[{"class":"Barbarian","name":"Bash","type":"Basic","tag":"<span class=\"multiVal\">Bludgeoning</span><span class=\"multiVal\">Martial</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 15 Fury<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Bash the enemy with your weapon, dealing <span class=\"val\">90%</span> x damage.<br>Every <span class=\"val\">4</span>th Bash will clobber, Stunning enemies for <span class=\"val\">1.5</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Clobbering with Bash grants <span class=\"val\">1</span> stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: Clobbering with Bash generates an additional <span class=\"val\">10</span> Fury.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: Clobbering with Bash grants <span class=\"val\">1</span> stack of Resolve.</li><li class=\"mod\"><span class=\"dim\">Clobbering</span>: Reduces Bash's Clobber threshold by <span class=\"val\">2</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Violent Swings</span>: Each Bash has a separate <span class=\"val\">25%</span> chance to clobber.</li><li class=\"mod\"><span class=\"dim\">Atomic Blast</span>: Clobbering an enemy with Bash causes a fiery explosion that deals <span class=\"val\">112.5%</span> x Fire damage.</li><li class=\"mod\"><span class=\"dim\">Heavy Knuckles</span>: Clobbering an enemy with Bash has a <span class=\"val\">100%</span> chance to Critical Strike, and Clobbered enemies become Vulnerable for <span class=\"val\">4</span> seconds.</li></ul>"},{"class":"Barbarian","name":"Flay","type":"Basic","tag":"<span class=\"multiVal\">Martial</span><span class=\"multiVal\">Slashing</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 15 Fury<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Flay the enemy, dealing <span class=\"val\">5.5%</span> x damage and inflicting <span class=\"val\">115%</span> x Bleeding damage over <span class=\"val\">5</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Slow</span>: Flay Slows enemies by <span class=\"val\">20%</span>.</li><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: Flay's Bleeding duration is increased by <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Flay Weakens enemies.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: Each Nearby enemy Bleeding from Flay Heals you for <span class=\"val\">1%</span> of your Maximum Life (<span class=\"val\">15.26</span>) per second, up to <span class=\"val\">5%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Anemia</span>: Flay's Bleeding duration is reduced by <span class=\"val\">2</span> seconds and it makes enemies Vulnerable.</li><li class=\"mod\"><span class=\"dim\">Hemorrhaging</span>: Flay's Bleeding is extended by <span class=\"val\">2</span> seconds whenever the enemy moves too far from you.</li><li class=\"mod\"><span class=\"dim\">The Flayer</span>: If Flay hits a Bleeding enemy it causes a blood explosion that inflicts <span class=\"val\">28.75%</span> x Bleeding damage over <span class=\"val\">5</span> seconds.</li></ul>"},{"class":"Barbarian","name":"Frenzy","type":"Basic","tag":"<span class=\"multiVal\">Dual Wield</span><span class=\"multiVal\">Martial</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 7 Fury<br><span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Unleash a rapid flurry of blows, dealing <span class=\"val\">70%</span> x damage with each pair of hits.<br>If Frenzy hits an enemy, its Cast Speed is increased by <span class=\"val\">10%[+]</span> for <span class=\"val\">3</span> seconds, up to <span class=\"val\">50%[+]</span>.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Frenzy Stacks</span>: Frenzy stacks an additional <span class=\"val\">2</span> times.</li><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: Frenzy generates <span class=\"val\">2</span> additional Fury.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Each stack of Frenzy gained also grants a stack of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Unhindered</span>: While at maximum Frenzy stacks, you are Unhindered.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Throwing</span>: Frenzy becomes a ranged attack that pierces enemies, dealing <span class=\"val\">122.5%</span> x damage.<br>Frenzy has a <span class=\"val\">30%</span> chance while at maximum Frenzy stacks to ricochet Iron Shrapnel, dealing <span class=\"val\">59.5%</span> x damage and inflicting <span class=\"val\">35%</span> x Bleeding damage over <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Barrage</span>: Frenzy stacks up an additional <span class=\"val\">5</span> times and you gain Berserking for <span class=\"val\">5</span> seconds while at maximum stacks.</li><li class=\"mod\"><span class=\"dim\">Raging</span>: Frenzy now deals Fire damage.<br><span class=\"secondary\">Lucky Hit:</span> Frenzy has up to a <span class=\"val\">50%</span> chance when attacking at maximum Frenzy stacks to cause a fiery explosion, dealing <span class=\"val\">175%</span> x Burning damage over <span class=\"val\">3</span> seconds.</li></ul>"},{"class":"Barbarian","name":"Lunging Strike","type":"Basic","tag":"<span class=\"multiVal\">Lunging Strike</span><span class=\"multiVal\">Martial</span><span class=\"multiVal\">Mobility</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 12 Fury<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Lunge forward and strike an enemy, dealing <span class=\"val\">90%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Range</span>: Lunging Strike's range is increased by <span class=\"val\">2</span>.</li><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: Lunging Strike generates <span class=\"val\">1</span> Fury for each enemy you lunge through.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: Lunging Strike heals you for <span class=\"val\">2%</span> of your Maximum Life the first time it hits an enemy.</li><li class=\"mod\"><span class=\"dim\">Berserking</span>: Lunging Strike grants Berserking for <span class=\"val\">3</span> seconds when it Critically Strikes.<br>Lunging Strike gains <span class=\"val\">5%[+]</span> increased Critical Strike Chance.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Whirling</span>: Lunging Strike forms a Dust Devil that deals <span class=\"val\">22.5%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Impaling</span>: Lunging Strike has increased range, damages all enemies in its path, and can lunge without a target.<br>Lunging Strike now has a <span class=\"val\">2</span> second Cooldown.</li><li class=\"mod\"><span class=\"dim\">Skewer</span>: Lunging Strike deals <span class=\"val\">75%[x]</span> increased damage and an additional <span class=\"val\">5%[x]</span> increased damage for each target you lunge through, up to <span class=\"val\">100%[x]</span>.</li></ul>"},{"class":"Barbarian","name":"Double Swing","type":"Core","tag":"<span class=\"multiVal\">Double Swing</span><span class=\"multiVal\">Dual Wield</span><span class=\"multiVal\">Martial</span>","cost":"20 Fury","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Sweep your weapons from opposite directions, dealing <span class=\"val\">75%</span> x damage with each weapon. Enemies caught in the center are damaged by both.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fury Cost Reduction</span>: Decreases the Fury Cost of your next Double Swing per hit by 2 once per weapon.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Increases this Skill's damage by <span class=\"val\">2%[x]</span> per enemy hit for <span class=\"val\">1</span> seconds, all stacks expire simultaneously and the duration cannot be refreshed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify</span>: Fortifies you for <span class=\"val\">1%</span> of your Maximum Life for each enemy hit with both weapons.</li><li class=\"mod\"><span class=\"dim\">Chance to Hit Twice</span>: Gains <span class=\"val\">20%</span> chance to hit twice.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Twister</span>: The initial sweep also creates <span class=\"val\">1</span> Dust Devil that deals <span class=\"val\">37.5%</span> x damage, the subsequent sweep creates <span class=\"val\">2</span>.</li><li class=\"mod\"><span class=\"dim\">Flurry</span>: Each sweep also hits <span class=\"val\">1</span> additional time dealing <span class=\"val\">37.5%</span> x, and an extra <span class=\"val\">2</span> additional times while Berserking.</li><li class=\"mod\"><span class=\"dim\">Slice and Dice</span>: Sweep Size increased by <span class=\"val\">200%</span> but Cast Speed is slowed by <span class=\"val\">40%</span>. Enemies caught at the outer edge of your sweeps and are hit an additional time for <span class=\"val\">90%</span> x damage.<br>These additional hits grant this Skill <span class=\"val\">5%</span> increased Cast Speed for <span class=\"val\">1</span> seconds, stacking up to <span class=\"val\">8</span> times.</li></ul>"},{"class":"Barbarian","name":"Hammer of the Ancients","type":"Core","tag":"<span class=\"multiVal\">Bludgeoning</span><span class=\"multiVal\">Martial</span>","cost":"30 Fury","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Slam your hammer down with the fury of the Ancients, dealing <span class=\"val\">175%</span> x damage to a concentrated area.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: Gain <span class=\"val\">3%[+]</span> increased Fury Generation for <span class=\"val\">5</span> seconds for each enemy damaged by Hammer of the Ancients, up to <span class=\"val\">30%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Hammer of the Ancients deals <span class=\"val\">20%[x]</span> increased damage if you have Overpower.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike</span>: Hammer of the Ancients gains <span class=\"val\">2%[+]</span> increased Critical Strike Chance for every <span class=\"val\">20</span> Maximum Fury you have, up to <span class=\"val\">20%[+]</span> Critical Strike Chance at <span class=\"val\">200</span> Maximum Fury.<br></li><li class=\"mod\"><span class=\"dim\">Size and Damage Bonus</span>: Hammer of the Ancients gains <span class=\"val\">25%[+]</span> increased Size and <span class=\"val\">20%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Explosive</span>: Hammer of the Ancients quakes outward and deals <span class=\"val\">280%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Fissure</span>: Hammer of the Ancients forms a seismic line that deals <span class=\"val\">280%</span> x and Slows enemies hit by <span class=\"val\">80%</span> for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Ancestral</span>: Hammer of the Ancients now deals Fire damage.<br>Casting Hammer of the Ancients Summons <span class=\"val\">2</span> Ancients to hammer the same area for <span class=\"val\">66.5%</span> x damage each. If Burning enemies are struck Hammer of the Ancients explodes, dealing <span class=\"val\">17.5%</span> x damage.</li></ul>"},{"class":"Barbarian","name":"Rend","type":"Core","tag":"<span class=\"multiVal\">Martial</span><span class=\"multiVal\">Slashing</span>","cost":"30 Fury","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Cleave enemies in front of you, dealing <span class=\"val\">25%</span> x damage and inflicting <span class=\"val\">135%</span> x Bleeding damage over <span class=\"val\">5</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Moving Damage Bonus</span>: Rend deals <span class=\"val\">25%[x]</span> increased damage to enemies that are moving.</li><li class=\"mod\"><span class=\"dim\">Vulnerable Damage Bonus</span>: Rend deals <span class=\"val\">20%[x]</span> increased damage to Vulnerable enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Rend gains <span class=\"val\">20%[+]</span> increased Cast Speed.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: Heal for <span class=\"val\">1%</span> of your Maximum Life per second for each enemy Bleeding from Rend.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Scorching</span>: Rend now deals Fire damage.<br>Each slash creates a wave of fire, dealing <span class=\"val\">43.75%</span> x damage and an additional <span class=\"val\">189%</span> x Burning damage over <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Blood Sworn</span>: Enemies that die while Bleeding from Rend spread <span class=\"val\">50%</span> their remaining Bleed onto a random Close enemy.</li><li class=\"mod\"><span class=\"dim\">Flailing</span>: Rend gains <span class=\"val\">40%[+]</span> increased Size and <span class=\"val\">40%[x]</span> increased damage. Consecutive swings of Rend further increases its Size by <span class=\"val\">20%[+]</span>, up to <span class=\"val\">60%[+]</span>, until you stop swinging.</li></ul>"},{"class":"Barbarian","name":"Upheaval","type":"Core","tag":"<span class=\"multiVal\">Martial</span><span class=\"multiVal\">Upheaval</span>","cost":"35 Fury","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Tear into the ground with your weapon and fling debris forward, dealing <span class=\"val\">200%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Upheaval deals <span class=\"val\">30%[x]</span> increased damage to the first <span class=\"val\">5</span> enemies hit.</li><li class=\"mod\"><span class=\"dim\">Fury Cost Reduction</span>: Upheaval's Fury cost is reduced to <span class=\"val\">28</span> Fury.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Upheaval consumes <span class=\"val\">1</span> Overpower stack to increase Upheavel's Size by <span class=\"val\">20%[+]</span> and damage by <span class=\"val\">20%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Free Cast</span>: Every <span class=\"val\">100</span> Fury spent makes your next Upheaval free to cast. This stacks up to <span class=\"val\">300</span> total Fury.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Suppress</span>: Upheaval gains deals <span class=\"val\">75%[x]</span> increased damage. Depending on the cast range, this area increases but the damage bonus decreases.</li><li class=\"mod\"><span class=\"dim\">Iron Burst</span>: Upheaval flings Iron Shrapnel dealing <span class=\"val\">37.5%</span> x damage, and inflicting <span class=\"val\">150%</span> x Bleeding damage over <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Trailblazing</span>: Upheaval ignites the ground Burning enemies for an additional <span class=\"val\">150%</span> x damage over <span class=\"val\">4</span> seconds.<br>Upheaval now deals Fire damage.</li></ul>"},{"class":"Barbarian","name":"Whirlwind","type":"Core","tag":"<span class=\"multiVal\">Channeled</span><span class=\"multiVal\">Martial</span><span class=\"multiVal\">Whirlwind</span>","cost":"7.22 Fury","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Rapidly attack surrounding enemies for <span class=\"val\">71.5%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Damage Bonus</span>: Whirlwind deals <span class=\"val\">40%[x]</span> increased damage and costs <span class=\"val\">10</span> additional Fury.</li><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Gain <span class=\"val\">12%[x]</span> increased Movement Speed during Whirlwind.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Critical Strikes from Whirlwind Weaken enemies for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Channel Damage Bonus</span>: Channeling Whirlwind causes it to deal <span class=\"val\">1%[x]</span> increased damage each time it hits an enemy, stacking up to <span class=\"val\">25</span> times.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Bursting</span>: Whirlwind also explodes, dealing <span class=\"val\">17.88%</span> x Fire damage and inflicting <span class=\"val\">50%</span> x Burning damage over <span class=\"val\">24</span> seconds.<br>Whirlwind now deals Fire damage.</li><li class=\"mod\"><span class=\"dim\">Tornado</span>: Whirlwind also creates <span class=\"val\">2</span> Dust Devils that each deal <span class=\"val\">61.87%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Winding</span>: Attacking with another Skill grants <span class=\"val\">4</span> stacks of charge up to <span class=\"val\">20</span> that decays over time. Your Whirlwind deals <span class=\"val\">1%[x]</span> increased damage and gains <span class=\"val\">1%[x]</span> Movement Speed per stack.<br>While Whirlwind has charges it launches Iron Shrapnel at Nearby enemies, each dealing <span class=\"val\">16.5%</span> x damage and inflicting <span class=\"val\">13.75%</span> x Bleeding damage over <span class=\"val\">24</span> seconds.</li></ul>"},{"class":"Barbarian","name":"Challenging Shout","type":"Defensive","tag":"<span class=\"multiVal\">Combat</span><span class=\"multiVal\">Shout</span>","cost":"","effect":"<span class=\"mod\">Taunt Nearby enemies and gain <span class=\"val\">20.0%</span> Damage Reduction for <span class=\"val\">8.0</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Challenging Shout Weakens enemies.</li><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: Challenging Shout's duration is increased by <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: The first <span class=\"val\">5</span> enemies Taunted by Challenging Shout take <span class=\"val\">20%[x]</span> increased damage from you.</li><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: Taking damage while Challenging Shout is active will generate <span class=\"val\">3</span> Fury.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Talic</span>: Challenging Shout Summons Talic, who spins in a whirlwind rapidly attacking enemies for <span class=\"val\">80%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Bawl</span>: Challenging Shout's grants an additional <span class=\"val\">20%</span> Damage Reduction that decays over its duration.</li><li class=\"mod\"><span class=\"dim\">Raging</span>: Challenging Shout causes enemies to burn with rage, dealing <span class=\"val\">600%</span> x Burning damage over <span class=\"val\">8</span> seconds.<br>You no longer gain Damage Reduction from Challenging Shout but instead gain <span class=\"val\">20%[x]</span> increased damage against Burning enemies.</li></ul>"},{"class":"Barbarian","name":"Ground Stomp","type":"Defensive","tag":"<span class=\"multiVal\">Combat</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 20 Fury<br><span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Smash the ground, dealing <span class=\"val\">50%</span> x damage and Stunning surrounding enemies for <span class=\"val\">3</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: Increases the Fury generated by Ground Stomp to <span class=\"val\">30</span>.</li><li class=\"mod\"><span class=\"dim\">Additional Charges</span>: Ground Stomp gains <span class=\"val\">2</span> additional Charges.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Ground Stomp gains <span class=\"val\">20%[+]</span> increased Size.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Ground Stomp deals <span class=\"val\">20%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Seismic</span>: Ground Stomp no longer Stuns and instead creates an Earthquake that deals <span class=\"val\">150%</span> x damage and Slows enemies by <span class=\"val\">75%</span>.</li><li class=\"mod\"><span class=\"dim\">Stomping Grounds</span>: Casting Ground Stomp also causes your steps to echo additional Ground Stomps dealing <span class=\"val\">12.5%</span> x damage as you travel for <span class=\"val\">3</span> seconds</li><li class=\"mod\"><span class=\"dim\">Breach</span>: Ground Stomp becomes a Brawling Skill that deals Fire damage.<br>Ground Stomp no longer Stuns and smashes the surrounding ground. Instead, it fissures the ground in front of you, dealing <span class=\"val\">150%</span> x damage. Burning enemies take <span class=\"val\">20%[x]</span> increased damage.</li></ul>"},{"class":"Barbarian","name":"Iron Skin","type":"Defensive","tag":"<span class=\"multiVal\">Barrier</span><span class=\"multiVal\">Combat</span><span class=\"multiVal\">Iron Skin</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Steel yourself for <span class=\"val\">3</span> seconds, increasing your Maximum Life by <span class=\"val\">10%</span> and gaining a Barrier that absorbs <span class=\"val\">60.0%</span> of your Maximum Life (<span class=\"val\">915.79</span>) in damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Iron Skin increases your Movement Speed by <span class=\"val\">15%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Enemies attacking you while Iron Skin is active become Weakened for <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: Iron Skin grants <span class=\"val\">2</span> stacks of Resolve when cast.</li><li class=\"mod\"><span class=\"dim\">Maximum Life</span>: Increase the Maximum Life granted from Iron Skin to <span class=\"val\">15%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Endure</span>: Iron Skin no longer grants a Barrier, but your Life cannot be reduced below <span class=\"val\">1</span> for the duration and you are healed to <span class=\"val\">15.0%</span> Life when Iron Skin expires.</li><li class=\"mod\"><span class=\"dim\">Juggernaut</span>: Iron Skin also grants Unstoppable and enemies that hit you are Knocked back.</li><li class=\"mod\"><span class=\"dim\">Retaliation</span>: Iron Skin no longer grants a Barrier. Instead you reflect Iron Shrapnel when attacked, dealing <span class=\"val\">5%</span> x damage and inflicting <span class=\"val\">50%</span> x Bleeding damage over <span class=\"val\">3</span> seconds.<br>Iron Skin's duration is tripled.</li></ul>"},{"class":"Barbarian","name":"Rallying Cry","type":"Defensive","tag":"<span class=\"multiVal\">Combat</span><span class=\"multiVal\">Shout</span>","cost":"35 Fury","effect":"<span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Bellow a rallying cry, increasing your Movement Speed by <span class=\"val\">20%[x]</span> for <span class=\"val\">4.0</span> seconds.<br>Nearby allies gain half of Rallying Cry's effects.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: Rallying Cry's duration is increased to <span class=\"val\">7</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Fortify</span>: Rallying Cry Fortifies you for <span class=\"val\">15%</span> of your Maximum Life when cast.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fury Gain</span>: For every <span class=\"val\">3</span> meter traveled while Rallying Cry is active, restore <span class=\"val\">2</span> primary resource to yourself and half to nearby allies.</li><li class=\"mod\"><span class=\"dim\">Potency</span>: Rallying Cry's effectiveness is increased by <span class=\"val\">20%</span> plus an additional <span class=\"val\">5%</span> for each ally affected, up to <span class=\"val\">20%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Booming</span>: Rallying Cry increases your Resource Generation by <span class=\"val\">40%[x]</span> and your Movement Speed by an additional <span class=\"val\">10%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Madawc</span>: Rallying Cry's Fury Cost is reduced by <span class=\"val\">10</span> and it now Summons Madawc who upheaves the ground, dealing <span class=\"val\">200%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">The World</span>: Rallying Cry Dazes and Slows all enemies and their projectiles by <span class=\"val\">61%</span> for <span class=\"val\">4</span> seconds.<br>Rallying Cry also grants Attack Speed instead of Movement Speed and its Fury Cost is replaced with a <span class=\"val\">25</span> second Cooldown.</li></ul>"},{"class":"Barbarian","name":"Charge","type":"Brawling","tag":"<span class=\"multiVal\">Martial</span><span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Unstoppable</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 5 Fury<br><span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Rush forward and push enemies before swinging your weapon, dealing <span class=\"val\">180%</span> x damage and Knocking Back enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: You are Unstoppable during Charge.</li><li class=\"mod\"><span class=\"dim\">Distance Damage Bonus</span>: Charge deals up to <span class=\"val\">22%[x]</span> increased damage based on distance traveled.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Charge's Cooldown is reduced by <span class=\"val\">1</span> second for each enemy it hit, up to <span class=\"val\">3</span>.</li><li class=\"mod\"><span class=\"dim\">Enemy Damage Bonus</span>: Charge deals <span class=\"val\">5%[x]</span> increased damage per enemy pushed, up to <span class=\"val\">20%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Phalanx</span>: Charge Summons <span class=\"val\">2</span> Ancients to Charge with you and swing for <span class=\"val\">67.5%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Merciless Assault</span>: Charge gains <span class=\"val\">3</span> Charges, and all of its Charges are refreshed on Cooldown.</li><li class=\"mod\"><span class=\"dim\">Battering Ram</span>: Charge now deals Fire damage.<br>Instead of swinging your weapon, colliding with enemies deals <span class=\"val\">63%</span> x Fire damage and Stuns them for <span class=\"val\">3</span> seconds. Additionally, you leave a burning trail that inflicts <span class=\"val\">252%</span> x Burning damage over <span class=\"val\">3</span> seconds.