Changed Legendary Passive Effects, Class Changes, New Strings for Difficulty, Uber Diablo, Callouts, Cursed Chest and Much More
All this can be found below. Note that this is datamining and therefore should not be considered fact. There are many strings for currently unreleased and not-talked-about features of the game.
Changed Legendary Passive Effects
- ItemPassive_Unique_Ring_500_x1 - Health Globes picked up release an explosion for 100% weapon damage to enemies within 20 yards. (down from 40 yards)
- ItemPassive_Unique_Ring_521_x1 - Shrine effects last for 10 minutes. (down from 1 hour)
- ItemPassive_Unique_Ring_530_x1 - Increase the duration of Ignore Pain by 5 seconds. (down from 60 seconds)
- ItemPassive_Unique_Ring_538_x1 - Reduce the cooldown of Breath of Heaven by 50%. (removed radius increase of 50 yards)
- ItemPassive_Unique_Ring_560_x1 - Chance on hit to create a chaos field at the enemy's location for 2 seconds, causing enemies inside to be Blinded and Slowed. (down from 5 seconds, previously Confused)
- ItemPassive_Unique_Ring_571_x1 - Chance on hit to deal 8% of the enemy's current health as Fire damage. (down from 12%, damage type changed from Holy)
- ItemPassive_Unique_Ring_576_x1 - You Fetishes shoot a Poison Dart every time you do. (previously enhanced only Poison Dart)
- ItemPassive_Unique_Ring_607_x1 - 3 additional Explosive Blasts are triggered after casting Explosive Blast. (previously removed cooldown of Explosive Blast)
- ItemPassive_Unique_Ring_624_x1 - Zombie Dogs instead summons a single gargantuan dog with more damage and health than all other dogs combined. (previously was "combined power of all dogs")
- ItemPassive_Unique_Ring_625_x1 - Ancient Spear now pulls you to the first enemy hit. This effect replaces the rune effects that pull enemies. (added replace rune effect)
- ItemPassive_Unique_Ring_631_x1 - Enables Vault - Rattling Roll. (previously Vault knocked enemies back)
- ItemPassive_Unique_Ring_651_x1 - Haunt is cast on 5 nearby enemies when you open a chest. (changed from "all")
- ItemPassive_Unique_Ring_668_x1 - 10% chance to shatter and instantly kill frozen enemies. This chance is reduced for elites. (Elites effect added)
- ItemPassive_Unique_Ring_677_x1 - Critical Hits have a 4% chance to spawn a health globe. (changed from Crushing Blows, percentage added)
- ItemPassive_Unique_Ring_692_x1 - Every successful block has a 25% chance to reduce all cooldowns by 1 second. (down from 50%)
- ItemPassive_Unique_Ring_699_x1 - Enables Blessed Hammer - Dominion. (previously read: Killing an enemy while Judgment is active reduces the cooldown of Judgement by 2 seconds)
- 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 an 8 second cooldown for each damage type. (down from 15 seconds)
- ItemPassive_Unique_Ring_715_x1 - Whenever a Death's Breath drops, a second one will also drop. (previously read: Doubles the chance to find Demonic Essences)
New Strings for Difficulty, Uber Diablo, Callouts, Cursed Chest and Much More
- DifficultySelector_Description_3 - *Imperial gems can drop from level 61 and higher monsters (Previously was: *New legendary recipes can drop in this difficulty)
- DifficultySelector_Description_4 - *Imperial gems can drop from level 61 and higher monsters (Previously was: *New legendary recipes can drop in this difficulty)
- DifficultySelector_Description_4 - *250% bonus legendary drop rate (Has been removed)
- Difficulty_4_Locked - This difficulty is locked until you get at least one hero to level 70
- Difficulty_1_Locked - This difficulty is locked for Starter Edition players
General.txt
- Difficulty9_con - Grandmaster
Bnet_HeroCreate.txt
- SeasonCheckbox - {icon:BattleNet_SeasonIcon, 3.0} Seasonal Hero
Boss_Strings.txt
- Uber_Diablo_Encounter_Name - Boss: Diablo
- Uber_Diablo_Taunt_Text - Defeat Diablo, Lord of Terror!
- Uber_Diablo_Join_Instruction - Triggered by {s1}
- Uber_Diablo_Enter_Instruction - You are about to enter
- Uber_Diablo_Info_Text - Your party will teleport in when everyone has accepted.
Buff_Tooltips.txt
- X1_Passive_BountyScroll_BossDamage_0 - Bounty Scroll
- X1_Passive_BountyScroll_BossDamage_0_desc - 300% increased damage to bosses.
- DestructionStreak_Buff_Run_Speed_0 - Dimensional Speed
- DestructionStreak_Buff_Run_Speed_0_desc - Greatly increased run speed.
Callouts.txt
- Overkill - Overkill!
- Massacre_Goal_con - kills!
- ExperienceBonus - {s1}X Experience Bonus!
- NephalemGloryGained - Power Boost!
- Destruction_Goal_con - X!
- ConsoleTicker - x{s1}!
- NephalemGloryBoost - X Damage!
- NephalemGloryMax - Max Damage Reached!
- Massacre_Level2 - Vicious Massacre
- Massacre_Level3 - Brutal Massacre
Gizmos.txt
- x1_Global_Chest_CursedChest - Cursed Chest
- x1_Event_CursedShrine - Cursed Shrine
- x1_Global_Chest_CursedChest_B - Cursed Chest
- x1_Catacombs_NephalemShrine_MutantEvent - Nephalem Shrine
- x1_Catacombs_NephalemShrine_MutantEvent2 - Nephalem Shrine
- x1_Catacombs_NephalemShrine_MutantEvent3 - Nephalem Shrine
- x1_Catacombs_NephalemShrine_MutantEvent4 - Nephalem Shrine
Items.txt
-
CraftingReagent_Legendary_Unique_InfernalMachine_Diablo_x1 - Key of Evil
-
DemonOrgan_Diablo_x1 - Heart of Evil
-
DemonOrgan_Ghom_x1 - Vial of Putridness
-
DemonOrgan_SiegeBreaker_x1 - Idol of Terror
-
DemonOrgan_SkeletonKing_x1 - Leoric's Regret
-
InfernalMachine_Diablo_x1 - Infernal Machine of Evil
-
InfernalMachine_Ghom_x1 - Infernal Machine of Gluttony
-
InfernalMachine_SiegeBreaker_x1 - Infernal Machine of War
-
InfernalMachine_SkeletonKing_x1 - Infernal Machine of Bones
- Unique_Helm_Set_07_x1 - Demon Hunter Helm
- Unique_Shoulder_Set_07_x1 - Demon Hunter Shoulder
- Unique_Chest_Set_07_x1 - Demon Hunter Chest
- Unique_Pants_Set_07_x1 - Demon Hunter Pants
- Unique_Boots_Set_07_x1 - Demon Hunter Boots
- Unique_Gloves_Set_07_x1 - Demon Hunter Gloves
- Unique_Helm_Set_08_x1 - Monk Lightning Helm
- Unique_Shoulder_Set_08_x1 - Monk Lightning Shoulder
- Unique_Chest_Set_08_x1 - Monk Lightning Chest
- Unique_Pants_Set_08_x1 - Monk Lightning Pants
- Unique_Boots_Set_08_x1 - Monk Lightning Boots
- Unique_Gloves_Set_08_x1 - Monk Lightning Gloves
- Unique_Helm_Set_09_x1 - Witch Doctor DoT Helm
- Unique_Shoulder_Set_09_x1 - Witch Doctor DoT Shoulder
- Unique_Chest_Set_09_x1 - Witch Doctor DoT Chest
- Unique_Pants_Set_09_x1 - Witch Doctor DoT Pants
- Unique_Boots_Set_09_x1 - Witch Doctor DoT Boots
- Unique_Gloves_Set_09_x1 - Witch Doctor DoT Gloves
ItemSets.txt
- Golden_Oxen_Set_x1 - Golden Oxen Set
- Phoenix_Set_x1 - Phoenix Set
- Demon_Hunter_Set_x1 - Demon Hunter Set
- Monk_Lightning_Set_x1 - Monk Lightning Set
- Dot_Set_x1 - Witch Doctor DoT Set
- Crusader_Set_x1 - Crusader Set
- Monkey_King_Set_x1 - Monkey King Set
- Arcane_Wraps_Set_x1 - Arcane Wraps Set
- Istvans_Paired_Blades_Set_x1 - Istvan's Paired Blades
Messages.txt
- CursedChest_Horde_BonusChestInfo - Slay {Param1} monsters to unlock a Bonus Chest!
