of frost causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Cold damage to all enemies in the cone.
Indigo Rune - Lightning Hydra
Summon Lightning Hydras that shock enemies for {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage.
Obsidian Rune - Venom Hydra
Summon Poison Breathing Hydras that leave a pool of acid causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Poison damage per second to enemies who remain in the pool.
Golden Rune - Brimstone Serpent
Summon one Mammoth Hydra that breathes a wall of flame at nearby enemies dealing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Fire damage per second to enemies caught in the burning ground.
Alabaster Rune - Arcane Hydra
Summon Arcane Hydras that spit Arcane Orbs which explode on impact causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Arcane damage to enemies near the explosion.
Crimson Rune - Molten Impact
Increase the damage of the meteor impact to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and the molten fire will do an additional {Script Formula 2} - [{Script Formula 2} + {Script Formula 20}] Fire damage over {Script Formula 5} seconds.
Indigo Rune - Meteor Shower
Unleash a volley of {Script Formula 9} smaller meteors that strike for {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage.
Obsidian Rune - Comet
Transforms the meteor to ice that deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Cold damage on impact and freezes the ground, causing {Script Formula 2} - [{Script Formula 2} + {Script Formula 20}] Cold damage over {Script Formula 5} seconds. The movement of enemies in the area will also be slowed by [{Script Formula 6} * 100]%.
Golden Rune - Star Pact
Reduce casting cost to {Script Formula 8} Arcane Power.
Alabaster Rune - Liquify
If the initial impact critically hits any targets the molten fire duration is increased to {Script Formula 7} seconds.
Crimson Rune - Ignite
Melee attacks burn enemies with fire for [{Script Formula 4} * 100]% of weapon damage for {Script Formula 3} seconds.
Indigo Rune - Electrify
Melee attacks cause lightning to arc to {Script Formula 6} nearby enemies dealing [{Script Formula 7} * 100]% of weapon damage as Lightning damage.
Obsidian Rune - Force Weapon
Increases damage bonus to [{Script Formula 14} * 100]% physical damage, and gives a [{Script Formula 9}*100]% chance to knock back any enemies hit.
Golden Rune - Conduit
Melee hits restore [{Script Formula 11} * 100]% Arcane Power.
Alabaster Rune - Blood Magic
Melee hits recover [{Script Formula 12} * 100]% of damage caused as Life.
Changes base damage to fire damage. Applies a short term Fire DOT on impact that does a percentage of the weapon's damage. Higher quality runes increase the percentage of damage.
Indigo Rune - Wizard_MagicWeapon_v2
Changes base damage to electric damage. A percentage of weapon's damage caused will 'arc' to one new target within a limited range. Higher quality runes increase the number of targets that can be arced to
and the percentage of damage carried over.
Obsidian Rune - Wizard_MagicWeapon_v2
Changes based damage to physical damage. Causes knockback. Increased damage and knockback with higher quality runes.
Golden Rune - Wizard_MagicWeapon_v2
Every monster killed by this weapon will reduce the Wizard's Instability by a percentage. Higher quality runes increase this percentage.
Alabaster Rune - Wizard_MagicWeapon_v2
Damage caused with a melee weapon while this skill is active leeches life and heals the Wizard. Higher level runes increase the life leech amount.
Crimson Rune - Trait_Wizard_EnergyReserves
Increases absorption amount. Chance to reflect projectiles and melee attacks directed at player. Higher quality runes increase absorption amount. Note that this doesn't change the damage to arcanum conversion, so the player will be burning more arcanum.
Indigo Rune - Trait_Wizard_EnergyReserves
Shield absorbs X% of damage with no resource cost for first few seconds after activating. Higher quality runes increase duration of bonus shield and damage absorption.
Obsidian Rune - Trait_Wizard_EnergyReserves
Chance to ignore CC effects. Higher quality runes increase chance.
Golden Rune - Trait_Wizard_EnergyReserves
Improves the damage to arcanum ratio so that damage causes less arcanum spending. Higher quality runes further reduce this ratio.
Alabaster Rune - Trait_Wizard_EnergyReserves
If energy shield goes down player gets a buff that regenerates Arcane Power for a short time. Higher quality runes increase the duration length.
Crimson Rune - Mirrorball
Increases all of your resistances by [{Script Formula 4}*100]% while Energy Armor is active.
Indigo Rune - Energy Tap
Rather than reducing your maximum Arcane Power, it is increased by {Script Formula 6} while Energy Armor is active.
Obsidian Rune - Emergency Shelter
While Energy Armor is active, incoming attacks that would deal more than [{Script Formula 8}*100]% of your maximum Life are reduced to deal [{Script Formula 8}*100]% of your maximum Life instead.
Golden Rune - Absorption Field
Gain {Script Formula 11} Arcane Power whenever you are hit by an ranged or melee attack.
Alabaster Rune - Pinpoint Barrier
Also increases your Precision by [{Script Formula 13}*100]% while Energy Armor is active.
Resource_Max_Bonus#Arcanum [{VALUE}|+|] Arcane Power
Increases absorption amount to [{Script Formula 2}*100]% of all damage dealt to the Wizard. [{Script Formula 5}*100]% chance to reflect projectiles and melee attacks back at the target.
Indigo Rune - Wizard_EnergyArmorBAK
Armor absorbs [{Script Formula 7}*100]% of damage with no resource cost for first few seconds after getting hit. This effect has a cooldown and cannot occur more than every {Script Formula} seconds.
Obsidian Rune - Wizard_EnergyArmorBAK
Armor will prevent any single hit from dealing more than {Script Formula 8}% of the Wizard's overall health, but this will consume the Energy Armor buff after {script formula 9} hits.
Golden Rune - Wizard_EnergyArmorBAK
Improves the damage to Arcane Power ratio so that every point of damage absorbed costs [{Script Formula 1}|1|] Arcane Power.
Alabaster Rune - Wizard_EnergyArmorBAK
Increases your Spell Damage Bonus for Skills by [{Script Formula 10}*100]% while Energy Armor is active.
Increases absorption amount to [{Script Formula 2}*100]% of all damage dealt to the Wizard. [{Script Formula 5}*100]% chance to reflect projectiles and melee attacks back at the target.
Indigo Rune - Wizard_EnergyArmorBAK2
Armor absorbs an extra [{Script Formula 7}*100]% of damage without costing any more resource for first {Script Formula 4} seconds after getting hit. This effect has a cooldown and cannot occur more than every {Script Formula 12} seconds after the effect has expired.
Obsidian Rune - Wizard_EnergyArmorBAK2
Armor will prevent any single hit from dealing more than {Script Formula 8}% of the Wizard's overall health. This effect cannot occur more than once every {Script Formula 9} seconds.
Golden Rune - Wizard_EnergyArmorBAK2
Improves the damage to Arcane Power ratio so that every point of damage absorbed costs [{Script Formula 1}|1|] Arcane Power.
Alabaster Rune - Wizard_EnergyArmorBAK2
Increases your Spell Damage Bonus for Skills by [{Script Formula 10}*100]% while Energy Armor is active.
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>mfw