</li></ul>"},{"class":"Barbarian","name":"Kick","type":"Brawling","tag":"<span class=\"multiVal\">Combat</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 40%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Throw a powerful kick that deals <span class=\"val\">100%</span> x damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional <span class=\"val\">50%</span> x damage and are Stunned for <span class=\"val\">4</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Collide</span>: Kicked enemies deal <span class=\"val\">20%</span> x damage to enemies they collide with. Additionally, Kick destroys certain objects from Elite monster affixes.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Kicking an enemy reduces the Cooldowns of your Mobility Skills by <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Increase Damage</span>: Moving increases Kick's damage by up to <span class=\"val\">20%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Kick makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crimson</span>: Kick now deals <span class=\"val\">25%</span> x Fire damage and inflicts <span class=\"val\">25%</span> x Burning damage over <span class=\"val\">4</span> seconds. Burning enemies will explode on Death or if they hit a wall for <span class=\"val\">75%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Power</span>: Instead of Knocking Back enemies, Kick becomes a Core Skill which costs 30 Fury and deals <span class=\"val\">100%</span> x damage, increased by <span class=\"val\">0.5%[x]</span> per Maximum Fury you have, up to <span class=\"val\">150</span> Fury.</li><li class=\"mod\"><span class=\"dim\">Madness</span>: You dash towards your enemy and deliver a powerful kick that deals <span class=\"val\">175%</span> x and Knocks Down enemies for <span class=\"val\">4</span> seconds.<br>Kick is additionally a Mobility Skill.</li></ul>"},{"class":"Barbarian","name":"Leap","type":"Brawling","tag":"<span class=\"multiVal\">Leap</span><span class=\"multiVal\">Martial</span><span class=\"multiVal\">Mobility</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 15 Fury<br><span class=\"secondary\">Lucky Hit Chance</span>: 66%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Leap forward and then slam down, dealing <span class=\"val\">55%</span> x damage and Slowing enemies by <span class=\"val\">70%</span> for <span class=\"val\">3</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Arsenal Bonus</span>: Leap grants a bonus based on its Arsenal Selection<br>• <span class=\"secondary\">Dual Wield:</span> <span class=\"val\">2</span> seconds of Berserking<br>• <span class=\"secondary\">Bludgeoning:</span> <span class=\"val\">1</span> stack of Overpower<br>• <span class=\"secondary\">Slashing:</span> <span class=\"val\">1</span> stack of Ferocity</li><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: Leap now generates <span class=\"val\">20</span> Fury.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Pull</span>: Leap now Pulls In enemies upon landing.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus and Crowd Control</span>: Leap deals <span class=\"val\">20%[x]</span> increased damage and Knocks Down enemies for <span class=\"val\">1</span> second.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Death From Above</span>: Leap's Size and damage are increased the further you Leap, up to <span class=\"val\">30%</span> increased Size and <span class=\"val\">96.25%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Earthshatter</span>: Leap now deals <span class=\"val\">19.25%</span> x damage and can be Cast again within <span class=\"val\">2</span> seconds before the Cooldown begins.<br>Landing creates an Earthquake that deals <span class=\"val\">77%</span> x Physical damage over <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Mosh</span>: Leap Summons <span class=\"val\">3</span> Ancients that Leap at a random enemy and deal <span class=\"val\">13.75%</span> x damage.</li></ul>"},{"class":"Barbarian","name":"War Cry","type":"Brawling","tag":"<span class=\"multiVal\">Shout</span>","cost":"","effect":"<span class=\"mod\">Bellow a mighty war cry, increasing your damage dealt by <span class=\"val\">7.5%[x]</span> for <span class=\"val\">4.0</span> seconds.<br>Nearby allies gain half of War Cry's effects.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Increase</span>: War Cry's duration is increased to <span class=\"val\">6</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: War Cry makes nearby enemies Vulnerable for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: War Cry grants <span class=\"val\">2</span> stacks of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Slow</span>: War Cry Slows nearby enemies by <span class=\"val\">20%</span> for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Mighty Roar</span>: War Cry's damage bonus is increased by <span class=\"val\">10%</span> and allies now receive its full effect. You also gain Berserking for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Korlic</span>: War Cry Summons Korlic who leaps at enemies, dealing <span class=\"val\">110%</span> x damage</li><li class=\"mod\"><span class=\"dim\">The Scream</span>: War Cry terrifies your enemies, causing them to cower in Fear. You gain <span class=\"val\">0.300%[x]</span> increased damage for each enemy Feared, up to <span class=\"val\">3.00%[x]</span></li></ul>"},{"class":"Barbarian","name":"Death Blow","type":"Weapon Mastery","tag":"<span class=\"multiVal\">Martial</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Attempt a killing strike, dealing <span class=\"val\">300%</span> x damage to enemies in front of you.<br></span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Execute</span>: Enemies you hit with Death Blow can be Executed by any of your attacks for the next <span class=\"val\">2</span> seconds, resetting Death Blow's cooldown on a successful Execution.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Death Blow grants <span class=\"val\">1</span> stack of Overpower when it kills an enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: Killing an enemy with Death Blow restores <span class=\"val\">100%</span> of your Fury.</li><li class=\"mod\"><span class=\"dim\">Charges</span>: Killing an enemy with Death Blow makes the next cast of Death Blow free.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Consecutive</span>: Death Blow's cooldown is reduced to <span class=\"val\">3</span> seconds.<br>Hitting enemies with Death Blow increases the damage of subsequent casts by <span class=\"val\">25%[x]</span> per hit enemy, up to <span class=\"val\">75%[x]</span>. Kills reset this bonus.</li><li class=\"mod\"><span class=\"dim\">Sonic Boom</span>: Death Blow creates a shockwave that deals <span class=\"val\">525%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Blast</span>: Death Blow now deals Fire damage and deals an additional <span class=\"val\">225%</span> x Burning damage over <span class=\"val\">1</span> seconds.<br>Enemies that die to Death Blow while Burning or to Death Blow's burn trigger a fiery explosion for <span class=\"val\">30%</span> x damage to surrounding enemies.</li></ul>"},{"class":"Barbarian","name":"Mighty Throw","type":"Weapon Mastery","tag":"<span class=\"multiVal\">Martial</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 15%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Your weapon is hurled into the sky and drops back to the ground massive in size, dealing <span class=\"val\">542.5%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Barrier</span>: Mighty Throw generates up to <span class=\"val\">15%</span> of your Maximum Life (<span class=\"val\">229</span>) as a Barrier for <span class=\"val\">6</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Increase Mighty Throw's damage radius by <span class=\"val\">20%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Grants <span class=\"val\">3</span> stacks of Ferocity each time you use Mighty Throw.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Mighty Throw now consumes one of your Overpower stacks to deal <span class=\"val\">20%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Spares</span>: Mighty Throw hurls another <span class=\"val\">2</span> weapons, dealing <span class=\"val\">136.5%</span> x damage upon impact, and pulses for <span class=\"val\">65%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Rapid</span>: Swapping weapons near any of Mighty Throw's thrown weapons creates an additional pulse for <span class=\"val\">50%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Mightiest</span>: Mighty Throw is now an Ultimate Skill that drops a massive weapon for <span class=\"val\">542.5%</span> x damage with a <span class=\"val\">6</span> second cooldown.<br>This cooldown cannot be reduced by Cooldown Reduction.</li></ul>"},{"class":"Barbarian","name":"Rupture","type":"Weapon Mastery","tag":"<span class=\"multiVal\">Martial</span><span class=\"multiVal\">Slashing</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Skewer enemies in front of you, dealing <span class=\"val\">20%</span> x damage, then rip your weapon out, inflicting <span class=\"val\">180%</span> x Bleeding damage over <span class=\"val\">5</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Rupture's Size is increased by <span class=\"val\">25%</span>.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Rupture deals <span class=\"val\">25%[x]</span> increased damage. Each subsequent enemy Hit reduces this bonus by <span class=\"val\">5%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Ripping your weapon out of enemies reduces Rupture's Cooldown by <span class=\"val\">1</span> second.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: Heal for <span class=\"val\">22%</span> of your Maximum Life on Hit.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blood Pool</span>: Rupture now creates a blood pool when you rip your weapon out, inflicting <span class=\"val\">50%</span> x Bleeding damage over <span class=\"val\">5</span> seconds. You and your Allies gain <span class=\"val\">15%</span> increased Attack Speed while standing in the blood pool.</li><li class=\"mod\"><span class=\"dim\">Gore</span>: Rupture now causes an explosion when you rip your weapon out, dealing <span class=\"val\">50%</span> x Bleeding damage over <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">All For One</span>: Casting Rupture Summons <span class=\"val\">2</span> Ancients that skewer your target for <span class=\"val\">20%</span> x damage and then performing a rip attack that deals <span class=\"val\">140%</span> x as direct damage instead of Bleeding.</li></ul>"},{"class":"Barbarian","name":"Steel Grasp","type":"Weapon Mastery","tag":"<span class=\"multiVal\">Martial</span><span class=\"multiVal\">Steel Grasp</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Throw out a trio of chains that deal <span class=\"val\">100%</span> x damage and Pull In enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Berserking</span>: Steel Grasp grants Berserking for <span class=\"val\">2</span> seconds on Hit.</li><li class=\"mod\"><span class=\"dim\">Extra Charges</span>: Steel Grasp gains <span class=\"val\">2</span> Charges.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Steel Grasp Weakens enemies for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Steel Grasp makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Chain Whip</span>: Steel Grasp is also a Brawling Skill that launches <span class=\"val\">2</span> additional chains for <span class=\"val\">65%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Devil's Chain</span>: Steel Grasp gains <span class=\"val\">2</span> additional Charges and forms <span class=\"val\">3</span> Dust Devils dealing <span class=\"val\">25%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Solo Chain</span>: Steel Grasp becomes a Basic Skill that has no Cooldown, generates up to <span class=\"val\">15</span> Fury based on Charges, but only throws a single chain.</li></ul>"},{"class":"Barbarian","name":"Call of the Ancients","type":"Ultimate","tag":"<span class=\"multiVal\">Ancient</span><span class=\"multiVal\">Call Of The Ancients</span><span class=\"multiVal\">Combat</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Summon 3 Ancients to aid you in battle for <span class=\"val\">10</span> seconds.<br>• <span class=\"secondary\">Korlic</span> leaps at enemies, dealing <span class=\"val\">132%</span> x damage and swings his weapons in a frenzy, dealing <span class=\"val\">48%</span> x damage per hit.<br>• <span class=\"secondary\">Talic</span> spins in a whirlwind rapidly attacking enemies for <span class=\"val\">96%</span> x damage.<br>• <span class=\"secondary\">Madawc</span> upheaves the ground, dealing <span class=\"val\">240%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ancient Attack Speed</span>: Your Ancients attack <span class=\"val\">25%[+]</span> faster.</li><li class=\"mod\"><span class=\"dim\">Attack Speed and Damage Bonus</span>: When you Cast Call of the Ancients, gain <span class=\"val\">15%[+]</span> Attack Speed and <span class=\"val\">20%[x]</span> increased damage for <span class=\"val\">0.1</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: You and each of your Ancients summoned from this Skill increase each other's damage by <span class=\"val\">7%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Damage Reduction</span>: When you Cast Call of the Ancients, gain <span class=\"val\">5%</span> Damage Reduction for each Ancient summoned while they are active.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">The Chosen</span>: Depending on your last used weapon, you summon <span class=\"val\">1</span> very strong Ancient for twice as long.<br>Your Ancient gains an additional power:<br><span class=\"secondary\">Korlic:</span> You gain <span class=\"val\">10</span> Fury each time Korlic damages an enemy with his Frenzy.<br><span class=\"secondary\">Talic:</span> Enemies are Slowed by <span class=\"val\">50%</span> for <span class=\"val\">1</span> second when damaged by his Whirlwind.<br><span class=\"secondary\">Madawc:</span> <span class=\"val\">30%</span> chance to Stun enemies for <span class=\"val\">3</span> seconds when using his Upheaval.</li><li class=\"mod\"><span class=\"dim\">Empowered</span>: Your Ancients are empowered:<br>• Korlic creates an Earthquake that deals <span class=\"val\">99%</span> x Physical damage over <span class=\"val\">4</span> seconds when he leaps.<br>• Talic leaves behind Dust Devils that deal <span class=\"val\">72%</span> x damage while he whirlwinds.<br>• Madawc ignites the earth, Burning enemies for an additional <span class=\"val\">45%</span> x damage over <span class=\"val\">4</span> seconds when he upheaves the ground.</li><li class=\"mod\"><span class=\"dim\">Highlander</span>: Summon a single, permanent Ancient. Using this skill again replaces it with the next Ancient.</li></ul>"},{"class":"Barbarian","name":"Iron Maelstrom","type":"Ultimate","tag":"<span class=\"multiVal\">Iron Maelstrom</span><span class=\"multiVal\">Martial</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Activate three times to attach chains to each of your weapons and perform an attack:<br>• First, your Two-Handed Bludgeoning weapon slams into the ground, dealing <span class=\"val\">180%</span> x damage and Stunning enemies for <span class=\"val\">2</span> seconds.<br>• Next, your Two-Handed Slashing weapon swipes in front of you, dealing <span class=\"val\">48%</span> x damage and inflicting <span class=\"val\">288%</span> x Bleeding damage over <span class=\"val\">10</span> seconds.<br>• Finally, your Dual Wield weapons swing around you, dealing <span class=\"val\">103.2%</span> x damage per hit.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Weapon swaps reduce the Cooldown of Iron Maelstrom is by <span class=\"val\">2</span> second.</li><li class=\"mod\"><span class=\"dim\">Global Cooldown Reduction</span>: Activating Iron Maelstrom reduces all other active Cooldowns by <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Enemies damaged by Iron Maelstrom Weakened for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Additional Effect</span>: Each attack gains an additional effect:<br>• Two Handed Bludgeoning deals <span class=\"val\">25%[x]</span> increased Critical Strike Damage<br>• Two Handed Slashing deals <span class=\"val\">20%[x]</span> increased damage to Vulnerable enemies.<br>• Dual Wield gains <span class=\"val\">20%[+]</span> Cast Speed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Mastered Weapon</span>: Depending on your last used weapon, Iron Maelstrom is now also a single Weapon Mastery Skill, and its Cooldown is reduced to <span class=\"val\">11</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Hidden Technique</span>: Iron Maelstrom now has <span class=\"val\">3</span> Charges and it always uses the same attack that matches your last used weapon at <span class=\"val\">75%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Armageddon</span>: Each attack gains an additional effect:<br>• Two Handed Bludgeoning creates a Earthquake that deals <span class=\"val\">135%</span> x Physical damage over <span class=\"val\">4</span> seconds,<br>• Two-Handed Slashing shoots Iron Shrapnel dealing <span class=\"val\">3.6%</span> x damage inflicting <span class=\"val\">216%</span> x Bleeding damage over <span class=\"val\">10</span> seconds<br>• Dual Wield forms Dust Devils that each deal <span class=\"val\">12.9%</span> x damage.</li></ul>"},{"class":"Barbarian","name":"Wrath of the Berserker","type":"Ultimate","tag":"<span class=\"multiVal\">Berserk</span><span class=\"multiVal\">Combat</span><span class=\"multiVal\">Unstoppable</span>","cost":"","effect":"<span class=\"mod\">Explode into rage, Knocking Back surrounding enemies while gaining Berserking and Unstoppable for <span class=\"val\">10.0</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Berserking</span>: While Wrath of the Berserker is active, your Berserking damage bonus is increased by <span class=\"val\">100%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Fury Generation</span>: While Wrath of the Berserker is active, gain <span class=\"val\">20%[+]</span> Attack Speed and increase Fury Generation by <span class=\"val\">30%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Wrath of the Berserker grants <span class=\"val\">1</span> stack of Overpower per second.</li><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: The duration of Wrath of the Berserker is increased to <span class=\"val\">12.0</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Maximum Carnage</span>: While Wrath of the Berserker is active, every <span class=\"val\">200</span> Fury spent increases its duration by <span class=\"val\">1</span> second, up to <span class=\"val\">5</span>.</li><li class=\"mod\"><span class=\"dim\">Deep Impact</span>: While Wrath of the Berserker is active, all attacks causes a fiery explosion for <span class=\"val\">75%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Full Throttle</span>: While Wrath of the Berserker is active, you gain a Fire aura that deals <span class=\"val\">100%</span> x damage and Burns for <span class=\"val\">10%</span> x damage over <span class=\"val\">10</span> seconds. You gain <span class=\"val\">50%[+]</span> All Resistance.</li></ul>"},{"class":"Druid","name":"Claw","type":"Basic","tag":"<span class=\"multiVal\">Claw</span><span class=\"multiVal\">Shapeshifting</span><span class=\"multiVal\">Wolf</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 15 Spirit<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Shapeshift into a Werewolf and claw at enemies dealing <span class=\"val\">80%</span> x Physical damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Gain <span class=\"val\">1</span> stack of Ferocity per cast when dealing damage.</li><li class=\"mod\"><span class=\"dim\">Spirit</span>: Claw restores an addditional <span class=\"val\">10</span> Spirit.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Claw's Critical Strike Chance is increased by <span class=\"val\">10%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Claw's Cast Speed is increased by <span class=\"val\">20%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werebear</span>: Claw becomes a Werebear Skill.</li><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Claw's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Dash</span>: Claw now dashes you towards your target and deals <span class=\"val\">60%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Lightning Claw</span>: Claw is also a Storm Skill.<br>Claw deals <span class=\"val\">120%</span> x Lightning damage and enemies has a <span class=\"val\">20%</span> chance to spawn <span class=\"val\">3</span> Dancing Bolts that deal <span class=\"val\">34.67%</span> x damage each.</li><li class=\"mod\"><span class=\"dim\">Viper Strikes</span>: Claw attacks twice and deals <span class=\"val\">64%</span> x damage and an additional <span class=\"val\">28%</span> x Poisoning damage over <span class=\"val\">6</span> seconds to enemies hit.</li></ul>"},{"class":"Druid","name":"Earth Spike","type":"Basic","tag":"<span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Earth</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 16 Spirit<br><span class=\"secondary\">Lucky Hit Chance</span>: 35%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Sunder the earth, impaling all enemies hit for <span class=\"val\">90%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Earth Spike grants <span class=\"val\">1</span> stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Fortify</span>: Earth Spike grants Fortify for <span class=\"val\">5%</span> of your Maximum Life when hitting the first enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Increase Earth Spike's Critical Strike Chance by <span class=\"val\">10%</span>.</li><li class=\"mod\"><span class=\"dim\">Spirit</span>: Increase Earth Spike's Spirit generation by 8.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Earth Spike becomes a Werewolf Skill.</li><li class=\"mod\"><span class=\"dim\">Werebear</span>: Earth Spike becomes a Werebear Skill.</li><li class=\"mod\"><span class=\"dim\">Human</span>: Earth Spike's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Seismic Shift</span>: Earth Spike launches spikes in a line in front of you dealing <span class=\"val\">70%</span> of normal damage. Additionally, Earth Spike Slows enemies hit by <span class=\"val\">70%</span> for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Aftershock</span>: A second Earth Spike will appear at the previously targeted location dealing <span class=\"val\">80%</span> of normal damage. This effect expires in <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Megalith Stone</span>: Hitting the same enemy with Earth Spike within <span class=\"val\">20</span> seconds deals <span class=\"val\">25%[x]</span> increased damage and restores <span class=\"val\">1</span> additional Spirit. This effect stacks up to <span class=\"val\">3</span> times.</li></ul>"},{"class":"Druid","name":"Maul","type":"Basic","tag":"<span class=\"multiVal\">Bear</span><span class=\"multiVal\">Shapeshifting</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 20 Spirit<br><span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Shapeshift into a Werebear and maul enemies in front of you, dealing <span class=\"val\">80%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Maul's grants <span class=\"val\">1</span> stack of Overpower per cast when dealing damage.</li><li class=\"mod\"><span class=\"dim\">Spirit</span>: Maul generates an additional <span class=\"val\">10</span> Spirit.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: Maul's grants <span class=\"val\">1</span> stack of Resolve per cast when dealing damage.</li><li class=\"mod\"><span class=\"dim\">Berserking</span>: Maul has a <span class=\"val\">25%</span> chance when first dealing damage to grant Berserking for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werebear</span>: Maul's damage is increased by <span class=\"val\">5%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Maul becomes a Werewolf Skill.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Reckless Rage</span>: Maul deals <span class=\"val\">250%[x]</span> increased damage but generates <span class=\"val\">10</span> less Spirit.</li><li class=\"mod\"><span class=\"dim\">Stone Fists</span>: Maul is also an Earth Skill.<br>Maul turns your fists to stone allowing you to punch enemies with the might of the Earth dealing <span class=\"val\">160%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Wide Sweeps</span>: Increases the range and radius of Maul by <span class=\"val\">50%</span>. Maul's damage is increased to <span class=\"val\">120%</span> x.</li></ul>"},{"class":"Druid","name":"Storm Strike","type":"Basic","tag":"<span class=\"multiVal\">Chain</span><span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Storm</span><span class=\"multiVal\">Storm Strike</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 15 Spirit<br><span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Electricity gathers around your weapon, dealing <span class=\"val\">60%</span> x damage to your target and chaining up to <span class=\"val\">2</span> times to targets nearby.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Chain</span>: Storm Strike may chain <span class=\"val\">1</span> additional time.</li><li class=\"mod\"><span class=\"dim\">Armor</span>: You gain <span class=\"val\">15%</span> Armor for <span class=\"val\">4</span> seconds when dealing damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Spirit</span>: Storm Strike grants <span class=\"val\">25</span> Spirit when a single enemy is hit at least <span class=\"val\">3</span> times per cast.