- CursedChest_Horde_KillCount - A total of {Param1} monsters were killed before the timer ended.
- CursedChest_Wave_EarnBonusChest - Wave {Param1} cleared! Bonus Chest earned!
- CursedChest_Wave_EndEvent - Time has run out! You cleared {Param1} waves{/c) of enemies.
MonsterAffixNames.txt
- Multishot (Ranged Only) - Multishot
- Ballista (Ranged Only) - Ballista
SkillsUI.txt
- CanOverkill - Can overkill enemies.
- ParagonBonusLabel_Hitpoints_On_Hit - Life On Hit
- ParagonBonusLabel_Crushing_Blow_Proc_Chance - Crushing Blow
- ParagonBonusLabel_Splash_Damage_Effect_Percent - Area Damage
- ParagonBonusLabel_Resource_Cost_Reduction_Percent_All - Resource Cost Reduction
- ParagonBonusLabel_Gold_Find - Gold Find
Class Changes
Some of the numbers for the Demon Hunter pet changes seem a little off - keep this in mind.
DiabloFans Quote:
Barbarian
- 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: 8% attack speed / Mighty Weapons:
31 Fury per hit - Animosity Increase all Fury generation by
2030%. / Increase maximum Fury by 20. / Fury is used to fuel your most powerful attacks. - Relentless While below
2030% Life, all skills cost 75% less Fury and all damage taken is reduced by 50%. - Juggernaut The duration of control-impairing effects on you are reduced by
2030%. In addition, whenever a Stun, Fear, Immobilize or Charm is cast on you, you have a chance to recover 15% of your maximum Life. - War Cry
- Charge! : Increase Fury generated to
6050.
- Charge! : Increase Fury generated to
- Threatening Shout
- Demoralize : Affected enemies are also taunted to attack you for
34 seconds. - Intimidate : Affected enemies also have their movement speed reduced by
3060%. - Falter : Affected enemies also have their attack speed reduced by
1520% for 15 seconds. - Terrify : Enemies are severely demoralized. Each enemy has a
35100% chance to flee in Fear for2.53 seconds.
- Demoralize : Affected enemies are also taunted to attack you for
- Ground Stomp
- Trembling Stomp : Enemies in the area also take
680540% weapon damage.
- Trembling Stomp : Enemies in the area also take
- Ignore Pain Cooldown: 30 seconds / Reduce all damage taken by
6550% for 5 seconds. - Ancient Spear
Dread SpearBoulder Toss : Expend all remaining Fury to deal 20% weapon damage for every point of Fury expended.
- Furious Charge
- Stamina : Generate
1210 additional Fury for each enemy hit while charging.
- Stamina : Generate
- Wrath of the Berserker
- Slaughter : While active Critical Hits have a chance to cause an eruption of blood dealing
280300% weapon damage to enemies within 15 yards.
- Slaughter : While active Critical Hits have a chance to cause an eruption of blood dealing
- Earthquake Cost: 50 Fury / Cooldown: 60 seconds / Shake the ground violently, dealing
30002600% weapon damage as Fire over 8 seconds to all enemies within 18 yards.
- Molten Fury : Increase Earthquake's damage to
52004500% weapon damage as Fire. - Giant's Stride : 20 secondary tremors follow your movement and deal
200160% weapon damage as Fire each. Path of FireCave-In :Project 20 secondary tremors up to 12All enemies within 24 yardsahead ofare pulled in towards youthat deal 200% weapon damage as Fire each.
- Molten Fury : Increase Earthquake's damage to
- Leap
- Iron Impact : Gain
10050% additional Armor per enemy hit for 3 seconds after landing.
- Iron Impact : Gain
- Weapon Throw
- Throwing Hammer : Hurl a hammer with a 30% chance to Stun the enemy for 1
secondssecond.
- Throwing Hammer : Hurl a hammer with a 30% chance to Stun the enemy for 1
- Call of the Ancients Cooldown: 120 seconds / Summon the ancient Barbarians Talic, Korlic, and Madawc to fight alongside you for 30 seconds. Each deals
100180% weapon damage per swing in addition to bonus abilities. / *Talic wields a sword and shield and uses Whirlwind and Leap Attack. / *Korlic wields a massive polearm and uses the Cleave and Furious Charge. / *Madawc dual-wields axes and uses the Weapon Throw and Seismic Slam.
- The Council Rises : The Ancients deal
200360% weapon damage with each attackand gain 100% additional Armor. - Duty to the Clan : Increase the Ancients' duration to
6045 seconds and their Armor by 200%.
- The Council Rises : The Ancients deal
- Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 550% weapon damage
and 4 yard Knockbackto enemies in a 45 yardarccone and knocks them up.
- Shattered Ground : Increase damage to 710% weapon damage and
increasechanges the knock up to a 5 yard Knockbackdistance by 100%.
- Shattered Ground : Increase damage to 710% weapon damage and
- Revenge
- Best Served Cold : Increase your Critical Hit Chance by
108% for 6 seconds after using Revenge.
- Best Served Cold : Increase your Critical Hit Chance by
- Overpower Cooldown: 12 seconds / Deal
480380% 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
108% for 5 seconds. - Storm of Steel : Throw up to 3 axes at nearby enemies that each deal
480380% weapon damage. - Revel : Increase damage to
960760% weapon damage. - Momentum : Generate
128 Fury for each enemy hit by Overpower.
- Killing Spree : Your Critical Hit Chance is increased by
- Avalanche Cause a massive deluge of rocks and debris to sweep across an area dealing
18001600% weapon damage to all enemies caught in its path. / Cooldown is reduced by 1 second for every 25 Fury you spend.
- Glacier : Giant blocks of ice hit and
freezeFreeze all enemiesfor 5 secondshit. - Snow-Capped Mountain : Cave-in from both sides
push monsters into a valley in front of you.pushes enemies together, dealing 2000% weapon damage over 2 seconds and Slowing them by 60%. - Volcanic Eruption : Chunks of molten lava
rain down from the sky.are launched at random nearby enemies, dealing 2400% weapon damage over 5 seconds. - Tectonic Rift : Store up to 3 charges of Avalanche
at a time.
- Glacier : Giant blocks of ice hit and
Demon Hunter
- Numbing Traps Enemies you Slow or hit with Fan of Knives, Spike Trap, Caltrops, Grenades, and Sentry fire have their damage reduced by
2025% for 3 seconds. - Ambush You deal
3040% additional damage to enemies above 80% health. - Single Out Gain
2025% Critical Hit Chance against enemies who are more than 20 yards away from any other enemies. - Fan of Knives Cooldown:
810 seconds / Throw knives out in a spiral around you, dealing 450% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60]% for 1 seconds.
- Fan of Daggers : Enemies hit are knocked back and Stunned for 2.5 seconds.
- Pinpoint Accuracy : Increase cooldown to
1215 seconds and increase damage to 1200% weapon damage.
- Entangling Shot
- Shock Collar : Entangled enemies take
10080% weapon damage as Lightning over 2 seconds.
- Shock Collar : Entangled enemies take
- Hungering Arrow
- Spray of Teeth : Critical Hits cause a burst of bone to explode from the enemy, dealing
5060% weapon damage to enemies within 10 yards.
- Spray of Teeth : Critical Hits cause a burst of bone to explode from the enemy, dealing
- Rain of Vengeance Cooldown: 30 seconds / Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing
15001250% 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
28002400% 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
32002650% weapon damage over 8 seconds. - Anathema : Summon a Shadow Beast that drops grenades from the sky dealing 5400% weapon damage over
85 seconds. - Flying Strike : Call a group of 8 Shadow Beasts to plummet from the sky at a targeted location dealing 3200% total weapon damage
eachover 5 seconds 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
44004200% total weapon damage over 6 seconds.
- Shade : Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing
- Elemental Arrow
- Screaming Skull : Shoot a fiery skull for 300% weapon damage as Fire that has a 40% chance to Fear affected enemies for 1
secondssecond. - Nether Tentacles : Shoot a shadow tentacle that deals 300% weapon damage as Physical to enemies along its path and returns 0.4% of your maximum Life for each enemy hit.
- Lightning Bolts : Shoot an electrified bolt for 300% weapon damage as Lightning that Stuns enemies for 1
secondssecond on a Critical Hit.
- Screaming Skull : Shoot a fiery skull for 300% weapon damage as Fire that has a 40% chance to Fear affected enemies for 1
- Vengeance Cooldown: 90 seconds / Turn into the physical embodiment of Vengeance for 15 seconds. / *Side Guns: Gain 4 additional piercing shots for
7560% weapon damage each on every attack. / *Homing Rockets: Shoot 4 rockets at nearby enemies for4030% weapon damage each on every attack.
- Dark Heart : Vengeance pours out of you, continuously dealing
350300% weapon damage per second to enemies around you. - Personal Mortar : Launch 2 grenades at random enemies outside melee range every attack for
175150% weapon damage each.
- Dark Heart : Vengeance pours out of you, continuously dealing
- Companion
Cost: 10 Discipline /Cooldown: 30 seconds /SummonActive: Your raven deals an additional 1000% damage on its next attack. / Passive: Summons a raven companion that pecks at enemies for 100% of your weapon damage as Physical.
- Spider Companion :
SummonActive: Your spider throws webs at all enemies within 25 yards of you and him, Slowing them by 0% for 5 seconds. / Passive: Summons a spider companion that attacks enemies in front of her for120% of your140% weapon damage as Physical. / The spider's attacks Slowthe movement ofenemies by600% for23 seconds. - Boar Companion :
SummonActive: Your boar charges to you, then taunts all enemies within 20 yards for 5 seconds. / Passive: Summons a boar companion that attacks enemies in front of him for60120% of your weapon damage as Physical. / The boar increases your Life regeneration by8261 per second and increases your resistance to all damage types by151000%. - Wolf Companion :
SummonActive: Your wolf howls, granting you and your allies within 60 yards 30% increased damage for 10 seconds. / Passive: Summons a wolf companion that attacks enemies in front of him for 150% of your weapon damage as Physical. - Bat Companion :
SummonActive: Instantly gain 50 Hatred. / Passive: Summons a bat companion that attacks for3860% of your weapon damage as Physical. / The bat grants you30 Hatred per second. - Ferret Companion :
SummonActive: Instantly pick up all health globes and gold within 60 yards. / Passive: Summons a pair of ferret companions that each attack for503% of your weapon damage as Physical. / The ferrets collect gold for you and increase gold found on monsters by100%.
- Spider Companion :
Enchantress
- Disorient Cooldown: 6 seconds / Cast a flash of
Confusion on a group of enemieslight in an area, causingthemenemies tostumble aroundbe disoriented for 6 seconds./ Cooldown: 25 seconds - Charm Cooldown: 18 seconds / Charms an enemy to fight for you for
48 seconds./ Cooldown: 25 seconds - Powered Armor Buffs you and the Enchantress, increasing Armor by
53% and slowing melee attackers by3060% for31 seconds. - Erosion Cooldown: 15 seconds / Conjures a pool of energy that deals
250329% weapon damage as Arcane over 5 seconds. Affected enemies will also takean extra 15%3% increased damagefrom all attacks for 3 seconds. / Cooldown: 15 seconds. - Mass Control Cooldown: 18 seconds / Lob a bulb of magical energy that
will hex a group ofhexes enemies in an area into chickens for 5 seconds.Hexed enemies are unable to perform offensive actions. / Cooldown: 30 seconds - Forceful Push Cooldown: 5 seconds / Summon an Arcane explosion 8 yards around an enemy, dealing
100411% weapon damage as Arcane and knocking back all monsters caught within it./ Cooldown: 10 seconds
Monk
- Pacifism
WhileThe duration of control-impairing effects on you areunderreduced by 25%. / Whenever you are hit by a Stun, Freeze, Fear, Immobilize or Charmeffect,allyou gain 15% increased damagetaken is reduced by 75%for 10 seconds. - Guiding Light
When you use a direct heal skill on another player youYour heals andthe other player deal 20% moreshields grant increased damage equal to the percentage of Life missing, up to a maximum of 30%, for1510 seconds.