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Storm Strike grants <span class=\"val\">1</span> stack of Ferocity when first dealing damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Storm Strike becomes a Werewolf Skill.</li><li class=\"mod\"><span class=\"dim\">Werebear</span>: Storm Strike becomes a Werebear Skill.</li><li class=\"mod\"><span class=\"dim\">Human</span>: Storm Strike's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Storm Hammer</span>: Storm Strike deals <span class=\"val\">96%</span> x Lightning damage and can be cast from range becoming a swift projectile.<br>Additionally, Storm Strike Immobilizes enemies for <span class=\"val\">3</span> seconds. May occur once every <span class=\"val\">8</span> seconds per enemy.</li><li class=\"mod\"><span class=\"dim\">Focused Strike</span>: Storm Strike chaining will always prioritize the same target until that target dies. Chaining to the same target deals <span class=\"val\">150%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Chain Reaction</span>: Storm Strike chains <span class=\"val\">3</span> additional times. Storm Strike's chain damage increases by <span class=\"val\">20%</span> each time it chains.</li></ul>"},{"class":"Druid","name":"Wind Shear","type":"Basic","tag":"<span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Storm</span><span class=\"multiVal\">Wind Shear</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 16 Spirit<br><span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Conjure a piercing blade of wind, dealing <span class=\"val\">60%</span> x damage to enemies hit.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Enemies hit by Wind Shear are Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Increase Wind Shear's Cast Speed by <span class=\"val\">20%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Spirit</span>: Wind Shear restores 1 Spirit each time it hits an enemy.</li><li class=\"mod\"><span class=\"dim\">Barrier</span>: Wind Shear grants a Barrier for <span class=\"val\">2%</span> of your Maximum Life for each enemy hit up to a maximum of <span class=\"val\">60%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Wind Shear becomes a Werewolf Skill.</li><li class=\"mod\"><span class=\"dim\">Werebear</span>: Wind Shear becomes a Werebear Skill.</li><li class=\"mod\"><span class=\"dim\">Human</span>: Wind Shear's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Solar Wind</span>: Wind Shear automatically seeks enemies and spawns a Dancing Bolt when it hits an enemy dealing <span class=\"val\">39%</span> x. Wind Shear may only hit <span class=\"val\">4</span> targets and may hit the same target.</li><li class=\"mod\"><span class=\"dim\">Wind Swept</span>: Launch <span class=\"val\">2</span> additional projectiles that deal <span class=\"val\">24%</span> x damage. Additionally, you gain a <span class=\"val\">15%[+]</span> Movement Speed bonus for <span class=\"val\">3</span> seconds after casting.</li><li class=\"mod\"><span class=\"dim\">Boomerang</span>: Wind Shear returns to you and deals <span class=\"val\">150%</span> bonus damage to enemies already hit by this Wind Shear.</li></ul>"},{"class":"Druid","name":"Landslide","type":"Core","tag":"<span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Earth</span>","cost":"30 Spirit","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Crush enemies with <span class=\"val\">3</span> pillars of earth, each dealing <span class=\"val\">55%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Landslide's Critical Strike Chance is increased by <span class=\"val\">5%</span> and up to an additional <span class=\"val\">15%</span> based on how much of your Maximum Life is Fortified.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Landslide grants <span class=\"val\">1</span> stack of Resolve when hitting the first enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Pillar</span>: Gain <span class=\"val\">1</span> additional pillar.</li><li class=\"mod\"><span class=\"dim\">Initial Damage Bonus</span>: Landslide deals <span class=\"val\">100%</span> bonus damage when hitting the first enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Human</span>: Landslide's damage is increased by <span class=\"val\">5%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Werebear</span>: Landslide becomes a Werebear Skill.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Continental Shift</span>: Gain <span class=\"val\">2</span> additional pillars. In addition, Landslide's size is increased by <span class=\"val\">50%</span> and damage is increased to <span class=\"val\">74.25%</span> x.</li><li class=\"mod\"><span class=\"dim\">Vengeance of Earth</span>: Landslide's pillars automatically crush individual targets in the area.<br>Landslide gains a <span class=\"val\">120%</span> damage bonus for the first pillar, reducing by <span class=\"val\">30%</span> for each subsequent pillar.</li><li class=\"mod\"><span class=\"dim\">Land Mine</span>: When cast, Landslide is dormant at the target location for <span class=\"val\">1</span> second. Afterwards, Landslide will automatically trigger when an enemy steps on it, dealing <span class=\"val\">500%</span> bonus damage split between all enemies damaged.<br>Max <span class=\"val\">5</span> Landslides can be active at a time and last <span class=\"val\">20</span> seconds. Landslide is also a Trap Skill.</li></ul>"},{"class":"Druid","name":"Lightning Storm","type":"Core","tag":"<span class=\"multiVal\">Channeled</span><span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Storm</span>","cost":"15 Spirit","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 15%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Conjure a growing lightning storm that deals <span class=\"val\">65%</span> x damage per strike. The number of strikes increases the longer the storm is channeled, up to a maximum of <span class=\"val\">10</span> strikes at once. Lightning Storm may grow up to <span class=\"val\">5</span> times.<br>The size of your Lightning Storm is preserved for <span class=\"val\">4</span> seconds after channeling.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Strikes</span>: Gain <span class=\"val\">1</span> additional Lightning Strike. Furthermore, each stack of Ferocity also grants <span class=\"val\">1</span> additional Lightning Strike, up to a maximum of <span class=\"val\">4</span> additional strikes.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Lightning Storm's gains <span class=\"val\">10%[x]</span> bonus damage. This bonus is increased to <span class=\"val\">25%[x]</span> if the target is Vulnerable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: The size of your Lightning Storm is preserved for an additional <span class=\"val\">4</span> seconds after channeling. In addition, you gain a <span class=\"val\">10%[x]</span> Movement Speed bonus while Lightning Storm's size is preserved.</li><li class=\"mod\"><span class=\"dim\">Minimum Strikes</span>: Lightning Storm always grows from a baseline of <span class=\"val\">2</span> strikes.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Lightning Storm becomes a Werewolf Skill.</li><li class=\"mod\"><span class=\"dim\">Human</span>: Lightning Storm's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Hero of the Storm</span>: Lightning Storm can be toggled passively and travels with you. Lightning Storm deals <span class=\"val\">91%</span> x damage and will be maintained as long as you have enough Spirit. Cast Lightning Storm again to cancel this effect.</li><li class=\"mod\"><span class=\"dim\">Omnibolt</span>: All of your Lightning Strikes are combined into one powerful attack at the targeted location. Size is increased by <span class=\"val\">15%</span> and damage is increased by <span class=\"val\">50%[x]</span> per Lightning Strike.</li><li class=\"mod\"><span class=\"dim\">Supercell</span>: Lightning Storm may grow <span class=\"val\">1</span> additional time and each periodic gains <span class=\"val\">3</span> additional strikes.</li></ul>"},{"class":"Druid","name":"Pulverize","type":"Core","tag":"<span class=\"multiVal\">Bear</span><span class=\"multiVal\">Pulverize</span><span class=\"multiVal\">Shapeshifting</span>","cost":"35 Spirit","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Shapeshift into a Werebear and slam the ground, dealing <span class=\"val\">175%</span> x damage to surrounding enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werebear</span>: Pulverize's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Reduces the Spirit cost of Pulverize by <span class=\"val\">7</span>.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Increase Pulverize's damage by <span class=\"val\">10%[x]</span> and consumes up to <span class=\"val\">2</span> Overpower stacks to further increase the damage bonus by <span class=\"val\">10%[x]</span> and size of Pulverize by <span class=\"val\">25%</span> per Overpower stack consumed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Initial Damage Bonus</span>: Pulverize deals <span class=\"val\">20%[x]</span> bonus damage to the first <span class=\"val\">5</span> enemies hit.<br>This bonus is increased to <span class=\"val\">40%[x]</span> while Berserking.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Enemies hit with Pulverize are Weakened for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Mega Bear Punch</span>: Pulverize performs a powerful force punch dealing <span class=\"val\">455%</span> x damage to all enemies in front of you. Spirit cost increased to <span class=\"val\">50</span>.</li><li class=\"mod\"><span class=\"dim\">Greater Pulverize</span>: Pulverize is <span class=\"val\">30%</span> larger and deals <span class=\"val\">400%</span> bonus damage split evenly between all targets hit.</li><li class=\"mod\"><span class=\"dim\">Shockwave</span>: Pulverize is also an Earth Skill.<br>Pulverize summons powerful Tectonic Spikes from the ground that deals <span class=\"val\">210%</span> x damage.</li></ul>"},{"class":"Druid","name":"Shred","type":"Core","tag":"<span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Shapeshifting</span><span class=\"multiVal\">Wolf</span>","cost":"35 Spirit","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Shapeshift into a Werewolf and perform a trio of combo attacks:<br>• <span class=\"secondary\">1st Attack:</span> Deal <span class=\"val\">100%</span> x damage.<br>• <span class=\"secondary\">2nd Attack:</span> Deal <span class=\"val\">150%</span> x damage.<br>• <span class=\"secondary\">3rd Attack:</span> Perform a larger finishing move dealing <span class=\"val\">300%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Shred's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Spirit</span>: Critical Strikes with Shred restore <span class=\"val\">1</span> Spirit.<br>Striking a Poisoned enemy instead grants <span class=\"val\">2</span> Spirit.</li><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Shred's Cast Speed is increased by <span class=\"val\">20%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: Shred Heals for <span class=\"val\">3%</span> of your Maximum Life if an enemy is struck.<br>Healing is increased to <span class=\"val\">6%</span> of your Maximum Life when striking a Poisoned enemy.</li><li class=\"mod\"><span class=\"dim\">Berserking</span>: Shred grants Berserking for <span class=\"val\">1</span> seconds. Subsequent casts extend this duration up to a maximum of <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Roundhouse</span>: Shred's third combo attack becomes a powerful 360 degree swipe that deals <span class=\"val\">720%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Critical Shred</span>: Shred's first attack gains a <span class=\"val\">100%[+]</span> Critical Strike Chance and <span class=\"val\">50%[+]</span> Critical Strike Damage bonus.</li><li class=\"mod\"><span class=\"dim\">Storm Shred</span>: Your Claws are electrically charged allowing Shred to deal <span class=\"val\">80%[x]</span> bonus damage as Lightning.<br>Shred becomes a Storm Skill.</li></ul>"},{"class":"Druid","name":"Stone Burst","type":"Core","tag":"<span class=\"multiVal\">Channeled</span><span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Earth</span>","cost":"30 Spirit","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Gather stones beneath your enemies then detonate them dealing <span class=\"val\">130%</span> x damage.<br>Channeling deals <span class=\"val\">20%</span> x damage and increases the size of the affected area, up to a <span class=\"val\">200%</span> radius increase over <span class=\"val\">1</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Spirit Cost Reduction</span>: Reduce the Spirit cost for casting Stone Burst by 6.</li><li class=\"mod\"><span class=\"dim\">Growth Speed</span>: Increase Stone Burst's growth speed by <span class=\"val\">30%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Armor</span>: Gain <span class=\"val\">20%</span> Armor while Stone Burst is channeling, and an additional <span class=\"val\">5%</span> Armor for each stack of Resolve.</li><li class=\"mod\"><span class=\"dim\">Fortify</span>: When Stone Burst reaches its maximum size, gain Fortify for <span class=\"val\">35%</span> of your Maximum Life.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Human</span>: Stone Burst's damage is increased by <span class=\"val\">5%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Werebear</span>: Stone Burst becomes a Werebear Skill.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Living Stones</span>: Stone Burst is cast at the targeted location and grows by itself, detonating after <span class=\"val\">3</span> seconds.<br>Only <span class=\"val\">1</span> Stone Burst may be active at a time.</li><li class=\"mod\"><span class=\"dim\">Rumbling Stones</span>: Stone Burst can be channeled infinitely. After reaching the maximum size, continually channeling Stone Burst will periodically detonate, dealing the final explosion damage and consuming 10 Spirit.</li><li class=\"mod\"><span class=\"dim\">Epicenter</span>: Stone Burst Slows enemies within the area by <span class=\"val\">80%</span>. Additionally, each time Stone Burst grows larger, it marks the enemies in the area for <span class=\"val\">40%</span> bonus damage from Stone Burst's final explosion, this bonus can stack on enemies and all stacks are consumed at final explosion.</li></ul>"},{"class":"Druid","name":"Tornado","type":"Core","tag":"<span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Storm</span>","cost":"35 Spirit","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 8%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Conjure a swirling tornado for <span class=\"val\">4</span> seconds that deals <span class=\"val\">35%</span> x damage to enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Increased Duration</span>: Extend the duration of Tornado by <span class=\"val\">1</span> second. Additionally, hitting a Vulnerable enemy extends the duration further by <span class=\"val\">0.5</span> seconds, up to a maximum of <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Additional Tornado</span>: Each time you cast Tornado, there is a <span class=\"val\">20%</span> chance to spawn an additional Tornado.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Tornado's Cast Speed is increased by <span class=\"val\">20%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Slow</span>: Tornado Slows enemies hit by <span class=\"val\">70%</span> for <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Tornado becomes a Werewolf Skill.</li><li class=\"mod\"><span class=\"dim\">Human</span>: Tornado's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Greater Tornado</span>: Two Tornadoes can merge into a Greater Tornado. Greater Tornadoes are <span class=\"val\">50%</span> larger and deal <span class=\"val\">100%[+]</span> bonus damage.</li><li class=\"mod\"><span class=\"dim\">Swelling Storm</span>: Tornadoes gain a stacking <span class=\"val\">35%[x]</span> damage bonus each second while active. After <span class=\"val\">3</span> seconds, Tornadoes gain a <span class=\"val\">50%</span> Critical Strike Chance.</li><li class=\"mod\"><span class=\"dim\">Explosive Tornado</span>: After colliding with the target, Tornado explodes into <span class=\"val\">4</span> Mini-Tornadoes that seek enemies dealing <span class=\"val\">14%</span> x damage. Mini-Tornadoes have half the normal duration.</li></ul>"},{"class":"Druid","name":"Blood Howl","type":"Defensive","tag":"<span class=\"multiVal\">Shapeshifting</span><span class=\"multiVal\">Shout</span><span class=\"multiVal\">Wolf</span>","cost":"","effect":"<span class=\"mod\">Shapeshift into a Werewolf and howl furiously, Healing you for <span class=\"val\">20.0%</span> of your Maximum Life.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Blood Howl's base healing is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Dodge Chance</span>: Blood Howl increases your Dodge Chance by <span class=\"val\">20%</span> for <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: For <span class=\"val\">5</span> seconds after casting Blood Howl, heal for <span class=\"val\">1%</span> of your Maximum Life each time you hit an enemy.<br>These bonuses are doubled on Critical Strikes.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Blood Howl increases your Movement Speed by <span class=\"val\">15%[x]</span> for <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Blood Howl grants you Unstoppable for <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Hungering Howl</span>: Blood Howl increases Healing Received from all sources by <span class=\"val\">50%</span> for <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Berserking Howl</span>: Blood Howl grants Berserking to yourself and allies for <span class=\"val\">5</span> seconds and an additional <span class=\"val\">10%[x]</span> increased damage to other Players for the duration.<br>In addition, you deal <span class=\"val\">80%</span> x Poisoning damage over <span class=\"val\">0</span> seconds while Blood Howl is active.</li><li class=\"mod\"><span class=\"dim\">Spirit Howl</span>: Blood Howl instead restores <span class=\"val\">1</span> Spirit for every <span class=\"val\">1%</span> of Life that would have been healed.</li></ul>"},{"class":"Druid","name":"Cyclone Armor","type":"Defensive","tag":"<span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Storm</span><span class=\"multiVal\">Versatile</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Powerful winds surround you, granting a <span class=\"val\">10.0%</span> bonus to All Resistances.<br><span class=\"secondary\">Active:</span> The winds rapidly expand, Knocking Back enemies and dealing <span class=\"val\">30%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Versatile</span>: Cyclone Armor's damage and Non-Physical Damage Reduction are increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: <span class=\"secondary\">Active:</span> Cyclone Armor's damage is increased by <span class=\"val\">200%</span>.</li><li class=\"mod\"><span class=\"dim\">Increased Radius</span>: <span class=\"secondary\">Active:</span> Cyclone Armor's radius is increased by <span class=\"val\">50%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resistance</span>: <span class=\"secondary\">Passive:</span> Gain an additional <span class=\"val\">20%[+]</span> bonus to All Resistances.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: <span class=\"secondary\">Passive:</span> Enemies who strike you become Vulnerable for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Greater Cyclone Armor</span>: All bonuses and damage from Cyclone Armor are increased by <span class=\"val\">100%</span>.</li><li class=\"mod\"><span class=\"dim\">Slipstream</span>: Cyclone Armor Knocks Down enemies hit for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Reversal</span>: The active winds are reversed pulling enemies towards you instead. In addition, the area of effect is increased by <span class=\"val\">30%[x]</span>.</li></ul>"},{"class":"Druid","name":"Debilitating Roar","type":"Defensive","tag":"<span class=\"multiVal\">Bear</span><span class=\"multiVal\">Shapeshifting</span><span class=\"multiVal\">Shout</span>","cost":"","effect":"<span class=\"mod\">Shapeshift into a Werebear and bellow a mighty roar reducing Nearby enemies' damage dealt by <span class=\"val\">25%</span> for <span class=\"val\">3.4</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werebear</span>: Debilitating Roar reduces Nearby enemies' damage dealt by an additional <span class=\"val\">5%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Maximum Life</span>: Debilitating Roar grants you and your allies <span class=\"val\">20%</span> bonus Maximum Life for the duration.</li><li class=\"mod\"><span class=\"dim\">Cooldown</span>: Reduce the Cooldown of Debilitating Roar by <span class=\"val\">8</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Slow</span>: Debilitating Roar Slows enemies by <span class=\"val\">40%</span> for the duration.</li><li class=\"mod\"><span class=\"dim\">Increased Duration</span>: Increase the duration of Debilitating Roar by <span class=\"val\">1</span> second or <span class=\"val\">3</span> seconds if you are Fortified.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Booming Roar</span>: All Debilitating Roar's effects and durations are increased by <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Survival Instincts</span>: Debilitating Roar no longer has a Cooldown but costs 50 Spirit to cast instead.</li><li class=\"mod\"><span class=\"dim\">Roar of Resolve</span>: Debilitating Roar immediately grants <span class=\"val\">1</span> stack of Resolve and an additional <span class=\"val\">1</span> stack every second for the duration.</li></ul>"},{"class":"Druid","name":"Earthen Bulwark","type":"Defensive","tag":"<span class=\"multiVal\">Barrier</span><span class=\"multiVal\">Earthen Bulwark</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Earth</span><span class=\"multiVal\">Versatile</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Rocks surround you for <span class=\"val\">6</span> seconds, granting a Barrier that absorbs <span class=\"val\">48%</span> of your Maximum Life (<span class=\"val\">732.63</span>) in damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Versatile</span>: Earthen Bulwark grants <span class=\"val\">5%</span> Resource Cost Reduction while active.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify and Healing</span>: You are Fortified for <span class=\"val\">7%</span> per second while Earthen Bulwark is active. In addition, Heal for <span class=\"val\">15%</span> of your Maximum Life if Earthen Bulwark is fully depleted from damage.</li><li class=\"mod\"><span class=\"dim\">Barrier Duration and Bonus</span>: Extends the Barrier duration to <span class=\"val\">12</span> seconds and increase the base absorption amount to <span class=\"val\">4%</span> of your Maximum Life.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Casting Earthen Bulwark makes you Unstoppable for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Casting Earthen Bulwark grants <span class=\"val\">2</span> stacks of Overpower.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Travertine Bulwark</span>: Earthen Bulwark grants <span class=\"val\">3</span> stacks of Resolve. In addition, Earthen Bulwark summons Tectonic Spikes that deal <span class=\"val\">150%</span> x total damage to enemies around you.</li><li class=\"mod\"><span class=\"dim\">Earthen Shrapnel</span>: Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing <span class=\"val\">275%</span> x to surrounding enemies. This damage is increased by Barrier bonuses.</li><li class=\"mod\"><span class=\"dim\">Reconstruction</span>: Earthen Bulwark self-restores <span class=\"val\">15%</span> of its own Barrier amount each second.</li></ul>"},{"class":"Druid","name":"Poison Creeper","type":"Companion","tag":"<span class=\"multiVal\">Summon</span><span class=\"multiVal\">Versatile</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 28%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Summon <span class=\"val\">1</span> poison creepers to periodically emerge from the ground every <span class=\"val\">7</span> seconds, applying <span class=\"val\">65%</span> x Poisoning damage over <span class=\"val\">2</span> seconds to an enemy in the area.<br><span class=\"secondary\">Active:</span> Vines strangle all enemies surrounding you, Immobilizing them for <span class=\"val\">2</span> seconds and Poisoning them for <span class=\"val\">180%</span> x damage over <span class=\"val\">2</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Versatile</span>: Poison Creeper's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Active Poisoning Duration</span>: <span class=\"secondary\">Active: </span>Poison Creeper's active Poisoning duration is increased by <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Additional Poison Creeper</span>: <span class=\"secondary\">Passive: </span>Gain <span class=\"val\">1</span> additional Poison Creeper Companions.