- desc : "
I thought I was done for, trampled intoOnly in thesnow. Suddenly I felt her hand on my shoulder. The warmth returned to my bones, and together we repelled the beastsceaseless pursuit of purification can enlightenment be achieved." ???Legends of the NorthPatriarch Anisim
- desc : "
- Combination Strike Each different Spirit Generator
skillsyou use increases your damage by810% for 3 seconds. - Fists of Thunder
- Bounding Light : Every third hit also releases chain lightning, dealing
73195% weapon damage as Lightning to up to 3 additional enemies. - Static Charge :
Your primary enemy is charged with static electricityFists of Thunder applies Static Charge to enemies hit for56 secondsand. Each time an enemy with Static Charge gets hit, every other enemy with Static Charge within 40 yards takes172125% weapon damage as Lightningwhen you attack other enemies with Fists of Thunder.
- Bounding Light : Every third hit also releases chain lightning, dealing
- Breath of Heaven Cooldown: 15 seconds / A blast of divine energy heals you and all allies within 12 yards for
809210735 -974414038 Life. / Heal amount is increased by 30% of your Health Globe Healing Bonus.
- Circle of Scorn : Breath of Heaven also sears enemies for
627505% weapon damage as Holy. - Circle of Life : Increase the healing power of Breath of Heaven to
1618521469 -1948828075 Life. / Heal amount is increased by 30% of your Health Globe Healing Bonus. Penitent FlameZephyr :Enemies exposed toAllies healed by Breath of Heavenrun away in Fearhave their movement speed increased by 30% for 3.5seconds.
- Circle of Scorn : Breath of Heaven also sears enemies for
- Cyclone Strike Cost: 50 Spirit / Pull up to
816 enemies within 24 yards towards you, followed by a furious blast of energy that deals 261% weapon damage as Holy.
- Eye of the Storm : Reduce the Spirit cost of Cyclone Strike to 26 Spirit. / Cyclone Strike's damage turns into Lightning.
- Wall of Wind : Increase Dodge Chance by 20% for 3 seconds after using Cyclone Strike. / Cyclone Strike's damage turns into Cold.
- Serenity
- Instant Karma :
50% of all projectiles and melee attacks are reflected back atWhile under theenemy attacker whileeffects of Serenity, your movement isactiveunhindered. - Tranquility :
Extend the protective shield toProtect allies within 45 yardsfor 1 second, and makes them immune towith a shield that removes control impairing effectsincluding SlowandFrozen.redirects up to 18497 damage to you for 3 seconds. / Shield amount is increased by 40% of your Health Globe Healing Bonus. Reap What Is SownUnwelcome Disturbance :WhenWhile under the effects of Serenityends, the shield explodes and deals 30% of the damage absorbed by Serenity as Holy damage to, enemies within 20 yards. Thetake 438% weapon damageto each enemy cannot exceed 100% of your maximum Lifeas Physical every second.
- Instant Karma :
- Crippling Wave Generate: 12 Spirit per attack / Unleash a series of large sweeping attacks that deal 143% weapon damage as Physical to all enemies in front of you. / Every third hit also dazes enemies
around youwithin 11 yards, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.
- Tsunami : Increase the range of Crippling Wave's third attack to 17 yards. / Crippling Wave's damage turns into Cold.
- Way of the Hundred Fists
- Fists of Fury : Perform a short dash
towith the firstenemyattack anddealenemies hit take an additional87160% weapon damage as Holy over 3 secondsto enemies you hit. Fists of Fury damage can stack multiple times on the same enemy. - Windforce Flurry : Every third hit also generates a wave of wind that deals
221191% weapon damage asPhysicalCold to enemies directly ahead of you. / Way of the Hundred Fists's damage turns into Cold.
- Fists of Fury : Perform a short dash
- Mantra of Conviction
- Annihilation :
EnemiesKilling an enemy that is affected by Mantra of Convictionhave a 15grants you and your allies 30% increasedchance to receive a Crushing Blowmovement speed for 3 seconds.
- Annihilation :
- Dashing Strike Cost: 1 Charge / Quickly dash up to 50 yards, striking enemies along the way for
352305% 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
259498% weapon damage as Physical over 2 seconds. - Way of the Falling Star : Gain
2520% increased movement speed for 3 seconds when using Dashing Strike. - Blinding Speed : Gain
2029% increased chance to Dodge for 3 seconds when using Dashing Strike. / Dashing Strike's damage changes to Cold. - Flying Side Kick : Perform a flying kick that has a
1540% chance to Stun enemies hit for14 second.
- Barrage : The last enemy you dash through is obliterated with a barrage of strikes, taking an additional
- Sweeping Wind Cost: 75 Spirit / Surround yourself in a vortex that continuously deals
2825% 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 of8476% weapon damage.
- Blade Storm : Intensify the vortex, increasing the damage per stack to
4240% weapon damage. This increases the damage with 3 stacks to126119% weapon damage. - Fire Storm : Increase the radius of the vortex to 14 yards
and changes the. / Sweeping Wind's damagedealt toturns into Fire. - Cyclone : While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 31% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds. / Sweeping Wind's damage turns into Lightning.
- Master of Wind : Increase the duration of the vortex to 15 seconds. / Sweeping Wind's damage turns into Cold.
- Blade Storm : Intensify the vortex, increasing the damage per stack to
- Mantra of Retribution Cost: 50 Spirit / Recite a Mantra that
causesinflicts damage back at enemies, dealing 101% of your weapon damage as Holy when you and your allies within 60 yardsto reflect damage back at enemiesblock,dealing Holy damage equal to 40% of the damage takendodge or are hit. Lasts 3 minutes. / For 3 seconds after activation, the effecton youincreases to80202% oftheyour weapon damagesustainedas Holy. / Only one Mantra may be active at a time.
- Retaliation : Increase the amount of damage
reflectedinflicted by the Mantra to60202%. - Transgression : Mantra of Retribution also increases attack speed by
810% for you and your allies. - Indignation : When taking damage from the Mantra of Retribution, enemies have a
1020% chance to be stunned for23 seconds. - Against All Odds : When
reflectingdealing damagedone to you, Mantra of Retribution has a chance to restore 3 Spirit. - Collateral Damage : Enemies damaged by Mantra of Retribution have a
3075% chance to suffer a feedback blast, dealing45101% weapon damage as Holy to itself and nearby enemies.
- Retaliation : Increase the amount of damage
- Exploding Palm Cost: 40 Spirit / Cause a enemy to Bleed for
13311179% 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
25372149% weapon damage as Physical over 12 seconds. - Essence Burn : Instead of bleeding, the enemy will burn for
18321623% weapon damage as Fire over 9 seconds. If the enemy dies while burning, it explodes causing all nearby enemies to burn for343258% weapon damage as Fire over 3 seconds. This effect can happen multiple times.
- Impending Doom : Increase the duration of the Bleed effect to deal
- Seven-Sided Strike Cost: 50 Spirit / Cooldown: 30 seconds / Dash rapidly between nearby enemies, dealing
27772477% weapon damage over 7 strikes.
- Sudden Assault : Teleport to the enemy and increase damage dealt to
41772777% weapon damage over 7 strikes. - Fulminating Onslaught : Each strike explodes, dealing
577477% weapon damage as Holy in a 7 yard radius around the enemy.
- Sudden Assault : Teleport to the enemy and increase damage dealt to
- Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for
604473% weapon damage as Holy, followed by an additional10179% weapon damage as Holy to all enemies in a line.
- Wall of Light : Increase damage of the initial strike to
928709% weapon damage as Holy and adds a knockback. - Explosive Light : Release bursts of energy that deal
830731% weapon damage as Holy to nearby enemies. - Pillar of the Ancients : Summon an ancient pillar that deals
636498% weapon damage followed by an additional636498% weapon damage after 2 seconds.
- Wall of Light : Increase damage of the initial strike to
- Lashing Tail Kick
- Hand of Ytar :
Attack enemiesEnemies are chilled at long range. / Enemies hit are Slowed, Slowing them by 80% for 3 seconds. / Lashing Tail Kick's damage turns into Cold. - Scorpion Sting : Enemies hit have a
6585% chance to be stunned for21.5 seconds. / Lashing Tail Kick's damage turns into Lightning.
- Hand of Ytar :
- Tempest Rush
- Bluster : Enemies hit are knocked back and deal 20% reduced damage for 1
secondssecond.
- Bluster : Enemies hit are knocked back and deal 20% reduced damage for 1
- Mystic Ally
- Fire Ally : Active: Your mystic ally splits into
multiple10 allies that explode for277149% weapon damage as Fire. / Passive: A mystic ally fights by your side that increases your damage by 10%. - Water Ally : Active: Your mystic ally performs 7 wave attacks in quick succession, each dealing
245190% weapon damage as Cold. / Passive: A mystic ally fights by your side that infuses your attacks to Chill enemies by 60% for 3 seconds. - Earth Ally : Active: Your mystic ally turns into a boulder for 8 seconds. The boulder deals 333% weapon damage as Physical every second and rolls toward nearby enemies, knocking them up. / Passive: A mystic ally fights by your side that increases your Life by 20%.
- Air Ally : Active: You gain
75100 Spirit. / Passive: A mystic ally fights by your side that increases your Spirit Regeneration by42. - Enduring Ally : Active: Your mystic ally sacrifices itself to heal you for 100% of your maximum Life. The cooldown on Mystic Ally is increased to 50 seconds. / Passive: A mystic ally fights by your side that increases your Life per Second by 826.
- Fire Ally : Active: Your mystic ally splits into
- Blinding Flash Cooldown: 15 seconds / Create a flash of light that blinds all enemies within 20 yards for 3
.5seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.
- Faith in the Light : For 3
.5seconds after using Blinding Flash, all of your attacks are empowered to deal4350% additional weapon damage as Holy. Blinding EchoReplenishing Light :6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 3.5 seconds.Each enemy you Blind restores 10 Spirit.Blinded and ConfusedMystifying Light : Blinded enemieshave a 50are also slowed by 80%chance to attack each otherfor 5 seconds.- Self Reflection : Increase the duration enemies are blinded to
7.56 seconds. SearingSoothing Light :Increase the chance elite enemies will miss attacks to 60%Allies within the Blinding Flash have their Life per Second increased by 2395 for 3 seconds. The heal amount is increased by 90% of your Life per Second.
- Faith in the Light : For 3
- Epiphany
- Inner Fire : Engulf yourself in flames, causing your attacks to assault enemies
in front of youfor 353% weapon damage as Fire.
- Inner Fire : Engulf yourself in flames, causing your attacks to assault enemies
- Nirvana
Nirvana
- stat :
Every 0.25 seconds you increase 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 enlightenment be achieved." ??? Patriarch Anisim
- stat :
- Unity Unity
- stat : Each ally affected by your Mantras increases your damage by 5% and has 5% increased damage.
- desc : "I thought I was done for, trampled into the snow. Suddenly I felt her hand on my shoulder. The warmth returned to my bones, and together we repelled the beasts." ???Legends of the North
Scoundrel
- Hysteria Whenever you or the Scoundrel land a Critical Hit, you both will go into hysterics, increasing all damage done by
103% for 3 seconds.This effect cannot occur more than once every 5 seconds. - Crippling Shot Cooldown: 4 seconds / Ranged attack that deals 138% weapon damage and slows
the targetenemies hit by6080% for34 seconds./ Cooldown: 6 seconds - Poison Bolts Cooldown: 3 seconds / Ranged attack
whichthat deals100317% weapon damage and an additional40103% weapon damage as Poison over23 seconds./ Cooldown: 6 seconds - Dirty Fighting Cooldown: 6 seconds / Blinds nearby enemies in front of the Scoundrel for
6020 seconds./ Cooldown: 30 seconds - Powered Shot
Powerful rangedCooldown: 8 seconds / Ranged attack that explodes on impact, dealing25312% weapon damage as Arcane to targets within610 yards and has a50100% chance to Stun targets for 2 seconds./ Cooldown: 20 seconds - Vanish Cooldown: 30 seconds / The Scoundrel vanishes in a cloud of smoke when injured, reappearing after 0 seconds. While vanished, he will heal himself for 450 Life.
/ Cooldown: 30 seconds - Anatomy Increases Critical Hit Chance by
31.8% for you and the Scoundrel. - Multishot Cooldown: 8 seconds / Active: The Scoundrel will shoot 3 bolts, each dealing 110% weapon damage. / Passive: The Scoundrel's
rangedspecial attacks have a 50% chance to fire13 boltsat a time.
Templar
- Heal Cooldown: 30 seconds / Heals you and the Templar for
1238629727 Life./ Cooldown: 30 seconds - Charge Cooldown: 10 seconds / Charges a target, dealing
50279% weapon damage and stunning all enemies within 8 yards for23 seconds./ Cooldown: 30 seconds - Loyalty Regenerates
826991 Life per second for you and the Templar. - Intimidate Enemies that hit or are hit by the Templar are slowed by
6080% for 3 seconds. - Intervene Cooldown: 10 seconds / Taunt enemies within 10 yards of you for
1 second3 seconds when you are hit./ Cooldown: 30 seconds - Onslaught Cooldown: 10 seconds / Delivers a massive blow to an enemy for
200807% weapon damage./ Cooldown: 15 seconds - Guardian Cooldown: 30 seconds / Rush to your aid, knocking back enemies within 15 yards and healing you for
1238628075 Life./ Cooldown: 30 seconds
Wizard
- Dominance Killing an enemy grants a shield that absorbs
82574954 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 by1 second0.5 seconds. - Illusionist When you
suffertake more than 15% of your maximum Life ina single hitdamage within 1 second, the cooldowns on Mirror Image, Slow Time, and Teleport are reset. / When you use Mirror Image, Slow Time, or Teleport, your movement speed is increased by 30% for 3 seconds. - Cold Blooded
All damage dealt toEnemies chilledandor frozentargets is increasedby you take 10% more damage from all sources for the duration of the chill or Freeze. - Power Hungry Being healed by a health globe causes the next Arcane Power Spender you cast to be cast for free. / You can have up to
510 charges of Power Hungry. - Blur
Decrease meleeDecrease damage taken by 20%. - Paralysis Lightning spells have a
2015% chance to Stun all targets hit for 1.5 seconds. - Unwavering Will Standing still for
21.5 seconds increases the following attributes: / *Armor: 20% / *All Resistances: 20% / *Damage: 10% - Temporal Flux Enemies that take Arcane damage are slowed by
6080% for32 seconds. - Elemental Exposure Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from all sources for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. / Elemental damage from
weaponsyour weapon contributes to Elemental Exposure. - Spectral Blade This is a Signature spell. Signature spells are free to cast. / Summon a spectral blade that strikes all enemies up to 15 yards in front of you for 168% weapon damage as Arcane.