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify</span>: <span class=\"secondary\">Passive: </span>Poison Creeper grants <span class=\"val\">10%</span> Fortify every <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: <span class=\"secondary\">Active: </span>Reduces Poison Creeper's Cooldown by <span class=\"val\">8</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Toxic Vegetation</span>: <span class=\"secondary\">Active: </span>Poison Creeper's active effect becomes an aura around you for <span class=\"val\">2</span> seconds, dealing <span class=\"val\">324%</span> x total Poisoning damage and Slowing enemies by <span class=\"val\">80%</span>. Poison Creeper no longer Immobilizes.</li><li class=\"mod\"><span class=\"dim\">Carnivorous</span>: <span class=\"secondary\">Active: </span> Poison Creeper immediately deals <span class=\"val\">144%</span> x direct damage.</li><li class=\"mod\"><span class=\"dim\">Germinate</span>: <span class=\"secondary\">Active: </span>Enemies that die while afflicted with the active Poisoning damage have a <span class=\"val\">20%</span> chance to trigger another active effect for free.</li></ul>"},{"class":"Druid","name":"Ravens","type":"Companion","tag":"<span class=\"multiVal\">Summon</span><span class=\"multiVal\">Versatile</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 45%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\"><span class=\"secondary\">Passive</span>: Summon <span class=\"val\">1</span> Ravens to fly above you, attacking enemies for <span class=\"val\">90%</span> x damage every <span class=\"val\">5</span> seconds.<br><span class=\"secondary\">Active</span>: The target area is swarmed with ravens, dealing <span class=\"val\">300%</span> x damage over <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Versatile</span>: Ravens' damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Active Damage Bonus</span>: <span class=\"secondary\">Active:</span> Raven's active damage is increased by <span class=\"val\">300%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: <span class=\"secondary\">Passive: </span>Raven attacks make enemies Vulnerable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Raven</span>: <span class=\"secondary\">Passive:</span> Gain <span class=\"val\">2</span> additional Ravens.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: <span class=\"secondary\">Passive:</span> Raven's attacks grant <span class=\"val\">1</span> stack of Resolve once every <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Raven Flock</span>: <span class=\"secondary\">Passive:</span> Increases Raven's passive attack speed by <span class=\"val\">100%</span> and gain <span class=\"val\">2</span> additional Raven Companions.</li><li class=\"mod\"><span class=\"dim\">Stormcrow</span>: Ravens is also a Storm Skill that deal Lightning damage.<br><span class=\"secondary\">Active:</span> Enemies are stunned for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Migration</span>: <span class=\"secondary\">Active: </span>The active area is <span class=\"val\">50%</span> larger. If the target dies, the Raven Flock moves itself towards new target.</li></ul>"},{"class":"Druid","name":"Wolves","type":"Companion","tag":"<span class=\"multiVal\">Summon</span><span class=\"multiVal\">Unstoppable</span><span class=\"multiVal\">Versatile</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Summon <span class=\"val\">2</span> wolf companions that bite enemies for <span class=\"val\">14%</span> x damage.<br><span class=\"secondary\">Active:</span> Command your wolves to use their Feral Dash ability, instantly lunging at the target dealing <span class=\"val\">200%</span> x damage and becoming Unstoppable.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Versatile</span>: Wolves' damage is increased by <span class=\"val\">5%[x]</span></li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Attack Speed</span>: When your Wolves Critically Strike, you gain <span class=\"val\">20%</span> Attack Speed for <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Additional Wolf</span>: Gain <span class=\"val\">1</span> additional Wolf Companion.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Wolves' instantly break out of any Crowd Control effects, becoming enraged and gaining <span class=\"val\">100%[x]</span> bonus damage for <span class=\"val\">15</span> seconds afterward.</li><li class=\"mod\"><span class=\"dim\">Stun</span>: Enemies hit by Feral Dash are Stunned for <span class=\"val\">1.5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Berserking</span>: Commanding your Wolves grants you Berserking for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Werewolf Pack</span>: Wolves is also a Werewolf Skill.<br>Your Wolf Companions are now Werewolf Companions and deal <span class=\"val\">50%[x]</span> bonus damage. Werewolf Companions will use Feral Dash on their own against Distant enemies but does not make them Unstoppable.</li><li class=\"mod\"><span class=\"dim\">Thrill of the Hunt</span>: All Wolves' upgrades are increased by <span class=\"val\">100%</span>.</li></ul>"},{"class":"Druid","name":"Boulder","type":"Wrath","tag":"<span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Earth</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 4%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Unearth a large rolling boulder that repeatedly Knocks Back enemies, dealing <span class=\"val\">60%</span> x damage with each hit.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Boulder gains <span class=\"val\">5%[+]</span> Critical Strike Chance. Additionally, Boulder gains an extra <span class=\"val\">1%[+]</span> increased Critical Strike Chance per stack of Resolve active.</li><li class=\"mod\"><span class=\"dim\">Additional Boulder</span>: Boulder has a <span class=\"val\">20%</span> chance to launch an additional Boulder for free.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify</span>: Boulder grants <span class=\"val\">20%</span> of your Maximum Life as Fortify (<span class=\"val\">305.26</span>) when it successfully hits a target.</li><li class=\"mod\"><span class=\"dim\">Slow</span>: Enemies hit by Boulder are Slowed by <span class=\"val\">70%</span> for <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Human</span>: Boulder's damage is increased by <span class=\"val\">5%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Werebear</span>: Boulder becomes a Werebear Skill.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crushing Impact</span>: Boulder deals <span class=\"val\">300%[x]</span> increased damage to the first enemy hit. This bonus is reduced by <span class=\"val\">50%[x]</span> for each subsequent enemy hit afterward.</li><li class=\"mod\"><span class=\"dim\">Dolmen's Will</span>: Boulder becomes a Core Skill that costs <span class=\"val\">60</span> Spirit, has no Cooldown, and may be cast while moving.<br>Boulder now orbits you. You may have max <span class=\"val\">5</span> Boulders orbiting at once.</li><li class=\"mod\"><span class=\"dim\">Landslip</span>: Boulder can now be cast at the target location. Boulder deals <span class=\"val\">200%</span> bonus damage to the enemy it lands on.</li></ul>"},{"class":"Druid","name":"Hurricane","type":"Wrath","tag":"<span class=\"multiVal\">Hurricane</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Storm</span><span class=\"multiVal\">Versatile</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 17%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Form a hurricane around you that deals <span class=\"val\">360%</span> x damage to surrounding enemies over <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Versatile</span>: Hurricane's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Hurricane's Critical Strike Chance is increased by <span class=\"val\">5%[+]</span> and an additional <span class=\"val\">2%</span> Critical Strike Chance for each stack of Ferocity active.</li><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Movement Speed is increased by <span class=\"val\">10%[x]</span> while Hurricane is active.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Slow</span>: Hurricane Slows enemies by <span class=\"val\">50%</span> for <span class=\"val\">6</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Enemies affected by Hurricane are Weakened.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Rapid Intensification</span>: Each second while active, Hurricane gains <span class=\"val\">30%[x]</span> bonus damage.</li><li class=\"mod\"><span class=\"dim\">Derecho</span>: Hurricane has no cooldown and deals <span class=\"val\">100%[x]</span> bonus damage. Hurricane costs 15 Spirit per second while active. Cast Hurricane again to toggle the effect off.<br>Hurricane becomes a Core Skill.</li><li class=\"mod\"><span class=\"dim\">Twin Storms</span>: Hurricane has <span class=\"val\">2</span> charges and can now be placed at the targeted location. Enemies hit are Vulnerable and have a <span class=\"val\">10%</span> chance to spawn <span class=\"val\">2</span> Dancing Bolts that deal <span class=\"val\">22.5%</span> x Lightning damage each.<br></li></ul>"},{"class":"Druid","name":"Rabies","type":"Wrath","tag":"<span class=\"multiVal\">Chain</span><span class=\"multiVal\">Shapeshifting</span><span class=\"multiVal\">Wolf</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\">Perform an infectious bite against enemies in front of you, dealing <span class=\"val\">28%</span> x damage and applying an additional <span class=\"val\">300%</span> x Poisoning damage over <span class=\"val\">6.0</span> seconds.<br>Infected enemies spread Rabies to other surrounding targets.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Spread Distance</span>: Rabies spread distance is increased by <span class=\"val\">100%</span>.</li><li class=\"mod\"><span class=\"dim\">Poisoning Speed</span>: Rabies deals its total Poisoning damage <span class=\"val\">50%</span> faster.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Rabies' Cooldown is reduced by <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: Enemies that die while affected by Rabies will heal you for <span class=\"val\">2%</span> Maximum Life.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Rabies' damage is increased by <span class=\"val\">5%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Werebear</span>: Rabies becomes a Werebear Skill.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Malaise</span>: Rabies deals its full damage after <span class=\"val\">4</span> seconds as Direct Damage to the target. This Direct Damage gains <span class=\"val\">150%[+]</span> (<span class=\"val\">300%[+]</span> while Berserking) bonus Critical Strike Damage.</li><li class=\"mod\"><span class=\"dim\">Relapse</span>: Rabies becomes a Core Skill, costs costs 45 Spirit, and has no Cooldown.<br>Rabies spread can reinfect enemies who already have the disease up to <span class=\"val\">3</span> times per cast.</li><li class=\"mod\"><span class=\"dim\">Superinfection</span>: Rabies becomes a Core Skill, costs 30 Spirit, and has no Cooldown.<br>Rabies deals <span class=\"val\">1500%[x]</span> increased damage but only spreads to one target a time.</li></ul>"},{"class":"Druid","name":"Trample","type":"Wrath","tag":"<span class=\"multiVal\">Bear</span><span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Shapeshifting</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 20 Spirit<br><span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Shapeshift and charge forward, dealing <span class=\"val\">75%</span> x damage and Knocking Back enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Spirit</span>: Trample grants an additional <span class=\"val\">20</span> Spirit.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Trample makes you Unstoppable for the duration.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Stun</span>: Trample Stuns enemies for <span class=\"val\">1</span> seconds instead of Knocking Back.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Reduce Trample's cooldown by <span class=\"val\">6</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Trample becomes a Werewolf Skill allowing you to quickly leap through the air.</li><li class=\"mod\"><span class=\"dim\">Werebear</span>: Trample's damage is increased by <span class=\"val\">5%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Exsanguination</span>: Trampling may Execute enemies in an explosion of blood dealing <span class=\"val\">150%</span> x damage to other nearby enemies and healing you for <span class=\"val\">10%</span> of your Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Trampled Earth</span>: Trample sunders the earth forming rock pillars along the path and around your target location that deal <span class=\"val\">120%</span> x damage.<br>Trample is now an Earth Skill.</li><li class=\"mod\"><span class=\"dim\">Brunt Force</span>: Trample deals <span class=\"val\">500%</span> bonus damage to the first target. Each subsequent target hit reduces this bonus by <span class=\"val\">50%</span>.</li></ul>"},{"class":"Druid","name":"Cataclysm","type":"Ultimate","tag":"<span class=\"multiVal\">Cataclysm</span><span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Storm</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 62%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">A massive storm follows you for <span class=\"val\">8</span> seconds. Twisters Knock Back enemies dealing <span class=\"val\">46%</span> x damage, and lightning strikes wildly dealing <span class=\"val\">115%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Slow</span>: Casting Cataclysm Slows surrounding enemies by <span class=\"val\">70%</span> for <span class=\"val\">8</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Duration</span>: Cataclysm's duration is increased by <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Casting Cataclysm grants <span class=\"val\">4</span> stacks of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Enemies hit by Cataclysm are Vulnerable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Human</span>: Cataclysm's damage is increased by <span class=\"val\">5%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Cataclysm becomes a Werewolf Skill.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Severe Storm</span>: Cataclysm spawns double the Twister and Lightning Bolts. In addition, Lighting Bolt strikes have a <span class=\"val\">20%</span> chance to spawn <span class=\"val\">2-4</span> Dancing Bolts that deal <span class=\"val\">40.25%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Terrible Twisters</span>: All Twisters now orbit you and deal <span class=\"val\">200%[x]</span> bonus damage.</li><li class=\"mod\"><span class=\"dim\">Tectonic Spikes</span>: Cataclysm is also an Earth Skill.<br>Cataclysm additionally summons Tectonic Spikes around you for the duration dealing <span class=\"val\">165%</span> x Physical damage.</li></ul>"},{"class":"Druid","name":"Grizzly Rage","type":"Ultimate","tag":"<span class=\"multiVal\">Bear</span><span class=\"multiVal\">Berserk</span><span class=\"multiVal\">Shapeshifting</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Shapeshift into a Dire Werebear for <span class=\"val\">20.0</span> seconds becoming Berserk and gaining <span class=\"val\">20%[+]</span> bonus Armor.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werebear</span>: Grizzly Rage's duration is increased by <span class=\"val\">1</span> second.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Armor Bonus</span>: Increases Grizzly Rage's Armor bonus by an additional <span class=\"val\">15%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Reduces the cooldown of Grizzly Rage by <span class=\"val\">20</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Grizzly Rage makes you Unstoppable for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Fortify</span>: Grizzly Rage grants <span class=\"val\">100%</span> Fortify when cast.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Immunity</span>: Grizzly Rage grants <span class=\"val\">2</span> seconds of Immunity when cast.</li><li class=\"mod\"><span class=\"dim\">Cornered Beast</span>: Your damage is increased by <span class=\"val\">5%[x]</span> (max. <span class=\"val\">200%[x]</span>) each time you take or deal damage with a skill while Grizzly Rage is active.</li><li class=\"mod\"><span class=\"dim\">Avatar of Nature</span>: Earth and Storm Skills may be cast as a Werebear and deal <span class=\"val\">35%[x]</span> bonus damage while Grizzly Rage is active.</li></ul>"},{"class":"Druid","name":"Lacerate","type":"Ultimate","tag":"<span class=\"multiVal\">Immune</span><span class=\"multiVal\">Shapeshifting</span><span class=\"multiVal\">Wolf</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 7%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Shapeshift into a Werewolf, become Immune and quickly dash <span class=\"val\">10</span> times between enemies in the area dealing up to <span class=\"val\">600%</span> x total damage over <span class=\"val\">2.0</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werewolf</span>: Lacerate's damage is increased by <span class=\"val\">10%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus to Target</span>: When Lacerate directly strikes the same enemy, that enemy takes <span class=\"val\">5%[x]</span> stacking bonus damage from Lacerate.</li><li class=\"mod\"><span class=\"dim\">Additional Strikes</span>: Lacerate gains <span class=\"val\">5</span> additional strikes over <span class=\"val\">1.0</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Lacerate grants <span class=\"val\">1</span> Stacks of Ferocity each second while active.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus to Multiple</span>: Lacerate gains a <span class=\"val\">10%[x]</span> bonus damage bonus each time it strikes a different enemy up to a maximum of <span class=\"val\">200%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Toxin Outburst</span>: Lacerate explodes when striking a Poisoned target, dealing <span class=\"val\">70%</span> of the total Poisoning damage to them.</li><li class=\"mod\"><span class=\"dim\">Hunter Killer</span>: Lacerate gains <span class=\"val\">7</span> additional strikes and deals its total damage <span class=\"val\">50%</span> faster.</li><li class=\"mod\"><span class=\"dim\">Temperance Training</span>: Lacerate grants a <span class=\"val\">30%[x]</span> Movement Speed bonus and Lesser Enemies are pulled along with you. Lacerate's damage is also increased by <span class=\"val\">50%[x]</span>.</li></ul>"},{"class":"Druid","name":"Petrify","type":"Ultimate","tag":"<span class=\"multiVal\">Human</span><span class=\"multiVal\">Nature Magic</span><span class=\"multiVal\">Nature Magic Earth</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 15%<br><span class=\"mod\">Encase all Nearby enemies in stone, Stunning them for <span class=\"val\">3</span> seconds. Petrified enemies take <span class=\"val\">15%[+]</span> bonus Critical Strike Damage from you.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify</span>: Petrify grants <span class=\"val\">100%[x]</span> Fortify.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Petrify grants <span class=\"val\">4</span> stacks of Resolve. <span class=\"val\">1</span> additional stack of Resolve is granted if an enemy is killed while Petrified. Resolve bonuses from Petrify may exceed the maximum.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Spirit</span>: Petrify generates <span class=\"val\">100</span> Spirit.</li><li class=\"mod\"><span class=\"dim\">Duration</span>: Petrify's duration is increased by <span class=\"val\">1</span> second.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Werebear</span>: Petrify becomes a Werebear Skill.</li><li class=\"mod\"><span class=\"dim\">Human</span>: Gain <span class=\"val\">5%[+]</span> bonus Critical Strike Damage when enemies are Petrified.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Enduring Consequences</span>: For <span class=\"val\">10</span> seconds after casting Petrify, any additional enemy who strikes you is also Petrified for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Seismic Shift</span>: When enemies are Petrified, they take <span class=\"val\">1,000%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Greater Petrify</span>: Increase Petrify's duration by <span class=\"val\">50%[x]</span> and reduces the Cooldown by <span class=\"val\">15</span> seconds.</li></ul>"},{"class":"Necromancer","name":"Bone Splinters","type":"Basic","tag":"<span class=\"multiVal\">Bone</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 10 Essence<br><span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Fire <span class=\"val\">3</span> splinters of bone, dealing <span class=\"val\">30%</span> x damage each.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Projectiles</span>: Bone Splinters fires <span class=\"val\">1</span> additional splinter.</li><li class=\"mod\"><span class=\"dim\">Essence Generation</span>: Bone Splinters generates <span class=\"val\">5</span> additional Essence.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Bone Splinters makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Bone Splinters grants <span class=\"val\">1</span> stack of Resolve.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Bouncing Spines</span>: Bone Splinters now deals <span class=\"val\">45%</span> x damage with each splinter, bounces off walls, and travels further.</li><li class=\"mod\"><span class=\"dim\">Bloody Splinter</span>: Bone Splinters becomes a Blood Skill that deals <span class=\"val\">30%</span> x damage and pierces <span class=\"val\">1</span> time.<br>Each time a splinter hits an enemy you Heal for <span class=\"val\">2.0%</span> of your Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Shadow Seekers</span>: Bone Splinters becomes a Darkness Skill that deals <span class=\"val\">30%</span> x Shadow damage and seeks enemies.<br>When a splinter hits an enemy it causes a burst of shadow, dealing an additional <span class=\"val\">7.5%</span> x damage.</li></ul>"},{"class":"Necromancer","name":"Decompose","type":"Basic","tag":"<span class=\"multiVal\">Channeled</span><span class=\"multiVal\">Shadow</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 13 Essence<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Tear the flesh from an enemy, dealing <span class=\"val\">150%</span> x Corrupting damage per second and forming a usable Corpse with the flesh every <span class=\"val\">1</span> second.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Decompose deals <span class=\"val\">50%[x]</span> increased damage</li><li class=\"mod\"><span class=\"dim\">Barrier</span>: Decompose grants a Barrier every second for <span class=\"val\">10%</span> of your Maximum Life (<span class=\"val\">45.79</span>) that lasts <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crowd Control</span>: Decompose Slows enemies by <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Lucky Hit Chance</span>: Decompose has an additional <span class=\"val\">30%[+]</span> Lucky Hit Chance.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Rip and Tear</span>: Decompose becomes a Bone Skill that deals Physical damage.<br>Decompose now hits all other enemies in between you and the primary target.</li><li class=\"mod\"><span class=\"dim\">Putrid Burst</span>: Decompose causes a burst around the target every second, dealing an additional <span class=\"val\">112.5%</span> x damage to them and nearby enemies.</li><li class=\"mod\"><span class=\"dim\">Dry Rot</span>: Decompose chains to <span class=\"val\">3</span> additional enemies.</li></ul>"},{"class":"Necromancer","name":"Hemorrhage","type":"Basic","tag":"<span class=\"multiVal\">Blood</span><span class=\"multiVal\">Blood Orb</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 13 Essence<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Burst an enemy's blood, dealing <span class=\"val\">80%</span> x damage. Hemorrhage has a <span class=\"val\">20%</span> chance to form a Blood Orb.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Hemorrhage grants <span class=\"val\">1</span> stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Hemorrhage Weakens enemies for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Hemorrhage gains an additional <span class=\"val\">20%[+]</span> Cast Speed.</li><li class=\"mod\"><span class=\"dim\">Blood Orb</span>: Hemorrhage has an additional <span class=\"val\">30%</span> chance to form a Blood Orb.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blood Boil</span>: Hemorrhage also deals <span class=\"val\">40%</span> x damage to enemies around your target.</li><li class=\"mod\"><span class=\"dim\">Blood Runs Cold</span>: Hemorrhage deals <span class=\"val\">80%</span> x Cold damage and Freezes enemies for <span class=\"val\">3</span> seconds. An enemy can be Frozen this way once every <span class=\"val\">6</span> seconds.<br>If Hemorrhage hits an enemy already Frozen, it has an additional <span class=\"val\">50%</span> chance to form a Blood Orb.</li><li class=\"mod\"><span class=\"dim\">Soul Rip</span>: Hemorrhage becomes a Darkness Skill that deals <span class=\"val\">80%</span> x Shadow damage.<br>Instead of forming a Blood Orb, Hemorrhage Summons a Volatile Skeleton that deals <span class=\"val\">120%</span> x damage.</li></ul>"},{"class":"Necromancer","name":"Reap","type":"Basic","tag":"<span class=\"multiVal\">Shadow</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 15 Essence<br><span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Sweep an ethereal scythe in front of you, dealing <span class=\"val\">50%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Reap grants <span class=\"val\">1</span> stack of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Corpse Generation</span>: Reap forms a Corpse under the first enemy hit.