- Shock Pulse Launch a volley of 3 electric bolts that deal
244257% weapon damage as Lightning damage per bolt. / Cost: 0 Arcane Power
- Fire Bolts : Cast 3 bolts of fire that each deal
288274% weapon damage as Fire. LightningPower Affinity : Gain 5 Arcane Power for each enemy hit. / Shock Pulse's damage turns into Arcane.- Explosive Bolts : Slain enemies explode, dealing
252184% weapon damage asLightningCold to every enemy within 10 yards. / Shock Pulse's damage turns into Cold.
- Fire Bolts : Cast 3 bolts of fire that each deal
- 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 3 seconds. Lasts
410 minutes. / Only one Armor may be active at a time.
- Frozen Storm : A whirling storm of ice builds around you, dealing
1128% weapon damage as Cold every second.
- Frozen Storm : A whirling storm of ice builds around you, dealing
- Wave of Force
- Impactful Wave : Wave of Force repels projectiles back toward their shooter, knocks back nearby enemies and Slows them by 60% for
53 seconds. / Wave of Force gains 5 second cooldown.
- Impactful Wave : Wave of Force repels projectiles back toward their shooter, knocks back nearby enemies and Slows them by 60% for
- Frost Nova Cooldown:
1311 seconds / Blast nearby enemies with an explosion of ice and freeze them for32 seconds.
- stat : Increases freeze duration to
32 seconds and damage to 0 -43 Cold damage. / Cooldown:1311 seconds - Bone Chill : Enemies take
6033% more damage while frozen or chilled by Frost Nova. - Frozen Mist : Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals
1019915% weapon damage as Cold over 8 seconds. - Cold Snap : Reduce the cooldown to
87.5 seconds and increase the Freeze duration to43 seconds. - Deep Freeze : Gain a 10% bonus to Critical Hit Chance for
1311 seconds if Frost Nova hits 5 or more enemies.
- stat : Increases freeze duration to
- Electrocute
- Surge of Power : Gain 12 Arcane Power for each enemy hit. / Electrocute's damage turns into Arcane.
- Arcane Orb
- Arcane Orbit : Create 4 Arcane Orbs that orbit you, exploding for
221236% weapon damage as Arcane when enemies get close. - Scorch : Launch a burning orb that deals up to 335% weapon damage as Fire. The orb leaves behind a wall of Fire that deals
379320% weapon damage as Fire over 5 seconds.
- Arcane Orbit : Create 4 Arcane Orbs that orbit you, exploding for
- Explosive Blast Cost: 20 Arcane Power / Cooldown: 6 seconds / Gather an infusion of energy around you that explodes after 1.5 seconds for
1021616% weapon damage as Arcane to all enemies within 12 yards.
- Short Fuse : Immediately release the energy of Explosive Blast for
1021909% weapon damage as Fire. - Obliterate :
Increase the explosion radiusRelease an enormous Explosive Blast that deals 760% weapon damage as Arcane to all enemies within 18 yards. - Time Bomb : Explosive Blast detonates from the point it was originally cast after 2.5 seconds for
13341039% weapon damage as Arcane. - Unleashed :
ReduceIncreases thecasting costdamage of Explosive Blast to15 Arcane Power970%. - Chain Reaction : Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing
355320% weapon damage as Fire.
- Short Fuse : Immediately release the energy of Explosive Blast for
- Diamond Skin Cooldown: 15 seconds / Transform your skin to diamond for 3 seconds, absorbing up to
1783614368 damage from incoming attacks.
- stat : Increases damage absorbed to
1783614368 damage. / Cooldown: 15 seconds MirrorSleek Shell : Increases your movement speed by 30% while Diamond Skin/ Reflect 100% of damage absorbed back at the attackeris active.- Crystal Shell : Increase the maximum amount of damage absorbed to
3567228736 damage. - Prism : Reduce the Arcane Power cost of all skills by
79 while Diamond Skin is active.
- stat : Increases damage absorbed to
- Slow Time Cooldown: 15 seconds / Invoke a bubble of warped time and space for
1215 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
12.510% more damage. - Point of No Return : Enemies that enter or leave the Slow Time area are stunned for 3
.5seconds. - Stretch Time : Time is sped up for any allies standing in the area, increasing their attack speed by
12.510%.
- Time Warp : Enemies caught in the bubble of warped time take
- Hydra Cost: 15 Arcane Power / Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing
7866% 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
136108% weapon damage as Cold to all enemies in the cone. - Lightning Hydra : Summon a Lightning Hydra that electrocutes enemies for
166138% weapon damage as Lightning. - Blazing Hydra : Summon a Blazing Hydra that spits bolts of Fire that burn enemies near the point of impact, dealing
130108% weapon damage as Fire over53 seconds. Burn damage can stack multiple times on the same enemy. - Mammoth Hydra : Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing
215178% 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
133111% weapon damage as Arcane to enemies near the explosion.
- Frost Hydra : Summon a Frost Hydra that breathes a short range cone of frost, causing
- Blizzard Cost: 40 Arcane Power / Call down shards of ice that deal
673807% 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
11431296% weapon damage as Cold over 8 seconds. - Stark Winter : Increase the area of effect and damage of Blizzard to deal
818941% weapon damage as Cold over 6 seconds to enemies in a 22 yard radius. - Grasping Chill :
After theThe amount Blizzardends, the ground is covered in a low-lying mist for 2.5 seconds thatSlows the movement speed of enemies by is increased to 80%. - Snowbound : Reduce the casting cost of Blizzard to
1013 Arcane Power. - Frozen Solid : Enemies caught in the Blizzard have a
3040% chance to be Frozen for41.5 seconds.
- Unrelenting Storm : Increase the duration and damage of Blizzard to deal
- Storm Armor Cost: 25 Arcane Power / Bathe yourself in electrical energy, periodically shocking a nearby enemy for 147% weapon damage as Lightning. Lasts
410 minutes. / Only one Armor may be active at a time. - Magic Missile
- Conflagrate : Missiles pierce through enemies and cause them to burn for
37182% weapon damage as Fire over 3 seconds. Burn damage can stack multiple times on the same enemy.
- Conflagrate : Missiles pierce through enemies and cause them to burn for
- Magic Weapon Cost: 25 Arcane Power / Imbue your weapon with magical energy, granting it 10% increased damage. Lasts
510 minutes.
- Meteor Cost: 40 Arcane Power / Summon an immense Meteor that plummets from the sky, crashing into enemies for
506501% weapon damage as Fire. The ground it hits is scorched with molten fire that deals169167% weapon damage as Fire over 3 seconds.
- Molten Impact : Increases the damage of the Meteor impact to
19341648% weapon damage as Fire and the molten fire to646549% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown. - Meteor Shower : Unleash a volley of 7 small Meteors that each strike for
230228% weapon damage as Fire. - Comet : Summon a Comet that deals
596590% 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 deals199197% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
- Molten Impact : Increases the damage of the Meteor impact to
- Ray of Frost
- Black Ice : Enemies killed by Ray of Frost leave behind a patch of ice that deals
1104810% weapon damage as Cold to enemies moving through it over 3 seconds.
- Black Ice : Enemies killed by Ray of Frost leave behind a patch of ice that deals
- Energy Armor Cost: 25 Arcane Power / Focus your energies, increasing your Armor by 35% but decreasing your maximum Arcane Power by 20. Lasts
410 minutes. / Only one Armor may be active at a time. - Familiar Cost: 20 Arcane Power / Summon a Familiar that attacks your enemies for
110179% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies. Lasts510 minutes.
- Cannoneer : The Familiar's projectiles explode on impact, dealing
203240% weapon damage as Arcane to all enemies within 6 yards.
- Cannoneer : The Familiar's projectiles explode on impact, dealing
- Archon 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 damage, Armor and resistances are increased by
5020%. / Each enemy killed while in Archon form increases your damage by 6% for the remaining duration of Archon.
- Arcane Destruction : An explosion erupts around you when you transform, dealing
63093680% weapon damage as Arcane to all enemies within 15 yards.
- Arcane Destruction : An explosion erupts around you when you transform, dealing
- Teleport
- Calamity : Cast a short range Wave of Force upon arrival, dealing
422252% weapon damage as Arcane to all nearby enemies and stunning them for 1.5 seconds. - Safe Passage : For 5 seconds after you Teleport, you will take
4627% less damage.
- Calamity : Cast a short range Wave of Force upon arrival, dealing
- Black Hole Cost:
3520 Arcane Power / Cooldown:812 seconds / Conjure a Black Hole at the target location that draws enemies to it and deals376360% 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
583570% weapon damage as Lightning over 2 seconds. - Event Horizon : The Black Hole also
has a chance to absorbabsorbs enemy projectiles and objects from Elite monster affixes within 15 yards. - Blazar : Conjure a Black Hole at the target location that draws enemies to it and deals
376360% weapon damage as Fire over 2 seconds to all enemies within 15 yards. / After the Black Hole disappears, an explosion occurs that deals372464% weapon damage as Fire to enemies within 15 yards. - Spellsteal : Enemies hit by Black Hole deal 10% reduced damage for
35 seconds. Each enemy hit by Black Hole grants you13% increased damage for35 seconds. - Absolute Zero : Each enemy
youhitgrants 12% increasedincreases the damagefor the nextof your Coldspell you castspells by 4% for 10 seconds. / Black Hole's damage turns into Cold.
- Supermassive : Increases the Black Hole radius to 20 yards and damage to
X1_Crusader
- Fervor When an enemy dies within 15 yards, you gain 10% Attack Speed for 3 seconds.
- Blessed Shield Cost: 20 Wrath / Hurl a celestial shield at enemies, dealing
380280% weapon damage and 100% of shield Block Amount as damage. The shield will ricochet between 3 nearby enemies. - Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing
500400% weapon damage.
- Blazing Sweep : Enemies hit by the attack will catch on fire for
260170% weapon damage over 2 seconds. - Trip Attack : Enemies hit by the sweep attack have a
2050% chance to be tripped, stunning them for52 seconds.
- Blazing Sweep : Enemies hit by the attack will catch on fire for
- Heaven's Fury Cooldown: 20 seconds / Call down a furious ray of Holy power that deals
15001260% weapon damage as Holy over 6 seconds to all enemies caught within it.
- Ascendancy : The ray of Holy power grows to encompass 12 yards, dealing
20401680% weapon damage as Holy over 6 seconds to enemies caught within it. - Blessed Ground : The ground touched by the ray becomes blessed, scorching it and dealing
1250975% weapon damage over 5 seconds to any enemy who walks through it. - Fires of Heaven : The ray is focused on your shield in a pulse that is deflected in a tightly focused beam across the battlefield, dealing
1200950% as Holy to all enemies it hits. / The cooldown is removed. Now costs 40 Wrath.
- Ascendancy : The ray of Holy power grows to encompass 12 yards, dealing
- Bombardment Cooldown: 60 seconds / Call in an assault from afar, raining spheres of burning pitch and stone onto enemies around you, dealing
46903950% weapon damage to enemies within 18 yards of the impact zone. / The bombardment continues on randomly targeted monsters nearby for the next 5 seconds.
- Annihilate : Each impact has a
1000% chance to deal a Crushing Blow. - Mine Field : Each impact scatters 2 mines onto the battlefield which explode when enemies walk near them dealing
250160% weapon damage to everything within 10 yards. - Impactful Bombardment : A single, much larger ball of explosive pitch is hurled at the targeted location dealing
46903950% weapon damage to everything within 18 yards.
- Annihilate : Each impact has a
- Fist of the Heavens Cost: 30 Wrath / Call forth a pillar of lightning from the heavens that explodes, dealing
630440% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that arc outward, dealing430320% weapon damage to enemies through whom they pass.
- Fissure : Creates a fissure of lightning energy that deals
530340% weapon damage to nearby monsters. If there is another fissure nearby, powerful lightning will arc between them.
- Fissure : Creates a fissure of lightning energy that deals
- Condemn Cooldown: 15 seconds / Build up a massive explosion, unleashing it after 3 seconds, dealing
12501160% weapon damage as Holy to all enemies within 15 yards. - Blessed Hammer Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing
245200% weapon damage as Holy to any enemy it hits. - Shield Bash Cost: 30 Wrath / Charge at your enemy, bashing him and all neaby foes with your shield, dealing
700550% weapon damage plus 150% of the shield's Block Amount as damage as Holy.
- Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies. The extra enemies hit take
450325% weapon damage and140100% of your shield's Block Amount as damage. - Pound : Shield Bash will now deal
700550% weapon damage plus 150% shield Block Amount as damage as Holy. The range is reduced to 8 yards.
- Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies. The extra enemies hit take
- Steed Charge
- Rejuvenation : While riding the War Horse you will recover
1510% of your Life. - Nightmare : The War Horse is consumed with righteous fire, scorching all who walk in its path for
900600% weapon damage as Fire over 4 seconds.
- Rejuvenation : While riding the War Horse you will recover
- Judgment Cooldown: 20 seconds / Pass judgment on all enemies within 20 yards of the targeted location, rooting them in place for
76 seconds.
- Deliberation : Increases the duration of the root to
1210 seconds. - Resolved : Damage dealt to judged monsters has a
100% chance to be a Crushing Blow.
- Deliberation : Increases the duration of the root to
- Iron Skin
- Charged Up : Your metal skin is electrified, dealing
300250% weapon damage as Lightning per second to enemies within 8 yards. - Explosive Skin : When Iron Skin expires the metal explodes off, dealing
13001050% weapon damage to enemies within 12 yards.