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Essence Generation</span>: Reap generates <span class=\"val\">2</span> additional Essence per enemy hit.</li><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Reap gains an additional <span class=\"val\">10%[+]</span> Critical Strike Chance.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Chilled To The Bone</span>: Reap deals <span class=\"val\">50%</span> x Cold damage and Chills for <span class=\"val\">15%</span>.<br>Reap gains an additional <span class=\"val\">30%[+]</span> Cast Speed.</li><li class=\"mod\"><span class=\"dim\">Cull The Weak</span>: Reap becomes a Blood Skill that deals <span class=\"val\">62.5%</span> x Physical damage.<br>Reap will Execute enemies and has a <span class=\"val\">50%</span> chance to form a Blood Orb if they are killed by it.</li><li class=\"mod\"><span class=\"dim\">Harvest</span>: Reap sweeps a second time, dealing <span class=\"val\">25%</span> x damage and generating <span class=\"val\">7.5</span> Essence.</li></ul>"},{"class":"Necromancer","name":"Blight","type":"Core","tag":"<span class=\"multiVal\">Shadow</span>","cost":"20 Essence","effect":"<span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Unleash concentrated blight that deals <span class=\"val\">40%</span> x damage and leaves behind a defiled area, dealing <span class=\"val\">210%</span> x Corrupting damage over <span class=\"val\">1</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crowd Control Damage Bonus</span>: Blight deals <span class=\"val\">30%[x]</span> increased damage to Crowd Controlled enemies.</li><li class=\"mod\"><span class=\"dim\">Lucky Hit Chance</span>: Blight has an additional <span class=\"val\">20%[+]</span> Lucky Hit Chance.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Blight's Size is increased by <span class=\"val\">35%</span>.</li><li class=\"mod\"><span class=\"dim\">Area Damage Bonus</span>: Blight's defiled area deals <span class=\"val\">40%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Volatile Blood</span>: Blight becomes a Blood skill that deals Physical damage.<br>Blight's defiled area instantly bursts, dealing <span class=\"val\">315%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Whirlpool</span>: Blight deals Cold and Frostbite damage.<br>Its defiled area Pulls in enemies and Chills for <span class=\"val\">15%</span> every second.</li><li class=\"mod\"><span class=\"dim\">Piercing Darkness</span>: Blight pierces <span class=\"val\">1</span> time and can spawn an additional defiled area.</li></ul>"},{"class":"Necromancer","name":"Blood Lance","type":"Core","tag":"<span class=\"multiVal\">Blood</span>","cost":"15 Essence","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Throw a blood lance, dealing <span class=\"val\">130%</span> x to an enemy that ricochets to another enemy. Enemies hit are lanced for <span class=\"val\">3</span> seconds.<br>When Blood Lance hits an enemy, it deals damage to all other lanced enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Blood Lance consumes <span class=\"val\">2</span> stacks of Overpower to throw an additional lance, dealing <span class=\"val\">50%</span> of normal damage.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Blood Lance's Essence cost is reduced by <span class=\"val\">3</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify</span>: Blood Lance Fortifies you for <span class=\"val\">4%</span> of your Maximum Life (<span class=\"val\">61</span>) if it hits an enemy already lanced.</li><li class=\"mod\"><span class=\"dim\">Ricochet</span>: Blood Lance ricochets to <span class=\"val\">1</span> additional enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Festering Wound</span>: Blood Lance becomes a Darkness Skill and deals Shadow damage.<br>Enemies hit are permanently lanced and the lance deals <span class=\"val\">80%</span> x Corrupting damage per second to them.</li><li class=\"mod\"><span class=\"dim\">Gore Quills</span>: Every <span class=\"val\">3rd</span> cast of Blood Lance forms a Blood Orb under the first enemy hit.<br>Casting Blood Lance will pick up a Blood Orb around you and conjure an additional lance from it, dealing <span class=\"val\">125%</span> of normal damage.</li><li class=\"mod\"><span class=\"dim\">Blood Seeker</span>: Blood Lance deals <span class=\"val\">45%[x]</span> increased damage to its primary target per lanced enemy.</li></ul>"},{"class":"Necromancer","name":"Blood Surge","type":"Core","tag":"<span class=\"multiVal\">Blood</span>","cost":"30 Essence","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 12%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Draw blood from enemies, dealing <span class=\"val\">20%</span> x damage, then expel a blood nova, dealing <span class=\"val\">100%</span> x damage.<br>Blood Surge's nova damage is increased by <span class=\"val\">5%[x]</span> for each enemy drawn from, up to <span class=\"val\">50%[x]</span>.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Blood Surge consumes <span class=\"val\">2</span> stacks of Overpower to gain <span class=\"val\">25%</span> increased Size and <span class=\"val\">50%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Blood Surge Weakens enemies for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify</span>: Blood Surge Fortifies you for <span class=\"val\">2%</span> of your Maximum Life for each enemy drawn from, up to <span class=\"val\">10%</span>.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Blood Surge deals <span class=\"val\">25%[x]</span> increased damage while you are Healthy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Pins and Needles</span>: Blood Surge becomes a Bone Skill and, instead of expelling a blood nova, expels <span class=\"val\">10</span> piercing bone shards dealing <span class=\"val\">60%</span> x damage each.<br>Instead of dealing increased damage, Blood Surge expels <span class=\"val\">1</span> additional shard for each enemy drawn from, up to <span class=\"val\">5</span> additional shards.</li><li class=\"mod\"><span class=\"dim\">You And What Army?</span>: Blood Surge expels smaller blood novas on your Minions, dealing <span class=\"val\">20%</span> x damage.<br>Blood Surge's minion nova damage is increased by <span class=\"val\">5%[x]</span> for each enemy drawn from, up to <span class=\"val\">50%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Bloodbath</span>: Blood Surge's nova echoes again after a short delay, dealing <span class=\"val\">100%</span> x damage.</li></ul>"},{"class":"Necromancer","name":"Bone Spear","type":"Core","tag":"<span class=\"multiVal\">Bone</span>","cost":"25 Essence","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Conjure a bone spear from the ground that pierces enemies, dealing <span class=\"val\">130%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Pierce Damage Bonus</span>: Bone Spear deals <span class=\"val\">10%[x]</span> increased damage per enemy pierced, up to <span class=\"val\">50%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Bone Spear deals <span class=\"val\">5%[x]</span> increased Critical Strike Damage per stack of Resolve, up to <span class=\"val\">40%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">First Hit Damage Bonus</span>: Bone Spear deals <span class=\"val\">40%[x]</span> increased damage to the first enemy hit.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Bone Spear's Essence cost is reduced by <span class=\"val\">5</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Shadow Splitter</span>: Bone Spear becomes a Darkness Skill that deals <span class=\"val\">162.5%</span> x Shadow damage.<br>Instead of piercing through, Bone Spear forks into <span class=\"val\">2</span> piercing spears each time it hits an enemy or wall, up to <span class=\"val\">2</span> times.</li><li class=\"mod\"><span class=\"dim\">Blood Spear</span>: Bone Spear becomes a Blood Skill that deals <span class=\"val\">130%</span> x damage.<br>Casting Bone Spear consumes a nearby Corpse and conjures a second Bone Spear from it, dealing <span class=\"val\">100%</span> of normal damage.</li><li class=\"mod\"><span class=\"dim\">Bone Spikes</span>: Bone Spear breaks into <span class=\"val\">3</span> piercing bone shards when it is destroyed, dealing <span class=\"val\">42.9%</span> x damage each.</li></ul>"},{"class":"Necromancer","name":"Sever","type":"Core","tag":"<span class=\"multiVal\">Shadow</span>","cost":"20 Essence","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 40%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">A specter of you charges forward, dealing <span class=\"val\">60%</span> x damage, then attacks with its scythe, dealing <span class=\"val\">100%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Sever deals <span class=\"val\">10%[x]</span> increased damage, and an additional <span class=\"val\">1%[x]</span> increased damage for each Minion you have.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Sever's Essence cost is reduced by <span class=\"val\">4</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crowd Control and Corpse Generation</span>: Sever Slows enemies by <span class=\"val\">40%</span> for <span class=\"val\">3</span> seconds and forms a Corpse.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Sever deals <span class=\"val\">7%[x]</span> increased damage per stack of Ferocity.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Reaping Lotus</span>: Sever sends out <span class=\"val\">3</span> additional specters at its apex that expand out, dealing <span class=\"val\">40%</span> x damage each.</li><li class=\"mod\"><span class=\"dim\">Inexorable Reaper</span>: Sever is also a Mobility Skill that dashes you forward to attack instead.</li><li class=\"mod\"><span class=\"dim\">Cold Pursuit</span>: Sever deals Cold damage, Chills for <span class=\"val\">15%</span>, and seeks another enemy to attack again.</li></ul>"},{"class":"Necromancer","name":"Skeleton Mage","type":"Core","tag":"<span class=\"multiVal\">Minion</span><span class=\"multiVal\">Summon</span>","cost":"30 Essence","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Raise a skeletal mage, up to a maximum of <span class=\"val\">3</span> mages. Skeletal mages deal <span class=\"val\">80%</span> x damage with each attack.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Damage Bonus</span>: Skeleton Mages deal <span class=\"val\">15%[x]</span> increased damage. This bonus increases by <span class=\"val\">1%</span> every second that the skeletal mage is alive, up to <span class=\"val\">25%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: You gain an additional <span class=\"val\">5%[+]</span> Critical Strike Chance against enemies damaged by Skeleton Mages.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crowd Control Damage Bonus</span>: Skeleton Mages deal <span class=\"val\">30%[x]</span> increased damage to Crowd Controlled enemies.</li><li class=\"mod\"><span class=\"dim\">Ferocity, Resolve, or Overpower</span>: Skeleton Mages have a <span class=\"val\">5%</span> chance to grant <span class=\"val\">1</span> stack of Ferocity, Resolve, or Overpower whenever they attack based on whether your Skeleton Mage type is Shadow, Cold, or Bone respectively.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Coven</span>: Skeleton Mage's maximum number of mages is increased by <span class=\"val\">2</span>.</li><li class=\"mod\"><span class=\"dim\">Gift of Death</span>: Skeleton Mage is also a Corpse Skill and requires a Corpse to be raised.<br>Each active skeletal mage increases your Essence Regeneration by <span class=\"val\">50%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Singularity</span>: Skeleton Mage will consume all of your remaining Essence on cast to raise a more powerful but temporary mage.<br>The skeletal mage deals <span class=\"val\">3%[x]</span> increased damage and lasts for <span class=\"val\">0.1</span> seconds for each point of Essence consumed.</li></ul>"},{"class":"Necromancer","name":"Corpse Explosion","type":"Corpse","tag":"<span class=\"multiVal\">Corruption</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Detonate a Corpse, dealing <span class=\"val\">110%</span> x damage to enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blood Orb</span>: Corpse Explosion has a <span class=\"val\">20%</span> chance to form a Blood Orb.</li><li class=\"mod\"><span class=\"dim\">Essence Generation</span>: Casting Corpse Explosion generates <span class=\"val\">15</span> Essence.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Multiple Corpses</span>: Corpse Explosion detonates up to <span class=\"val\">2</span> additional corpses.</li><li class=\"mod\"><span class=\"dim\">Corpse Efficiency</span>: Corpses consumed by Corpse Explosion can be consumed <span class=\"val\">1</span> additional time.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Bloody Mess</span>: Corpse Explosion's Size is increased by <span class=\"val\">50%</span> and damage is increased by <span class=\"val\">50%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Miasma</span>: Corpse Explosion is also a Darkness Skill and, instead of exploding, releases a vile miasma dealing <span class=\"val\">145%</span> x Corrupting damage over <span class=\"val\">6</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Shrapnel</span>: Corpse Explosion is also a Bone Skill and, instead of exploding, fires <span class=\"val\">8</span> piercing bone shards dealing <span class=\"val\">100%</span> x damage each.</li></ul>"},{"class":"Necromancer","name":"Corpse Tendrils","type":"Corpse","tag":"<span class=\"multiVal\">Corruption</span>","cost":"","effect":"<span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Burst veins out of a Corpse, Slowing enemies by <span class=\"val\">50%</span> for <span class=\"val\">1.5</span> seconds before Pulling them in and dealing <span class=\"val\">20%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: You gain an additional <span class=\"val\">5%[+]</span> increased Critical Strike Chance for <span class=\"val\">6</span> seconds against enemies damaged by Corpse Tendrils.</li><li class=\"mod\"><span class=\"dim\">Essence Generation</span>: Casting Corpse Tendrils generates <span class=\"val\">35</span> Essence.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Corpse Tendrils makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Lucky Hit Chance</span>: Corpse Tendrils gains an additional <span class=\"val\">40%[+]</span> Lucky Hit Chance.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Bitter Harvest</span>: Corpse Tendrils no longer consumes the Corpse. Enemies are Immobilized for <span class=\"val\">3</span> seconds after being Pulled in.</li><li class=\"mod\"><span class=\"dim\">Get Over Here!</span>: Corpse Tendrils is no longer cast on a Corpse and is cast on you instead.<br>Corpse Tendrils Fortifies you for <span class=\"val\">5%</span> of your Maximum Life for each enemy it damages.</li><li class=\"mod\"><span class=\"dim\">Jaws Of Death</span>: Corpse Tendrils now deals <span class=\"val\">100%</span> x damage and no longer has a delay before Pulling in enemies.</li></ul>"},{"class":"Necromancer","name":"Golem","type":"Minion","tag":"<span class=\"multiVal\">Macabre</span><span class=\"multiVal\">Summon</span><span class=\"multiVal\">Unstoppable</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Raise a Golem that attacks for <span class=\"val\">125%</span> x damage. When your Golem dies, it respawns after <span class=\"val\">10</span> seconds.<br></span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Golem deals <span class=\"val\">30%[x]</span> increased damage to Vulnerable enemies.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Commanding your Golem also grants you Unstoppable for <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Golem Weakens enemies for <span class=\"val\">4</span> seconds whenever it attacks.</li><li class=\"mod\"><span class=\"dim\">Resolve, Overpower, or Ferocity</span>: Commanding your Golem grants <span class=\"val\">3</span> stacks of Resolve, Overpower, or Ferocity based on whether your Golem type is Bone, Blood, or Iron respectively.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Gargantua</span>: Golem now raises a larger Golem that gains an aura of command, increasing the Cast Speed and Movement Speed of your other Minions by <span class=\"val\">20%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Fel Gluttony</span>: Commanding your Golem causes it to erupt, dealing <span class=\"val\">300%</span> x damage to surrounding enemies.<br>Your Golem passively consumes nearby Corpses every second to reduce its Cooldown by <span class=\"val\">2</span> seconds per Corpse consumed.</li><li class=\"mod\"><span class=\"dim\">Gravebloom</span>: Golem now raises <span class=\"val\">3</span> smaller Golems that deal <span class=\"val\">60%</span> of normal damage and gain <span class=\"val\">30%[+]</span> Attack Speed.</li></ul>"},{"class":"Necromancer","name":"Skeleton Warrior","type":"Minion","tag":"<span class=\"multiVal\">Corpse</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Raise a skeletal warrior from a nearby Corpse every <span class=\"val\">2</span> seconds, up to a maximum of <span class=\"val\">4</span> warriors. Skeletal warriors deal <span class=\"val\">65%</span> x with each attack.<br><span class=\"secondary\">Active:</span> Command your skeletal warriors to leap at an enemy and attack.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Commanding your Skeleton Warriors causes them to deal <span class=\"val\">25%[x]</span> increased damage for <span class=\"val\">10</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: Skeleton Warriors heal you for <span class=\"val\">2%</span> of your Maximum Life whenever they attack.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Skeleton Warriors have a <span class=\"val\">30%</span> chance to make enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Commanding your Skeleton Warriors grants <span class=\"val\">3</span> stacks of Resolve.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Master of Puppets</span>: Skeleton Warrior's maximum number of warriors is increased by <span class=\"val\">3</span>.</li><li class=\"mod\"><span class=\"dim\">Service and Sacrifice</span>: Skeleton Warriors lose <span class=\"val\">25%</span> of their Maximum Life per second while in combat and explode on death, dealing <span class=\"val\">150%</span> x damage.<br>Skeleton Warriors are now raised from a nearby Corpse every <span class=\"val\">0.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Litany of Death</span>: If all of your skeletal warriors have been Summoned, Skeleton Warrior briefly Summons a Skeleton Priest instead.<br>Skeleton Priest empowers your Minions for <span class=\"val\">8</span> seconds, increasing their Critical Strike Chance by <span class=\"val\">15%[+]</span> and healing them for <span class=\"val\">100%</span> of their Maximum Life over the duration.</li></ul>"},{"class":"Necromancer","name":"Blood Mist","type":"Macabre","tag":"<span class=\"multiVal\">Blood</span><span class=\"multiVal\">Immune</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 9%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Disperse into a bloody mist, becoming Immune for <span class=\"val\">3</span> seconds. You deal <span class=\"val\">420%</span> x damage to enemies and Heal for <span class=\"val\">6.0%</span> of your Maximum Life over the duration.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike</span>: Blood Mist grants <span class=\"val\">5%[+]</span> Critical Strike Chance for <span class=\"val\">5</span> seconds after it ends.</li><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Blood Mist increases your Movement Speed by <span class=\"val\">30%[x]</span> for <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Blood Mist grants <span class=\"val\">1</span> stack of Overpower every second.</li><li class=\"mod\"><span class=\"dim\">Vulnerable and Slow</span>: Blood Mist makes enemies Vulnerable and Slows them by <span class=\"val\">70%</span> for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blood Transfusion</span>: Blood Mist Fortifies you for <span class=\"val\">30%</span> of your Maximum Life over its duration and forms a Blood Orb every second.</li><li class=\"mod\"><span class=\"dim\">Blood Rush</span>: Blood Mist becomes a Mobility Skill and its Cooldown is reduced to <span class=\"val\">8</span> seconds.<br>Instead of dispersing you into a bloody mist, Blood Mist consumes a nearby corpse to teleport you to the target location and grants Unstoppable for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Devouring Mist</span>: Blood Mist becomes a Darkness Skill that deals Shadow damage.<br>Blood Mist now deals <span class=\"val\">600%</span> x Shadow damage over its duration and applies Vampiric Curse to enemies.</li></ul>"},{"class":"Necromancer","name":"Bone Prison","type":"Macabre","tag":"<span class=\"multiVal\">Bone</span><span class=\"multiVal\">Bone Prison</span>","cost":"","effect":"<span class=\"mod\">Unearth a prison of bone with <span class=\"val\">457.9</span> Life that surrounds the target area for <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Bone Prison reduces your active Cooldowns by <span class=\"val\">0.5</span> seconds for each enemy trapped, up to <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Essence Generation</span>: Casting Bone Prison generates <span class=\"val\">50</span> Essence. Trapping a Boss generates an additional <span class=\"val\">25</span> Essence.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Bone Prison makes enemies Vulnerable for <span class=\"val\">8</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Bone Prison grants <span class=\"val\">1</span> stack of Resolve for each enemy trapped.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Bramble</span>: You gain <span class=\"val\">348.88</span> Thorns for each enemy trapped by Bone Prison.<br>When a segment of Bone Prison is destroyed or expires, it deals <span class=\"val\">100%</span> of your Thorns around itself.</li><li class=\"mod\"><span class=\"dim\">Plunging Darkness</span>: Bone Prison becomes a Darkness Skill.<br>Bone Prison forms a Corpse every second and spawns a pool of Desecrated Ground, dealing <span class=\"val\">300%</span> x Corrupting damage.</li><li class=\"mod\"><span class=\"dim\">Life Imprisonment</span>: Bone Prison becomes a Blood Skill, casting the prison around you.<br>While standing within it your Essence Generation and Cast Speed are increased by <span class=\"val\">20%</span>, but it drains <span class=\"val\">5%</span> of your Maximum Life every second.</li></ul>"},{"class":"Necromancer","name":"Bone Spirit","type":"Macabre","tag":"<span class=\"multiVal\">Bone</span><span class=\"multiVal\">Bone Spirit</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Conjure a spirit of bone that seeks enemies and explodes, dealing <span class=\"val\">150%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Maximum Essence</span>: Each enemy hit by Bone Spirit increases your Maximum Essence by <span class=\"val\">2</span> for <span class=\"val\">15</span> seconds, up to <span class=\"val\">20</span> Essence.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Every second, your next Bone Spirit deals <span class=\"val\">10%[x]</span> increased damage, up to <span class=\"val\">30%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Charges</span>: Bone Spirit gains <span class=\"val\">1</span> additional Charge and its Charge Cooldown is reduced by <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Core Skill</span>: Bone Spirit becomes a Core Skill, costs <span class=\"val\">30</span> Essence, and no longer has a Cooldown.<br>Bone Spirit will consume all of your remaining Essence on cast, dealing <span class=\"val\">3%[x]</span> increased damage for each point of Essence consumed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Astral Projection</span>: Bone Spirit no longer seeks enemies and instead spirals around you, piercing through enemies and exploding for <span class=\"val\">100%</span> x damage when it hits them.</li><li class=\"mod\"><span class=\"dim\">Unfinished Business</span>: Bone Spirit becomes a Darkness Skill that deals Shadow damage.<br>Bone Spirit leaves behind a pool of Desecrated Ground when it explodes, dealing <span class=\"val\">250%</span> x Corrupting damage.</li><li class=\"mod\"><span class=\"dim\">Poltergeists</span>: When Bone Spirit explodes, it spawns <span class=\"val\">3</span> smaller spirits that seek enemies and explode for <span class=\"val\">30%</span> x damage each.</li></ul>"},{"class":"Necromancer","name":"Decrepify","type":"Curse","tag":"<span class=\"multiVal\">Corruption</span><span class=\"multiVal\">Weaken</span>","cost":"10 Essence","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"mod\">Curse the target area. Enemies afflicted by Decrepify are Weakened and Slowed by <span class=\"val\">40.0%</span> for <span class=\"val\">30</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: <span class=\"secondary\">Lucky Hit:</span> Enemies hit while afflicted with Decrepify have up to a <span class=\"val\">15%</span> chance to reduce a random active Cooldown by <span class=\"val\">1</span> second.