- Charged Up : Your metal skin is electrified, dealing
- Akarat's Champion
- Rally : Any time you deal damage there is a 50% chance you will reduce the cooldown of your skills by 1 second. / Does not affect
AkaratsAkarat's Champion. - Prophet : Gain 150% additional armor while
AkartAkarat's Champion is active. - Hasteful : While in the form of
AkaratsAkarat's Champion, your movement speed is increased by 30%.
- Rally : Any time you deal damage there is a 50% chance you will reduce the cooldown of your skills by 1 second. / Does not affect
- Shield Glare
- Subdue : Enemies hit by the glare will be slowed by 80% for
106 seconds.
- Subdue : Enemies hit by the glare will be slowed by 80% for
- Falling Sword Cost: 25 Wrath / Cooldown: 30 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing
14501100% weapon damage to everything within 14 yards of where you land.
- Superheated : The ground you fall on becomes superheated for 6 seconds, dealing
245200% weapon damage as Fire per second to all enemies who pass over it. - Part the Clouds : You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing
200165% weapon damage as Lightning and stunning them for 2 seconds. - Flurry : A flurry of swords is summoned at the impact location, dealing
10060% weapon damage to monsters caught in the flurry, and hurling monsters around and incapacitating them for 5 seconds.
- Superheated : The ground you fall on becomes superheated for 6 seconds, dealing
- Punish Generate: 5 Wrath per attack / Strike your enemy for
140200% weapon damage and gain Hardened Senses, increasing your Block Amount by 50% for 5 seconds. - Slash Generate: 5 Wrath per attack / Ignite the air in front of you, dealing
140190% weapon damage as Fire.
- Justice Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing
120175% weapon damage.
- Crack : When the hammer hits an enemy there is an 80% chance it will crack into 2 smaller hammers which fly out and deal
120175% weapon damage as Holy. - Hammer of Pursuit : The hammer will now seek out nearby targets and deal
155200% weapon damage.
- Crack : When the hammer hits an enemy there is an 80% chance it will crack into 2 smaller hammers which fly out and deal
- Consecration Cooldown: 30 seconds / Consecrate the ground 20 yards around you for 10 seconds. You and your allies heal for
8261651 Life per second while standing on the consecrated ground.
- Shattered Ground : Enemies standing on consecrated ground will take
11595% weapon damage as Fire per second.
- Shattered Ground : Enemies standing on consecrated ground will take
- Smite Generate: 5 Wrath per attack / Smite enemies 15 yards away with holy chains that deal
125165% weapon damage as Holy. The chains break off and strike at 3 enemies within 20 yards, each dealing85125% weapon damage as Holy.
Hnnngh - those changes to the Demon Hunter summons. Much love!
Bnet_HeroCreate.txt
Does this confirm that ladders will be in the expansion?
I wouldn't say confirm at all. There's been strings for seasons and ladders for awhile, so they could just be testing it and still not include in launch.
"You Fetishes shoot a Poison Dart every time you do. (previously enhanced only Poison Dart)"
Epic change for zoomancer builds! Effectively solves the problem of overcrowding (which rends many of your minions useless) when dealing with single-targets or cramped environments.
OT: Ubber diablo and new infernal machines + alot of new sets and cursed chests, nice patch for people in the beta i'd say ^^
Where are the witch doctor changes?
It's actually pretty bad; you'll very probably be better off using the +100% Pet Damage helmet with regular fetishes =/
This is not actually a ring, unless they changed the affix's location. The Poison Dart Enhancement was on a Mask.
yea those dh changes are sweet......./sarcasm look at this how did you overlook this "Slowing them by 0% for 5 seconds."
Bwa? This should be interesting.
Seriously?! Was that mighty weapon bonus really OP? Especially compared to the others?
THANK. YOU. BLIZZARD. Knockback on a barb is so stupid. It's nice there's a rune for the people who want it, but removing it from the base skill for Bash and Seismic Slam is a huge plus for me.
Awesome. Now do that for all the passives.
Yup. Knew that was coming. Still awesome, though.
I'm really pleased by the new Demon Hunter's companions abilities. If i'm not mistaken, there are some items that increase pet damage, so it would be interesting building this class as a Beast Master XD
Looks like we got some Cursed Chest clarification.
I'm with a lot of people thinking that there was a way to grandfather Nephalem Trials into some kind of competitive multiplayer...even if they weren't a separate mode, and you just did them, and got a report at the end saying something like, "your performance in this trial was better than 43% of players today". However, this is still a cool way to do it.
Blizzard is clearly looking for players to have MORE avenues to get gear and items and loot besides just simply "killing monsters." I love killing monsters, and it's my favorite way to get loot, but getting it in different ways is kind of the key, as it's what people seem to be asking for. I can't wait to trade some Blood Shards and do some gambling for gear for specific slots, that should be fun.
Beauty is, the more different ways to kill monsters/get loot are put into the game, the more fondly we can look at specific ones WE choose as our favorites or preferred methods. For instance, I know a lot of us were excited when the Infernal Machine/Hellfire Ring/Uber Bosses were patched in. Didn't take long for Key Farming to get boring, though. I haven't done an Uber Run in quite a while, most of my time in the game is spent just farming certain spots. Then, when they announced Bounties and Rifts, my first thought was, "gee, I haven't done an Uber Run in a while, I kinda miss it."
The more different ways people can get loot and kill monsters, the more variety we get, and the less boring and monotonous the game feels.
Absolutely curious about Uber Diablo as well.
I was thinking it might be cool if he were tied to Blood Shards/Gambling, in a similar way as selling SOJs brought Uber Diablo out in D2. Like, when enough Blood Shards are traded in, you get that "Evil walks the land" or whatever message, and if you're out in the wilderness, say hello to pain, ;-) Might be good to just keep that to Torment Difficulty levels, so that lower level characters don't have to deal with that as much, but I really think that'd add more of a sense of danger and unpredictability when you're out farming or grinding.
As for Knockback on a Barb, I don't think it's stupid at all for a melee class to have an alternative way of placing distance between themselves and enemies. However, you are right in saying that removing it from the base skill and making Knockback more of a choice is absolutely a good thing. I can agree there, :-)
My hope, long-term, is that they have uber versions of all 7 Evils, and possibly a grand final battle with all 7 at once. Will probably need to wait for the 2nd expansion to get anything like that.
InfernalMachine_Diablo_x1 -Infernal Machine of Evil
InfernalMachine_SiegeBreaker_x1 -Infernal Machine of War
As for Pandemonium Tristram, that is more along the lines of what I'd like to see, but for all 7 evils, either individually or together. Maybe some kind of marathon where you have to fight them all back to back and have to start over if you die.
And yes, I saw the new infernal machines. I'm assuming those are to replace the current version, and let you either select which boss pair you want to fight before crafting it or at the very least let you know which portal the machine will open before you use it. The big question is, are those old uber fights still worth doing without an upgraded Hellfire Ring?