</li><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: You have an additional <span class=\"val\">5%[+]</span> Critical Strike Chance against enemies afflicted with Decrepify.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: <span class=\"secondary\">Lucky Hit:</span> Enemies hit while afflicted with Decrepify have up to a <span class=\"val\">25%</span> chance to grant <span class=\"val\">1</span> stack of Resolve.</li><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Each enemy afflicted with Decrepify increases your Movement Speed by <span class=\"val\">2%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unholy Frenzy</span>: Instead of afflicting enemies Decrepify is now applied to your Minions, granting them <span class=\"val\">20%[x]</span> increased Cast Speed and Movement Speed.</li><li class=\"mod\"><span class=\"dim\">Life Tap</span>: Decrepify is also a Blood Skill, healing for <span class=\"val\">10.0%</span> of your Maximum Life whenever you hit an enemy afflicted with it, up to once a second.<br>Enemies that die while afflicted with Decrepify have a <span class=\"val\">20%</span> chance to form a Blood Orb.</li><li class=\"mod\"><span class=\"dim\">Dizzying Curse</span>: The first time an enemy is afflicted with Decrepify they are Dazed for <span class=\"val\">3.0</span> seconds.</li></ul>"},{"class":"Necromancer","name":"Iron Maiden","type":"Curse","tag":"<span class=\"multiVal\">Corruption</span>","cost":"10 Essence","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 5%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Curse the target area. Enemies afflicted by Iron Maiden take <span class=\"val\">30%</span> x damage every <span class=\"val\">2</span> seconds and <span class=\"val\">30%</span> x damage each time they deal direct damage for <span class=\"val\">30</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity and Overpower</span>: <span class=\"secondary\">Lucky Hit:</span> Enemies hit while afflicted with Iron Maiden have up to a <span class=\"val\">15%</span> chance to randomly grant <span class=\"val\">1</span> stack of Ferocity or Overpower.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Enemies afflicted with Iron Maiden are Vulnerable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Execute and Fortify</span>: Enemies afflicted with Iron Maiden will be Executed.<br>You are Fortified for <span class=\"val\">5%</span> of your Maximum Life (<span class=\"val\">76</span>) when an enemy dies while afflicted with Iron Maiden.</li><li class=\"mod\"><span class=\"dim\">Essence Generation</span>: Iron Maiden no longer has an Essence cost and instead generates <span class=\"val\">5</span> Essence for each enemy you curse that was not already afflicted with Iron Maiden.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blood Maiden</span>: Iron Maiden is also a Blood Skill, causing enemies damaged by it to have a <span class=\"val\">5%</span> chance to form a Blood Orb.<br>Casting Iron Maiden picks up <span class=\"val\">4</span> Blood Orbs in the target area and causes them to burst for <span class=\"val\">150%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Torture Artist</span>: Iron Maiden is also a Darkness Skill that deals Shadow damage.<br>Enemies have <span class=\"val\">30%</span> chance to be stunned for <span class=\"val\">2</span> seconds when they take damage from Iron Maiden.</li><li class=\"mod\"><span class=\"dim\">Schadenfreude</span>: While at least <span class=\"val\">1</span> enemy is afflicted with Iron Maiden, you gain <span class=\"val\">3,488.81</span> Thorns.<br>Iron Maiden's damage is increased by <span class=\"val\">100%</span> of your Thorns.</li></ul>"},{"class":"Necromancer","name":"Army of the Dead","type":"Ultimate","tag":"<span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 7%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Call forth the deep buried dead. Volatile Skeletons emerge over the next <span class=\"val\">7</span> seconds that explode when around enemies, dealing <span class=\"val\">120%</span> x damage and Stunning them for <span class=\"val\">7</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Army of the Dead deals <span class=\"val\">2%[x]</span> increased damage for each Minion you have.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Army of the Dead's Cooldown is reduced by <span class=\"val\">20</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Passive Bonus</span>: Army of the Dead passively summons a Volatile Skeleton every <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Corpse Generation</span>: Army of the Dead has a <span class=\"val\">50%</span> chance to form a Corpse.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Dead Cold</span>: Army of the Dead now deals <span class=\"val\">150%</span> x Cold damage and Freezes enemies instead of Stunning them.</li><li class=\"mod\"><span class=\"dim\">Pile the Bodies</span>: Army of the Dead will converge on your target. Each time a Volatile Skeleton explodes on an enemy, they take <span class=\"val\">10%[x]</span> increased damage from your Army of the Dead, up to <span class=\"val\">300%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Unyielding Commander</span>: While Army of the Dead is active, your Minions take <span class=\"val\">90%</span> reduced damage and you deal <span class=\"val\">50%[x]</span> increased Summon Damage.</li></ul>"},{"class":"Necromancer","name":"Blood Wave","type":"Ultimate","tag":"<span class=\"multiVal\">Blood</span><span class=\"multiVal\">Blood Wave</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Conjure a tidal wave of blood that deals <span class=\"val\">500%</span> x damage and Knocks Back enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Casting Blood Wave overfills your Overpower by <span class=\"val\">2</span>.</li><li class=\"mod\"><span class=\"dim\">Blood Orb</span>: Blood Wave forms up to <span class=\"val\">2</span> Blood Orbs as it travels.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Reduction</span>: Casting Blood Wave grants <span class=\"val\">10%</span> Damage Reduction for <span class=\"val\">1</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Blood Wave deals <span class=\"val\">30%[x]</span> increased damage while you are Fortified.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Hematolagnia</span>: Blood Wave becomes a Core Skill, has no Cooldown, but costs <span class=\"val\">50</span> Essence.<br>Blood Wave conjures a shorter wave that deals <span class=\"val\">300%</span> x damage and no longer Knocks Back enemies.</li><li class=\"mod\"><span class=\"dim\">Path of Darkness</span>: Blood Wave becomes a Darkness Skill that deals Shadow damage.<br>Blood Wave leaves behind a trail of Desecrated Ground as it travels that deals <span class=\"val\">600%</span> x Corrupting damage.</li><li class=\"mod\"><span class=\"dim\">Tides of Blood</span>: Blood Wave launches <span class=\"val\">1</span> additional wave, dealing <span class=\"val\">500%</span> x damage.</li></ul>"},{"class":"Necromancer","name":"Bone Storm","type":"Ultimate","tag":"<span class=\"multiVal\">Bone</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 40%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">A swirling storm of bones appears around you and your Golem, dealing <span class=\"val\">400%</span> x damage to surrounding enemies over <span class=\"val\">10</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Reduction</span>: Bone Storm increases your Damage Reduction by <span class=\"val\">10%</span>.</li><li class=\"mod\"><span class=\"dim\">Duration Increase</span>: Bone Storm consumes up to <span class=\"val\">4</span> corpses to increase its duration by <span class=\"val\">2</span> seconds per corpse.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Bone Storm makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Barrier</span>: Casting Bone Storm grants a Barrier for <span class=\"val\">50%</span> of your Maximum Life for <span class=\"val\">10</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Roll The Bones</span>: Bone Storm increases your Critical Strike Chance and Cast Speed by <span class=\"val\">15%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Shadow And Bone</span>: Bone Storm becomes a Darkness Skill that deals Shadow damage.<br>Enemies damaged by it suffer an additional <span class=\"val\">40%</span> x Corrupting damage over <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Hungry Cyclone</span>: Bone Storm is cast at the target location and seeks enemies. Its Cooldown is reduced by <span class=\"val\">20</span> seconds.</li></ul>"},{"class":"Necromancer","name":"Soulrift","type":"Ultimate","tag":"<span class=\"multiVal\">Shadow</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Consume surrounding enemies, dealing <span class=\"val\">300%</span> x Corrupting damage over <span class=\"val\">8</span> seconds.<br>Every <span class=\"val\">0.25</span> seconds you absorb the souls of <span class=\"val\">3</span> enemies, gaining <span class=\"val\">2</span> Essence per enemy. You absorb <span class=\"val\">3</span> souls at a time from Bosses.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Every soul absorbed by Soulrift increases its damage by <span class=\"val\">0.3%[x]</span>, up to <span class=\"val\">45%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Barrier</span>: Every soul absorbed by Soulrift grants a Barrier for <span class=\"val\">0.5%</span> of your Maximum Life.<br>This Barrier persists for <span class=\"val\">5</span> seconds after Soulrift ends.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable and Crowd Control</span>: When Soulrift absorbs an enemy's soul it makes them Vulnerable for <span class=\"val\">4</span> seconds.<br>After Soulrift ends, all surrounding enemies are Feared and Slowed by <span class=\"val\">85%</span> for <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Every <span class=\"val\">30</span> souls absorbed by Soulrift grants <span class=\"val\">1</span> stack of Ferocity.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Distilled Anima</span>: While Soulrift is active you are Unhindered and gain <span class=\"val\">1%[+]</span> increased Movement Speed for every soul absorbed, up to <span class=\"val\">40%[+]</span>.<br>This bonus persists for <span class=\"val\">5</span> seconds after Soulrift ends.</li><li class=\"mod\"><span class=\"dim\">Soul Vortex</span>: Soulrift is cast at the target location. Absorbing an enemy's soul deals <span class=\"val\">25%</span> x damage and Pulls them in.</li><li class=\"mod\"><span class=\"dim\">Frozen Wasteland</span>: Soulrift deals Frostbite damage and Chills for <span class=\"val\">30%</span> every second.<br>If Soulrift absorbs the soul of a Frozen enemy, they shatter and explode for <span class=\"val\">75%</span> x damage.</li></ul>"},{"class":"Paladin","name":"Advance","type":"Basic","tag":"<span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Zealot</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 18 Faith<br><span class=\"secondary\">Lucky Hit Chance</span>: 14%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Advance forward with your weapon, dealing <span class=\"val\">105%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Advance grants <span class=\"val\">5%[+]</span> Critical Strike Chance for <span class=\"val\">8</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Advance Weakens enemies for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify</span>: Grants <span class=\"val\">2%</span> of Maximum Life (<span class=\"val\">31</span>) as Fortify when Advance hits an enemy for the first time.</li><li class=\"mod\"><span class=\"dim\">Unhindered</span>: Casting Advance grants you Unhindered for <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Flash of the Blade</span>: Advance becomes a Disciple Skill and has a <span class=\"val\">10</span> second cooldown.<br>Advance becomes a dash that cuts through enemies, applying Vulnerable and dealing <span class=\"val\">229.95%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Wave Dash</span>: Advance becomes a Juggernaut Skill.<br>Advance's impact waves out, dealing <span class=\"val\">136.5%</span> x damage and gains <span class=\"val\">1</span> Resolve for every <span class=\"val\">1</span> meter you dash.</li><li class=\"mod\"><span class=\"dim\">Vanguard's Rush</span>: Advance rushes into enemies, granting <span class=\"val\">1</span> Fervor on each strike and deals an additional <span class=\"val\">25%[x]</span> damage per stack of Fervor you have.</li></ul>"},{"class":"Paladin","name":"Brandish","type":"Basic","tag":"<span class=\"multiVal\">Disciple</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 14 Faith<br><span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Brandish the Light, unleashing an arc that deals <span class=\"val\">75%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Brandish applies Vulnerable to enemies for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Brandish has <span class=\"val\">20%[+]</span> increased Cast Speed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Faith Generation</span>: Brandish generates <span class=\"val\">5</span> additional Faith.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Brandish deals <span class=\"val\">20%[x]</span> increased damage</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cross Strike</span>: Brandish unleashes <span class=\"val\">2</span> additional arcs, dealing <span class=\"val\">120%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Sword of Mastery</span>: While Healthy, Brandish deals <span class=\"val\">127.5%</span> x damage and travels <span class=\"val\">100%</span> faster.</li><li class=\"mod\"><span class=\"dim\">Returning Light</span>: Brandish's light returns to you, dealing <span class=\"val\">52.5%</span> x damage on its return.</li></ul>"},{"class":"Paladin","name":"Clash","type":"Basic","tag":"<span class=\"multiVal\">Juggernaut</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 20 Faith<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Strike an enemy with your weapon and shield, dealing <span class=\"val\">115%</span> x damage.<br>Striking enemies with Clash grants you Crusader's March, increasing your Block Chance by <span class=\"val\">15%[x]</span> for <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Clash deals <span class=\"val\">20%[x]</span> increased damage</li><li class=\"mod\"><span class=\"dim\">Crusader's March Effectiveness</span>: Increase the effect of Crusader's March by <span class=\"val\">25%[x]</span></li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Faith Generation</span>: Clash generates <span class=\"val\">10</span> additional Faith.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Striking an enemy with Clash grants <span class=\"val\">2</span> stacks of Resolve.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Seize Them</span>: Your Resolve empowers Clash, dealing <span class=\"val\">8%[x]</span> increased damage per stack of Resolve.<br>Every 3rd strike, enemies are Pulled in.</li><li class=\"mod\"><span class=\"dim\">Skirmish</span>: Clash becomes a Zealot Skill and cleaves in an area for <span class=\"val\">155.25%</span> x damage.<br>Crusaders March no longer grants Block Chance or Resolve, instead granting <span class=\"val\">10%[+]</span> Critical Strike Chance up to <span class=\"val\">30%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Punishment</span>: You are emboldened during Crusader's March, granting:<br>• <span class=\"val\">30%[+]</span> Retribution Chance<br>• <span class=\"val\">3,489</span> Thorns<br>• <span class=\"val\">20%[x]</span> Thorns damage</li></ul>"},{"class":"Paladin","name":"Holy Bolt","type":"Basic","tag":"<span class=\"multiVal\">Basic</span><span class=\"multiVal\">Divine</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 16 Faith<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Throw a Holy hammer, dealing <span class=\"val\">90%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Faith Generation</span>: Holy Bolt generates an additional <span class=\"val\">7</span> Faith.</li><li class=\"mod\"><span class=\"dim\">Judgement</span>: Holy Bolt now applies Judgement.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Increases Holy Bolt Cast Speed by <span class=\"val\">10%</span> when hitting an enemy up to <span class=\"val\">30%</span> times for <span class=\"val\">4</span> seconds.<br>Decreases Holy Bolt's Cooldown by <span class=\"val\">30%</span>.</li><li class=\"mod\"><span class=\"dim\">Slow</span>: Holy Bolt Slows enemies by <span class=\"val\">50%</span> for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ricocheting Bolt</span>: Holy Bolt deals <span class=\"val\">135%</span> x damage and ricochets <span class=\"val\">3</span> times.</li><li class=\"mod\"><span class=\"dim\">Divine Bolt</span>: Holy Bolt becomes a Disciple Skill.<br>Holy Bolt pierces, deals <span class=\"val\">119.97%</span> x damage, and applies Vulnerable.</li><li class=\"mod\"><span class=\"dim\">Storm Bolt</span>: Holy Bolt becomes a Justice Skill with a <span class=\"val\">7</span> second Cooldown.<br>Holy Bolt is hurled and smashes the ground, dealing <span class=\"val\">315%</span> x damage and Stunning enemies in an area for <span class=\"val\">2</span> seconds.</li></ul>"},{"class":"Paladin","name":"Blessed Hammer","type":"Core","tag":"<span class=\"multiVal\">Divine</span>","cost":"10 Faith","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 24%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Throw a Blessed Hammer that spirals out, dealing <span class=\"val\">115%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Hitting enemies with Blessed Hammer increases its damage by <span class=\"val\">5%[x]</span> up to <span class=\"val\">5</span> times, for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Casting Blessed Hammer reduces its cost by <span class=\"val\">5%</span> for <span class=\"val\">2</span> seconds, up to <span class=\"val\">5</span> times.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Blessed Hammer gains <span class=\"val\">15%[+]</span> increased Cast Speed and its hammers travel <span class=\"val\">25%[+]</span> faster.</li><li class=\"mod\"><span class=\"dim\">Slow</span>: Blessed Hammer now Slows enemies by <span class=\"val\">50%</span> for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Mortar Combat</span>: Blessed Hammer mortars <span class=\"val\">3</span> hammers to the ground, dealing <span class=\"val\">67.08%</span> x damage in an area.</li><li class=\"mod\"><span class=\"dim\">Disciple's Halo</span>: Blessed Hammer becomes a Disciple Skill.<br>Blessed Hammer follows and orbits around you, dealing <span class=\"val\">115%</span> x damage and attacking <span class=\"val\">20%</span> faster.</li><li class=\"mod\"><span class=\"dim\">Shattering Blow</span>: Blessed Hammer deals <span class=\"val\">115%</span> x damage and shatters into <span class=\"val\">3</span> small explosions on impact, dealing <span class=\"val\">46%</span> x damage each.</li></ul>"},{"class":"Paladin","name":"Blessed Shield","type":"Core","tag":"<span class=\"multiVal\">Divine</span>","cost":"28 Faith","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Bless and hurl your shield with Holy energy, dealing <span class=\"val\">216%</span> x damage that ricochets up to <span class=\"val\">3</span> times.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Blessed Shield gains <span class=\"val\">20%[+]</span> increased Cast Speed.</li><li class=\"mod\"><span class=\"dim\">Faith Generation</span>: When Blessed Shield hits a Crowd Controlled enemy, gain <span class=\"val\">5</span> Faith.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Blessed Shield deals <span class=\"val\">75%</span> of your shield's Block Chance as additional damage.</li><li class=\"mod\"><span class=\"dim\">Armor and Block Chance Bonus</span>: Blessed Shield increases your Armor by <span class=\"val\">2%[+]</span> and Block Chance by <span class=\"val\">2%[+]</span> for <span class=\"val\">6</span> seconds each time it hits an enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Shield of Justice</span>: Blessed Shield detonates Judgement and ricochets <span class=\"val\">5</span> additional times.<br>Whenever, Blessed Shield detonates Judgement, it empowers your next throw to deal <span class=\"val\">40%[x]</span> increased damage, up to a maximum of <span class=\"val\">5</span> times.</li><li class=\"mod\"><span class=\"dim\">Shield of the Revenant</span>: Blessed Shield now boomerangs and pierces instead of ricocheting, dealing <span class=\"val\">270%</span> x damage.<br>Hitting enemies with Blessed Shield increases its damage by <span class=\"val\">5%</span> for <span class=\"val\">6</span> seconds up to <span class=\"val\">5</span> times.</li><li class=\"mod\"><span class=\"dim\">Shield of Retribution</span>: Blessed Shield becomes a Juggernaut Skill.<br>Blessed Shield travels straight without returning, pulsing your Thorns damage for <span class=\"val\">3</span> seconds before bursting for <span class=\"val\">378%</span> x damage.</li></ul>"},{"class":"Paladin","name":"Divine Lance","type":"Core","tag":"<span class=\"multiVal\">Disciple</span><span class=\"multiVal\">Mobility</span>","cost":"25 Faith","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 6%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Impale enemies with a heavenly lance, stabbing <span class=\"val\">2</span> times for <span class=\"val\">90%</span> x damage each.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Killing enemies with Divine Lance reduces the cost of your next Divine Lance by <span class=\"val\">10%</span> up to <span class=\"val\">50%</span></li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Divine Lance deals <span class=\"val\">15%[x]</span> increased damage.<br>Double this bonus against Vulnerable enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Divine Lance gains <span class=\"val\">20%[+]</span> increased Cast Speed.</li><li class=\"mod\"><span class=\"dim\">Stacking Damage</span>: Successive hits on the same target with Divine Lance deal <span class=\"val\">5%</span> more damage up to <span class=\"val\">30%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Tip of the Spear</span>: Divine Lance flurries, stabbing <span class=\"val\">2</span> additional times and deals <span class=\"val\">31.5%</span> x damage each.<br>Killing Vulnerable enemies with Divine Lance increases its Attack Speed by <span class=\"val\">5%</span> for <span class=\"val\">10</span> seconds, up to <span class=\"val\">30%</span>.</li><li class=\"mod\"><span class=\"dim\">Zealous Joust</span>: Divine Lance becomes a Zealot Skill.<br>Divine Lance now stabs with <span class=\"val\">2</span> additional spears in a wider area, dealing <span class=\"val\">67.5%</span> x damage each and has <span class=\"val\">10%[x]</span> increased Critical Strike Damage.</li><li class=\"mod\"><span class=\"dim\">Divine Javelin</span>: Throw Divine Lance, dealing <span class=\"val\">90%</span> x damage to the first enemy hit and bursting for an additional <span class=\"val\">450%</span> x damage.<br>The first time an enemy is hit by a Divine Lance, they are impaled and dragged with it.</li></ul>"},{"class":"Paladin","name":"Shield Bash","type":"Core","tag":"<span class=\"multiVal\">Juggernaut</span><span class=\"multiVal\">Mobility</span>","cost":"32 Faith","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 16%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Charge at an enemy and bash in front of you, dealing <span class=\"val\">205%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Shield Bash gains <span class=\"val\">40%</span> increased size.</li><li class=\"mod\"><span class=\"dim\">Hits Are Blocks</span>: Shield Bash's hits counts as Blocks. This effect can trigger once per Cast.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Shield Bash deals <span class=\"val\">100%[+]</span> more damage to its primary target.</li><li class=\"mod\"><span class=\"dim\">Distance</span>: Shield Bash now travels farther.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Breach</span>: Hits with Shield Bash grant you <span class=\"val\">10%[+]</span> Retribution Chance for <span class=\"val\">5</span> seconds, stacking up to <span class=\"val\">5</span> times.</li><li class=\"mod\"><span class=\"dim\">Smite</span>: Shield Bash smites the first enemy it hits, dealing <span class=\"val\">287%</span> x damage, Stunning for <span class=\"val\">3</span> second, and Knocking Back enemies behind for <span class=\"val\">102.5%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Lay Siege</span>: Whenever you have Resolve, Shield Bash increases impact size by <span class=\"val\">50%[x]</span> and deals <span class=\"val\">246%</span> x damage.<br>Gain <span class=\"val\">1</span> Resolve per enemy hit.</li></ul>"},{"class":"Paladin","name":"Zeal","type":"Core","tag":"<span class=\"multiVal\">Zealot</span>","cost":"20 Faith","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 3%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Strike enemies with blinding speed, dealing <span class=\"val\">80%</span> x damage followed immediately by <span class=\"val\">3</span> additional strikes dealing <span class=\"val\">20%</span> x damage each.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Zeal Weakens enemies for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Zeal has an additional <span class=\"val\">6%[+]</span> Critical Strike Chance.<br>Double this bonus against Weakened enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Strikes</span>: Zeal gains <span class=\"val\">2</span> additional strikes.</li><li class=\"mod\"><span class=\"dim\">Fortify</span>: Critically Striking enemies with Zeal has a <span class=\"val\">25%</span> chance to grant <span class=\"val\">1%</span> of Maximum Life (<span class=\"val\">15</span>) as Fortify.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Zealot's Legacy</span>: Zeal extends its assault, randomly seeking surrounding enemies and striking <span class=\"val\">4</span> additional times.</li><li class=\"mod\"><span class=\"dim\">Death or Glory</span>: Zeal costs <span class=\"val\">10%[x]</span> Maximum Life instead of Faith and strikes around you in a circle.<br>Whenever you lose Life, Zeal's damage increases by <span class=\"val\">60%</span> and Critical Strike Chance by <span class=\"val\">20%</span> for <span class=\"val\">6</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cull the Wicked</span>: Zeal's cleave is larger, gains <span class=\"val\">2</span> additional strikes, and deals <span class=\"val\">25%[x]</span> increased damage to Weakened enemies.</li></ul>"},{"class":"Paladin","name":"Defiance Aura","type":"Aura","tag":"<span class=\"multiVal\">Defensive</span><span class=\"multiVal\">Juggernaut</span><span class=\"multiVal\">Unstoppable</span>","cost":"25 Faith","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Your presence reinforces you and your allies, granting <span class=\"val\">30%</span> Armor and <span class=\"val\">30%</span> bonus on All Resistances.<br><span class=\"secondary\">Active:</span> You become Unstoppable for <span class=\"val\">2</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Maximum Life</span>: Defiance Aura's passive also grants you and your allies <span class=\"val\">15%</span> Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Whenever you or an ally are Injured, they become Unstoppable for <span class=\"val\">2</span> seconds and gain <span class=\"val\">10</span> Resolve. This can only occur once every <span class=\"val\">5</span> seconds</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Potency</span>: Defiance Aura gains <span class=\"val\">15%</span> more bonus from potency.</li><li class=\"mod\"><span class=\"dim\">Bonus Healing</span>: Defiance Aura grants you and your allies <span class=\"val\">25%</span> Healing received.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Rite of Thorns</span>: Defiance Aura's passive also grants <span class=\"val\">1,603</span> Thorns and increases you and your allies' Thorns by <span class=\"val\">75%[+]</span>.<br>Defiance Aura's active instead releases a nova dealing <span class=\"val\">500%[x]</span> of your Thorns damage.</li><li class=\"mod\"><span class=\"dim\">Rite of Prayer</span>: Defiance Aura's passive also Heals you and your allies for <span class=\"val\">2.0%</span> of your Maximum Life per second.<br>Healing yourself and allies grants <span class=\"val\">2</span> stacks of Resolve every <span class=\"val\">1</span> second.</li><li class=\"mod\"><span class=\"dim\">Rite of Might</span>: Defiance Aura's increases your damage by <span class=\"val\">10.0%[x]</span> for <span class=\"val\">4</span> seconds whenever you gain Resolve.</li></ul>"},{"class":"Paladin","name":"Fanaticism Aura","type":"Aura","tag":"<span class=\"multiVal\">Weaken</span><span class=\"multiVal\">Zealot</span>","cost":"10 Faith","effect":"<span class=\"mod\"><span class=\"secondary\">Passive:</span> Spending Faith emanates power from you, granting you and your allies <span class=\"val\">5.0%[+]</span> Attack Speed and <span class=\"val\">2.0%[+]</span> Critical Strike Chance for <span class=\"val\">3</span> seconds up to a maximum of <span class=\"val\">4</span> times.<br><span class=\"secondary\">Active:</span> Weaken all Nearby enemies for <span class=\"val\">4</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Potency</span>: Fanaticism Aura gains <span class=\"val\">15%</span> more bonus from potency.</li><li class=\"mod\"><span class=\"dim\">Resource Generation</span>: Fanaticism Aura increases Resource Generation for you and your allies by <span class=\"val\">25%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Extra Passive Stack</span>: Fanaticism Aura's passive stacks <span class=\"val\">1</span> additional time.</li><li class=\"mod\"><span class=\"dim\">Additional Maximum Resource</span>: Fanaticism Aura's passive also grants you and your allies <span class=\"val\">15%</span> Maximum Resource.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Rite of Redemption</span>: Weakened enemies who die within Fanaticism Aura's radius Heal you for <span class=\"val\">0.5%</span> and Fortify for <span class=\"val\">1.0%</span> of your Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Rite of Humility</span>: Fanaticism Aura's active instead makes Nearby enemies Vulnerable for <span class=\"val\">4</span> seconds.<br>Damaging Vulnerable enemies will also trigger Fanaticism's Passive.</li><li class=\"mod\"><span class=\"dim\">Rite of Vengeance</span>: Fanaticism Aura Passive increases Critical Strike Damage by <span class=\"val\">6.0%[x]</span> for you and your allies.<br>Critical Strikes trigger Fanaticism's Passive.</li></ul>"},{"class":"Paladin","name":"Holy Light Aura","type":"Aura","tag":"<span class=\"multiVal\">Divine</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> You and your allies emanate the Light, dealing <span class=\"val\">45%</span> x damage every <span class=\"val\">2</span> seconds to <span class=\"val\">3</span> random Nearby enemies. Attack Speed further increases this damage.<br><span class=\"secondary\">Active:</span> Unleash <span class=\"val\">2</span> pure bolts of light, dealing <span class=\"val\">320%</span> x Holy damage to the Closest enemy and chaining up to <span class=\"val\">4</span> additional enemies before returning to you. When your first bolt of light returns, Heal for <span class=\"val\">12%</span> of your Maximum Life.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Bounce</span>: Holy Light Aura's active bounces <span class=\"val\">1</span> additional time.</li><li class=\"mod\"><span class=\"dim\">Additional Targets</span>: Holy Light Aura's passive now targets <span class=\"val\">1</span> additional enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Judgement Damage Bonus</span>: Holy Light Aura's deals <span class=\"val\">40%[x]</span> increased damage against enemies affected by Judgement.</li><li class=\"mod\"><span class=\"dim\">Potency</span>: Holy Light Aura gains <span class=\"val\">15%</span> more bonus from potency.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Rite of Submission</span>: Holy Light's active now Stuns enemies for <span class=\"val\">1.1</span> seconds and deals <span class=\"val\">130%</span> x damage in an area if the enemy dies during this effect.</li><li class=\"mod\"><span class=\"dim\">Rite of Mercy</span>: Holy Light's active chains <span class=\"val\">2</span> more times and Fortifies you and your allies for <span class=\"val\">4.0%</span> of their Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Rite of Judgement</span>: Holy Light's active also Judges enemies and its Cooldown is reduced per rank.</li></ul>"},{"class":"Paladin","name":"Aegis","type":"Valor","tag":"<span class=\"multiVal\">Defensive</span><span class=\"multiVal\">Juggernaut</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"mod\">Surround yourself with shields of the Light, Taunting Close enemies and gaining <span class=\"val\">30%</span> Block Chance for <span class=\"val\">4</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Reduce Aegis's cooldown by <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Casting Aegis grants Unstoppable for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Block Damage Reduction</span>: Casting Aegis increases your Block Damage Reduction by <span class=\"val\">15%</span> while active.</li><li class=\"mod\"><span class=\"dim\">Duration</span>: Increase Aegis's duration by <span class=\"val\">4</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Impunity</span>: While Aegis is active, you gain <span class=\"val\">40%</span> Thorns and Retribution Chance.</li><li class=\"mod\"><span class=\"dim\">Stay Resolute</span>: <span class=\"secondary\">Passive:</span> Gaining or spending Resolve has a <span class=\"val\">4%</span> chance to trigger a free Aegis.<br>Casting Aegis grants <span class=\"val\">8</span> stacks of Resolve.</li><li class=\"mod\"><span class=\"dim\">Faith Is My Shield</span>: Aegis now applies Judgement instead of Taunting enemies.<br>Blocking while Aegis is active applies Judgement to the attacker.</li></ul>"},{"class":"Paladin","name":"Falling Star","type":"Valor","tag":"<span class=\"multiVal\">Disciple</span><span class=\"multiVal\">Mobility</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 24%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Soar into the air with angelic wings and dive onto the battlefield, dealing <span class=\"val\">80%</span> x damage on takeoff and <span class=\"val\">240%</span> x damage on landing.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Falling Star applies Vulnerable to enemies for <span class=\"val\">4</span> seconds on landing.</li><li class=\"mod\"><span class=\"dim\">Additional Charge</span>: Falling Star has <span class=\"val\">1</span> additional Charge.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage</span>: Falling Star deals <span class=\"val\">20%[x]</span> increased damage if it is cast again within <span class=\"val\">15</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Killing a Vulnerable enemy reduces the Cooldown of Falling Star by <span class=\"val\">0.5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Starfall</span>: When landing, Falling Star deals <span class=\"val\">105%</span> x damage and erupts <span class=\"val\">3</span> additional times.</li><li class=\"mod\"><span class=\"dim\">Fanatic Descent</span>: Falling Star becomes a Zealot skill, now dealing <span class=\"val\">559.92%</span> x damage on landing and Weakening enemies hit for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Faster Than Light</span>: Falling Star cuts through the battlefield, Knocking Down enemies for <span class=\"val\">2</span> seconds when landing and creating a fissure along your path that deals <span class=\"val\">180%</span> x damage before erupting for <span class=\"val\">60%</span> x damage.</li></ul>"},{"class":"Paladin","name":"Rally","type":"Valor","tag":"<span class=\"multiVal\">Zealot</span>","cost":"","effect":"<span class=\"mod\">Rally forth, generating <span class=\"val\">16</span> Faith and gaining <span class=\"val\">15%[+]</span> Movement Speed for <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Rally's Cooldown and Costs are reduced by <span class=\"val\">15%</span>.</li><li class=\"mod\"><span class=\"dim\">Unhindered and Movement Speed</span>: Casting Rally's increases your Movement Speed by an additional <span class=\"val\">5%[+]</span> and grants Unhindered while active.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: Increases Rally's duration by <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Casting Rally increases your Critical Strike Chance by <span class=\"val\">5%[+]</span> while active.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Words of Rejuvenation</span>: Rally generates <span class=\"val\">20</span> more Faith and gains <span class=\"val\">1</span> additional Charge.</li><li class=\"mod\"><span class=\"dim\">Words of Inspiration</span>: Rally spends all available Charges, reducing all active Justice Skill Cooldowns by <span class=\"val\">3</span> seconds per Charge.</li><li class=\"mod\"><span class=\"dim\">Words of Sacrifice</span>: Rally now costs <span class=\"val\">35%</span> of your Maximum Life and can stack up to <span class=\"val\">3</span> times.</li></ul>"},{"class":"Paladin","name":"Shield Charge","type":"Valor","tag":"<span class=\"multiVal\">Channeled</span><span class=\"multiVal\">Juggernaut</span><span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Valor</span>","cost":"1 Faith","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 35%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Charge with your shield and push enemies Back, granting <span class=\"val\">40%[+]</span> Armor and dealing <span class=\"val\">90%</span> x damage while Channeling.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Shield Charge's damage increases by <span class=\"val\">10%[x]</span> when it hits an enemy for <span class=\"val\">6</span> seconds, up to <span class=\"val\">30%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Shield Charge grants <span class=\"val\">1</span> Resolve whenever it hits an enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Hit Count As Blocking</span>: Shield Charge's hits count as Blocks.</li><li class=\"mod\"><span class=\"dim\">Retribution</span>: Shield Charge grants <span class=\"val\">10%[+]</span> Retribution chance while charging when you hit an enemy up to <span class=\"val\">30%[+]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Phalanx Charge</span>: Shield Charge surges forward in a wave of energy and Knocks enemies Back, dealing <span class=\"val\">157.5%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Virtuous Charge</span>: Shield Charge becomes a Judicator Skill and consumes Judgement on impact, increasing the ending nova damage by <span class=\"val\">20%[+]</span> for each Judgement consumed up to <span class=\"val\">100%</span>.<br>When Shield Charge ends you release a Holy nova, dealing <span class=\"val\">90%</span> x damage and Stunning enemies for <span class=\"val\">0.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Relentless Charge</span>: Shield Charge becomes a Core Skill that deals <span class=\"val\">108%</span> x damage.<br>Shield Charge now costs 20 Faith to Cast and an additional 1 Faith per second.</li></ul>"},{"class":"Paladin","name":"Condemn","type":"Justice","tag":"<span class=\"multiVal\">Angelic</span><span class=\"multiVal\">Disciple</span><span class=\"multiVal\">Unhindered</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 26%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Harness the Light and Pull enemies in after <span class=\"val\">1.5</span> seconds, briefly Stunning them and dealing <span class=\"val\">240%</span> x damage.<br>While Casting Condemn, you become Unhindered for <span class=\"val\">1.5</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Casting Condemn increases your Movement Speed by <span class=\"val\">30%</span> for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Size Increase</span>: Condemn's size is increased by <span class=\"val\">50%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Condemn reduces its cooldown by <span class=\"val\">1</span> second for each enemy hit, up to <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Condemn applies Weaken to enemies for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Gather the Guilty</span>: Condemn now has 1 additional Charge and applies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Shepherd the Flock</span>: Condemn's build up marks all enemies and drags them to your location after it Casts.</li><li class=\"mod\"><span class=\"dim\">Atonement</span>: Condemn Casts significantly faster instead of Pulling enemies in, dealing <span class=\"val\">420%</span> x damage.</li></ul>"},{"class":"Paladin","name":"Consecration","type":"Justice","tag":"<span class=\"multiVal\">Defensive</span><span class=\"multiVal\">Divine</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 12%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Bathe in the Light for <span class=\"val\">6</span> seconds, Healing you and your allies for <span class=\"val\">4.0%</span> Maximum Life per second and damaging enemies for <span class=\"val\">75%</span> x damage per second.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration</span>: Increase the duration of Consecration by <span class=\"val\">35%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Consecration Weakens enemies within.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resource Generation</span>: Consecration increases Primary Resource Generation for you and your allies by <span class=\"val\">10%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Fortify</span>: Consecration's initial Cast Fortifies you for <span class=\"val\">0.5%</span> of Maximum Life (<span class=\"val\">8</span>) per enemy hit.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Sanctify</span>: Consecration lasts <span class=\"val\">3</span> seconds, increasing its damage and Healing by <span class=\"val\">20%</span> each second.<br>Consecration detonates when it expires, dealing <span class=\"val\">90%</span> x damage to all enemies and Healing you and your allies for <span class=\"val\">15%</span> of their Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Bastion</span>: Consecration Immobilizes enemies and can be cast anywhere.</li><li class=\"mod\"><span class=\"dim\">Hallowed Ground</span>: Consecration's size is increased by <span class=\"val\">56%</span><br>While inside Consecration, you and your allies deal <span class=\"val\">7%[x]</span> additional damage and consume <span class=\"val\">15%[x]</span> less resource.</li></ul>"},{"class":"Paladin","name":"Purify","type":"Justice","tag":"<span class=\"multiVal\">Daze</span><span class=\"multiVal\">Defensive</span><span class=\"multiVal\">Divine</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"mod\">Enshroud your enemies in the Light, Dazing them for <span class=\"val\">2</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Faith Generation</span>: Purify generates <span class=\"val\">10</span> Faith for each enemy it hits.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Purify reduces its cooldown by <span class=\"val\">1</span> second per enemy it hits up to <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Increase the size of Purify by <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Echo</span>: Purify echoes <span class=\"val\">2</span> additional times outward from where it is Cast.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Absolution</span>: Purify now can be cast on enemies. Instead of Dazing them, it deals <span class=\"val\">380%</span> x damage and makes enemies Vulnerable for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Surrender</span>: Instead of Dazing enemies, Purify now Stuns for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Sentence</span>: Purify also Judges enemies and its cooldown is reduced by <span class=\"val\">4</span> seconds.</li></ul>"},{"class":"Paladin","name":"Spear of the Heavens","type":"Justice","tag":"<span class=\"multiVal\">Divine</span><span class=\"multiVal\">Justice</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Rain down <span class=\"val\">4</span> heavenly spears from the sky, dealing <span class=\"val\">160%</span> x damage and Knocking Down enemies for <span class=\"val\">1.5</span> seconds. After <span class=\"val\">1.5</span> seconds, the spears burst, dealing <span class=\"val\">120%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Projectiles</span>: Spear of the Heavens releases <span class=\"val\">3</span> additional projectiles after its 1st impact.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Spear of the Heavens applies Vulnerable to enemies for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Consuming Judgement reduces Spear of the Heavens active cooldown by <span class=\"val\">0.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Judgement Damage Bonus</span>: Spear of the Heavens deals <span class=\"val\">40%[x]</span> increased damage against enemies affected by Judgement.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Pronouncement of Heaven</span>: Spear of the Heavens gains <span class=\"val\">3</span> initial spears that deal <span class=\"val\">120%</span> x damage per second for <span class=\"val\">12</span> seconds. These spears can be marked with Judgement.</li><li class=\"mod\"><span class=\"dim\">Part the Heavens</span>: Spear of the Heavens now drops <span class=\"val\">8</span> spears along the path toward your target.</li><li class=\"mod\"><span class=\"dim\">Fist of the Heavens </span>: Spear of the Heavens becomes a Core Skill and is now pure Holy energy that crashes down from the sky.<br>On impact it deals <span class=\"val\">385.6%</span> x damage and breaks into <span class=\"val\">5</span> projectiles, dealing <span class=\"val\">385.6%</span> x additional damage to enemies in their path.</li></ul>"},{"class":"Paladin","name":"Arbiter of Justice","type":"Ultimate","tag":"<span class=\"multiVal\">Arbiter</span><span class=\"multiVal\">Arbiter Of Justice</span><span class=\"multiVal\">Disciple</span><span class=\"multiVal\">Mobility</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 16%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Ascend to the heavens and crash upon the battlefield as an Arbiter for <span class=\"val\">20.0</span> seconds, dealing <span class=\"val\">600%</span> x damage upon landing.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Arbiter of Justice grants <span class=\"val\">30%[x]</span> Movement Speed while in Arbiter form.</li><li class=\"mod\"><span class=\"dim\">Duration</span>: Arbiter's duration is increased by <span class=\"val\">10</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Reduce Arbiter of Justice's Cooldown by <span class=\"val\">20</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Wing Strike Recast</span>: Arbiter form's Wing Strikes recast time is reduced by <span class=\"val\">0.5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Seraph's Wings</span>: Arbiter form gains the following benefits:<br>• Wing Strikes deal <span class=\"val\">200%[x]</span> increased damage<br>• Wing Strikes apply Vulnerable</li><li class=\"mod\"><span class=\"dim\">Reach of the Law</span>: Arbiter's Wing Strikes now apply Judgement to enemies.</li><li class=\"mod\"><span class=\"dim\">Divine Intervention</span>: Arbiter of Justice ascends for an additional <span class=\"val\">2</span> seconds and rains Blessed Spears on the battlefield.<br>Upon landing, Arbiter of Justice bombards the battlefield with <span class=\"val\">10</span> additional Blessed Spears, applying Vulnerable for <span class=\"val\">4</span> seconds.</li></ul>"},{"class":"Paladin","name":"Fortress","type":"Ultimate","tag":"<span class=\"multiVal\">Defensive</span><span class=\"multiVal\">Guardian</span><span class=\"multiVal\">Immune</span><span class=\"multiVal\">Juggernaut</span><span class=\"multiVal\">Unstoppable</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 14%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Make your stand, becoming Immune for <span class=\"val\">8.0</span> seconds and create a defensive area around you for <span class=\"val\">8.0</span> seconds.<br>Standing in your Fortress grants you and your allies <span class=\"val\">2</span> Resolve stacks every <span class=\"val\">0.5</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Free Cast</span>: While inside of your Fortress your Skills are free to Cast.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: While inside of your Fortress you are Unstoppable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration</span>: Increase Fortress's duration by <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Resolve Damage Bonus</span>: While inside of your Fortress you gain <span class=\"val\">4.0%[x]</span> damage per stack of Resolve.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Rampart of Thorns</span>: Enemies inside Fortress are Slowed by <span class=\"val\">50%</span> and take <span class=\"val\">500%</span> of your Thorns damage per second.</li><li class=\"mod\"><span class=\"dim\">Entrench</span>: While inside of Fortress your Life cannot be reduced below <span class=\"val\">1</span>.<br>Fortress duration is reduced by <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Barricade</span>: Killing enemies inside of your Fortress extends its duration by <span class=\"val\">0.5</span> seconds up to <span class=\"val\">20</span> seconds.<br>You may recast Fortress to move it to your current location.</li></ul>"},{"class":"Paladin","name":"Heaven's Fury","type":"Ultimate","tag":"<span class=\"multiVal\">Divine</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 3%<br><span class=\"secondary\">Damage Type</span>: Holy<br><span class=\"mod\">Grasp the Light, dealing <span class=\"val\">200%</span> x damage around you per second before releasing it to seek Nearby enemies and dealing <span class=\"val\">60%</span> x damage per hit for <span class=\"val\">7</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Judgement</span>: Heaven's Fury's light Judges enemies.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Enemies hit by Heaven's Fury take <span class=\"val\">20%</span> increased damage from Heaven's Fury forever.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration</span>: Increase Heaven's Fury duration by <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Slow</span>: Heaven's Fury Slows enemies by <span class=\"val\">50%</span> for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Final Justice</span>: Heaven's Fury can Cast anywhere, concentrating the Light as it grows and Pulls enemies in while dealing <span class=\"val\">105%</span> x damage per second before erupting for <span class=\"val\">1,260%</span> x damage.<br>Heaven's Fury's Cooldown is increased by <span class=\"val\">10</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Walk With The Light</span>: Heaven's Fury splits into <span class=\"val\">5</span> orbiting beams, dealing <span class=\"val\">78%</span> x damage each hit for <span class=\"val\">7</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Triplicate</span>: Heaven's Fury splits into <span class=\"val\">3</span> beams, dealing <span class=\"val\">57%</span> x damage each hit for <span class=\"val\">7</span> seconds.</li></ul>"},{"class":"Paladin","name":"Zenith","type":"Ultimate","tag":"<span class=\"multiVal\">Zealot</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 28%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Summon a divine sword that cleaves the battlefield for <span class=\"val\">450%</span> x damage.<br>Casting Zenith again cuts through the battlefield for <span class=\"val\">400%</span> x damage and Knocks Down enemies for <span class=\"val\">2</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Casting Zenith increases your <span class=\"val\">5%[+]</span> Critical Strike Chance for <span class=\"val\">6</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Zenith applies Weaken to enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Killing Weakened enemies with Zenith reduces its cooldown by <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: While Zenith is active, you are Unstoppable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Empyrean Edge</span>: Zenith is now also a Mobility Skill that:<br>• Dashes to enemies<br>• Gains <span class=\"val\">25%[+]</span> Critical Strike Damage</li><li class=\"mod\"><span class=\"dim\">Sunder</span>: Zenith sunders a rift in the ground with a single strike, Knocking Down enemies and dealing <span class=\"val\">900%</span> x damage.<br>After <span class=\"val\">0.75</span> second, the rift detonates for <span class=\"val\">675%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Sermon of Steel</span>: Zenith unleashes your wrath, dealing <span class=\"val\">157.5%</span> x damage and can be cast indefinitely for <span class=\"val\">6</span> seconds before starting its Cooldown.<br>Instead of Knocking Down enemies, Zenith's 2nd strike extends this duration by <span class=\"val\">0.5</span> second.</li></ul>"},{"class":"Rogue","name":"Blade Shift","type":"Basic","tag":"<span class=\"multiVal\">Cutthroat</span><span class=\"multiVal\">Unhindered</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 1 Combo Point<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Quickly stab your victim for <span class=\"val\">45%</span> x damage and shift, making you Unhindered for <span class=\"val\">4</span> seconds. Moving through enemies refreshes the shift duration.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: When you move through an enemy, gain <span class=\"val\">1</span> stack of Resolve.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: When you move through an enemy, gain <span class=\"val\">1</span> stack of Overpower.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Energy</span>: When you move through an enemy, gain <span class=\"val\">4</span> Energy.</li><li class=\"mod\"><span class=\"dim\">Resistance</span>: While Blade Shift is active, gain <span class=\"val\">+700</span> and <span class=\"val\">20.0%[x]</span> Resistance to All Elements.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Grenade Shift</span>: Blade Shift now deals <span class=\"val\">56.25%</span> x damage and while Unhindered by Blade Shift, you drop <span class=\"val\">2</span> Stun Grenades that each deal <span class=\"val\">11.25%</span> x damage on the enemies you pass through.</li><li class=\"mod\"><span class=\"dim\">Impossible Escape</span>: Blade Shift now deals <span class=\"val\">56.25%</span> x Shadow damage and moving through an enemy while Unhindered by Blade Shift automatically attacks that enemy with Blade Shift.</li><li class=\"mod\"><span class=\"dim\">Range of Motion</span>: Blade Shift's shift now lasts for <span class=\"val\">4</span> additional seconds and while active, grants you <span class=\"val\">15%[x]</span> increased Movement Speed. When you move through an enemy, Blade Shift is empowered to deal <span class=\"val\">75%[x]</span> increased damage while active.</li></ul>"},{"class":"Rogue","name":"Forceful Arrow","type":"Basic","tag":"<span class=\"multiVal\">Marksman</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 1 Combo Point<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Fire a powerful arrow at an enemy, dealing <span class=\"val\">50%</span> x damage and Propelling Close enemies, Knocking Back the enemy. Propel can occur once every <span class=\"val\">2</span> seconds per enemy.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Forceful Arrow causes enemies to become Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Energy</span>: Gain <span class=\"val\">3</span> Energy when Forceful Arrow damages an enemy and an additional <span class=\"val\">4</span> Energy after attempting to Propel an enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Forceful Arrow grants <span class=\"val\">1</span> stacks of Ferocity after attempting to Propel an enemy.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Forceful Arrow grants <span class=\"val\">1</span> stack of Overpower after attempting to Propel an enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cloudburst</span>: Forceful Arrow's Propel no longer Knocks Back Close enemies and instead creates an Arrow Storm every <span class=\"val\">3</span> arrows, dealing <span class=\"val\">112.5%</span> x damage and Slowing enemies hit by <span class=\"val\">50%</span> for <span class=\"val\">1.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Pin</span>: Forceful Arrow now Immobilizes Knocked Back enemies for <span class=\"val\">1.5</span> seconds and deals <span class=\"val\">87.5%</span> x damage. Forceful Arrow's Knock Back range is increased by <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Ender</span>: Forceful Arrow pierces through the first enemy hit, deals <span class=\"val\">82.5%</span> x damage, and has a <span class=\"val\">30%</span> chance to Execute enemies.</li></ul>"},{"class":"Rogue","name":"Heartseeker","type":"Basic","tag":"<span class=\"multiVal\">Marksman</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 1 Combo Point<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Fire an arrow that seeks an enemy and pierces through its heart, dealing <span class=\"val\">50%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: When Heartseeker hits an enemy, your Critical Strike Chance against them is increased by <span class=\"val\">1%[+]</span> for <span class=\"val\">0.1</span> seconds, up to <span class=\"val\">5%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Energy</span>: Gain <span class=\"val\">3</span> Energy when Heartseeker hits an enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Pierce</span>: Heartseeker pierces through <span class=\"val\">1</span> additional enemy.</li><li class=\"mod\"><span class=\"dim\">Weakened</span>: When Heartseeker hits an enemy, they become Weakened for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Procession</span>: Heartseeker now has a <span class=\"val\">30%</span> chance to fire an additional arrow. When Heartseeker Critically Strikes, it grants <span class=\"val\">1</span> stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Devouring Arrow</span>: Heartseeker now pierces up to <span class=\"val\">1</span> additional time and deals <span class=\"val\">10%[x]</span> increased damage against the enemy it hits for the next <span class=\"val\">0.1</span> seconds, up to <span class=\"val\">40%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Confluence</span>: Heartseeker now has a <span class=\"val\">10</span> second Cooldown and fires <span class=\"val\">2</span> additional arrows to your left and right dealing <span class=\"val\">30%</span> x damage. If at least <span class=\"val\">2</span> arrows hit the same enemy, surrounding enemies will be Pulled In.</li></ul>"},{"class":"Rogue","name":"Invigorating Strike","type":"Basic","tag":"<span class=\"multiVal\">Cutthroat</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 1 Combo Point<br><span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Melee attack an enemy, dealing <span class=\"val\">65%</span> x damage and also gain <span class=\"val\">3</span> Energy once every <span class=\"val\">1.0</span> seconds for <span class=\"val\">1</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: Heal for <span class=\"val\">2%</span> of your Maximum Life once every <span class=\"val\">1.0</span> seconds for <span class=\"val\">4</span> seconds after hitting an enemy with Invigorating Strike.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Hitting an enemy with Invigorating Strike makes them Vulnerable for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Increases Invigorating Strike Cast Speed by <span class=\"val\">5%</span> when hitting an enemy for the first time, up to <span class=\"val\">20%</span>, for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Energy</span>: Gain <span class=\"val\">2</span> additional Energy once every <span class=\"val\">1.0</span> seconds after hitting an enemy with Invigorating Strike. If a Close enemy is Crowd Controlled, the additional Energy gain is increased to <span class=\"val\">4</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Accumulating Strike</span>: Invigorating Strike now deals <span class=\"val\">113.75%</span> x damage and every <span class=\"val\">3rd</span> cast grants <span class=\"val\">1</span> stack of Resolve and <span class=\"val\">1</span> stack of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Quick Strike</span>: Invigorating Strike is also a Mobility Skill.<br>Casting Invigorating Strike now dashes you to the target, dealing <span class=\"val\">113.75%</span> x damage and granting <span class=\"val\">10%[x]</span> increased Movement Speed for <span class=\"val\">1</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Enervating Strike</span>: Invigorating Strike now cleaves, dealing <span class=\"val\">84.5%</span> x Cold damage and Chilling enemies for <span class=\"val\">20%</span> per attack.</li></ul>"},{"class":"Rogue","name":"Puncture","type":"Basic","tag":"<span class=\"multiVal\">Marksman</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 1 Combo Point<br><span class=\"secondary\">Lucky Hit Chance</span>: 35%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Throw blades a short distance, dealing <span class=\"val\">45%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Energy</span>: Gain <span class=\"val\">3</span> Energy when Puncture damages an enemy and an additional <span class=\"val\">2</span> Energy if the enemy is Crowd Controlled.</li><li class=\"mod\"><span class=\"dim\">Crowd Control</span>: Puncture Slows enemies by <span class=\"val\">20%</span> for <span class=\"val\">0.35</span> seconds. Critical Strikes will Immobilize enemies for <span class=\"val\">0.35</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Every <span class=\"val\">3rd</span> Puncture grants <span class=\"val\">1</span> stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Pierce</span>: Puncture pierces through <span class=\"val\">1</span> enemy and has its range increased by <span class=\"val\">50%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Propulsion</span>: Puncture now deals <span class=\"val\">56.25%</span> x damage and every <span class=\"val\">3rd</span> Puncture will also ricochet up to <span class=\"val\">3</span> times. Hits against Slowed enemies will always ricochet.</li><li class=\"mod\"><span class=\"dim\">Three of a Kind</span>: Puncture becomes a Cutthroat Skill.<br>Puncture now throws <span class=\"val\">3</span> blades in a spread, each dealing <span class=\"val\">60%</span> of its Base damage. Hitting an enemy with all <span class=\"val\">3</span> blades at once makes them Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Blight Burst</span>: Puncture now also applies <span class=\"val\">25%</span> of its Base damage as Poisoning damage over <span class=\"val\">6</span> seconds and also Poisons up to <span class=\"val\">2</span> enemies near your target. Enemies Poisoned this way are always pierced by Puncture and your Critical Strike Chance against them is increased by <span class=\"val\">10%[+]</span>.</li></ul>"},{"class":"Rogue","name":"Barrage","type":"Core","tag":"<span class=\"multiVal\">Chain</span><span class=\"multiVal\">Imbueable</span><span class=\"multiVal\">Marksman</span>","cost":"30 Energy","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 40%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Unleash a barrage of <span class=\"val\">5</span> arrows that expands outwards, each dealing <span class=\"val\">100%</span> x damage and piercing up to <span class=\"val\">2</span> times. Arrows cannot hit the same target more than once.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Energy Cost Reduction</span>: Barrage's Energy Cost is reduced to <span class=\"val\">24</span>.</li><li class=\"mod\"><span class=\"dim\">Vulnerable or Weakened</span>: Barrage deals <span class=\"val\">20%[x]</span> increased damage against Vulnerable or Weakened enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Barrage gains <span class=\"val\">20%[+]</span> increased Cast Speed.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Casting Barrage consumes <span class=\"val\">1</span> stacks of Overpower to fire <span class=\"val\">2</span> additional arrows and all arrows to deal <span class=\"val\">20%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Multishot</span>: Barrage deals <span class=\"val\">170%</span> x damage and fires <span class=\"val\">2</span> additional arrows and all of its arrows now travel faster and pierce through <span class=\"val\">2</span> additional enemies.</li><li class=\"mod\"><span class=\"dim\">Broadside</span>: Barrage no longer pierces and fires <span class=\"val\">2</span> less arrows. Its arrows each drop <span class=\"val\">1</span> Stun Grenade that deals <span class=\"val\">25%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Succession</span>: Barrage fires arrows into the air, dealing <span class=\"val\">20%</span> x damage upon landing. Each arrow causes the enemy it hits to take <span class=\"val\">15%[x]</span> increased damage from Barrage for the next <span class=\"val\">4</span> seconds, up to <span class=\"val\">75%[x]</span>. Barrage now also creates an Arrow Storm, dealing <span class=\"val\">20%</span> x damage.</li></ul>"},{"class":"Rogue","name":"Dance of Knives","type":"Core","tag":"<span class=\"multiVal\">Channeled</span><span class=\"multiVal\">Cutthroat</span><span class=\"multiVal\">Imbueable</span>","cost":"25 Energy","effect":"<span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Channel to launch knives at surrounding enemies with each knife dealing <span class=\"val\">65%</span> x damage. Attack Speed increases damage done rather than number of knives thrown.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Slow and Movement Speed</span>: Dance of Knives Slows enemies hit by <span class=\"val\">25%</span> for <span class=\"val\">1</span> seconds and grants <span class=\"val\">12%[x]</span> Movement Speed while Channeling.</li><li class=\"mod\"><span class=\"dim\">Energy Cost Reduction</span>: Dance of Knives' Energy Cost is reduced to <span class=\"val\">20</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Pierce and Size</span>: Dance of Knives' knives has a <span class=\"val\">33%</span> chance to pierce and grenades' explosion area is increased by <span class=\"val\">25%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Lucky Hit</span>: Dance of Knives gains <span class=\"val\">20%[x]</span> increased Lucky Hit Chance.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fan of Knives</span>: Dance of Knives now throws a fan of <span class=\"val\">5</span> knives that each deal <span class=\"val\">45.5%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Star Shards</span>: Knives have a <span class=\"val\">50%</span> chance to shatter into <span class=\"val\">6</span> shards of metal on hit, dealing <span class=\"val\">32.5%</span> x damage.<br>Dance of Knives becomes a Marksman Skill.</li><li class=\"mod\"><span class=\"dim\">Grenade Jumper</span>: Dance of Knives now drops grenades instead of knives, each dealing <span class=\"val\">130%</span> x.<br>Dance of Knives is also a Grenade Skill.</li></ul>"},{"class":"Rogue","name":"Flurry","type":"Core","tag":"<span class=\"multiVal\">Cutthroat</span><span class=\"multiVal\">Imbueable</span>","cost":"25 Energy","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Unleash a flurry of stabs and slashes, striking enemies in front of you <span class=\"val\">4</span> times and dealing a total of <span class=\"val\">140%</span> x damage to each.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: Casting Flurry grants <span class=\"val\">10%</span> Dodge Chance for <span class=\"val\">3</span> seconds while you have Resolve.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Casting Flurry increases its damage by <span class=\"val\">15%[x]</span>, up to <span class=\"val\">45%[x]</span>. This bonus resets after hitting the maximum.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Fortify</span>: Fortify for <span class=\"val\">3%</span> of your Maximum Life (<span class=\"val\">46</span>) when Flurry hits an enemy for the first time.</li><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Flurry gains <span class=\"val\">20%[+]</span> increased Cast Speed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vehemence</span>: Flurry's size is increased by <span class=\"val\">50%[x]</span> and its Energy Cost is reduced to <span class=\"val\">15</span>. Flurry now also gains <span class=\"val\">3%[x]</span> increased damage each time it hits an enemy, up to <span class=\"val\">75%[x]</span>, for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Encircling Blades</span>: Flurry now damages enemies in a circle around you and deals <span class=\"val\">54.25%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Transporter</span>: Flurry is also a Mobility Skill.<br>Casting Flurry deals <span class=\"val\">75%[x]</span> increased damage, dashes you to the target, and grants <span class=\"val\">10%[x]</span> increased Movement Speed for <span class=\"val\">3</span> seconds.</li></ul>"},{"class":"Rogue","name":"Penetrating Shot","type":"Core","tag":"<span class=\"multiVal\">Imbueable</span><span class=\"multiVal\">Marksman</span>","cost":"35 Energy","effect":"<span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Fire an arrow that pierces through all enemies in a line, dealing <span class=\"val\">150%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Penetrating Shot's arrows deal <span class=\"val\">25%[x]</span> increased damage. This bonus is reduced by <span class=\"val\">5%[x]</span> per enemy they pierce.</li><li class=\"mod\"><span class=\"dim\">Slow</span>: Penetrating Shot Slows enemies hit by <span class=\"val\">40%</span> for <span class=\"val\">1.5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Penetrating Shot deals <span class=\"val\">20%[x]</span> increased damage to Vulnerable enemies.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Penetrating Shot deals <span class=\"val\">7%[x]</span> increased damage per stack of Ferocity.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Shadow Shot</span>: Penetrating Shot now summons <span class=\"val\">2</span> Shades that also fire at your target, each dealing <span class=\"val\">60%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Ballista</span>: Penetrating Shot takes <span class=\"val\">100%</span> longer to fire, but shoots a larger, more powerful arrow dealing <span class=\"val\">525%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Trick Shot</span>: Whenever Penetrating Shot damages an enemy, <span class=\"val\">2</span> additional arrows split off to either side. These side arrows deal <span class=\"val\">50%[x]</span> of Penetrating Shot's Base damage and do not split.</li></ul>"},{"class":"Rogue","name":"Rapid Fire","type":"Core","tag":"<span class=\"multiVal\">Imbueable</span><span class=\"multiVal\">Marksman</span>","cost":"25 Energy","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Rapidly fire <span class=\"val\">7</span> arrows, each dealing <span class=\"val\">30%</span> x damage and ricocheting <span class=\"val\">2</span> times.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike</span>: Rapid Fire gains <span class=\"val\">5%[+]</span> increased Critical Strike Chance. Each subsequent arrow of Rapid Fire has <span class=\"val\">1%[+]</span> increased Critical Strike Chance, up to <span class=\"val\">7%[+]</span> on the <span class=\"val\">7</span>th arrow.</li><li class=\"mod\"><span class=\"dim\">Energy Gain</span>: For each arrow, gain <span class=\"val\">1</span> Energy when they first hit a Vulnerable or Weakened target.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Rapid Fire deals <span class=\"val\">7%[x]</span> increased damage per stack of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Additional Projectiles</span>: Rapid Fire fires <span class=\"val\">1</span> additional arrow. Casting Rapid Fire consumes <span class=\"val\">1</span> stack of Overpower to fire <span class=\"val\">2</span> more additional arrow.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Explosive Shot</span>: Rapid Fire is also a Grenade Skill.<br>Rapid Fire fires arrows tipped with grenades, causing them to no longer ricochet and instead explode, dealing <span class=\"val\">22.5%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Breakneck Quiver</span>: Rapid Fire gains <span class=\"val\">50%[+]</span> increased Cast Speed, and its Energy Cost is reduced to <span class=\"val\">15</span>.</li><li class=\"mod\"><span class=\"dim\">Ruckus</span>: Rapid Fire deals <span class=\"val\">48%</span> x damage and ricochets to <span class=\"val\">1</span> additional target.</li></ul>"},{"class":"Rogue","name":"Twisting Blades","type":"Core","tag":"<span class=\"multiVal\">Cutthroat</span><span class=\"multiVal\">Imbueable</span>","cost":"30 Energy","effect":"<span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Impale an enemy with your blades, dealing <span class=\"val\">30%</span> x damage. After <span class=\"val\">1.5</span> seconds the blades return to you, piercing enemies for <span class=\"val\">69.9%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: When you impale an enemy with Twisting Blades, gain <span class=\"val\">1</span> stack of Resolve.</li><li class=\"mod\"><span class=\"dim\">Crowd Controlled or Weakened</span>: Twisting Blades deals <span class=\"val\">20%[x]</span> increased damage to Crowd Controlled or Weakened enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Energy Cost Reduction</span>: Twisted Blades' Energy Cost is reduced to <span class=\"val\">24</span>.</li><li class=\"mod\"><span class=\"dim\">Damage Increase and Execute</span>: Twisting Blades' initial impale Executes enemies. Twisting Blades' return damage is also increased by <span class=\"val\">20%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Bladedancer</span>: Twisting Blades now cleaves and spirals outward around you for a short time after they return, dealing <span class=\"val\">27.96%</span> x damage per hit.</li><li class=\"mod\"><span class=\"dim\">Sleight of Hand</span>: Enemies impaled by Twisting Blades are Dazed. When your Twisting Blades return, your active Cooldowns are reduced by <span class=\"val\">0.10</span> seconds per enemy they passed through, up to <span class=\"val\">2</span> seconds. Twisting Blades damage is increased by <span class=\"val\">75%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Twisted Twin</span>: Impaling an enemy with Twisting Blades also summons <span class=\"val\">1</span> Shade to strike a nearby target, dealing <span class=\"val\">22.5%</span> x damage on impale and <span class=\"val\">52.43%</span> x damage on returning.</li></ul>"},{"class":"Rogue","name":"Caltrops","type":"Agility","tag":"<span class=\"multiVal\">Trap</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Throw caltrops on the ground, dealing <span class=\"val\">60%</span> x damage. Affected enemies take <span class=\"val\">10%</span> x damage every second and are Slowed by <span class=\"val\">50%</span>. Lasts <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration</span>: Caltrops' duration is increased by <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Casting Caltrops grants <span class=\"val\">1</span> stack of Ferocity.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike</span>: You now have <span class=\"val\">3%[+]</span> Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.</li><li class=\"mod\"><span class=\"dim\">Size</span>: Caltrops' size is increased by <span class=\"val\">25%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Mired Sharpshooter</span>: Caltrops no longer Slows enemies and instead is also a Marksman Skill that throws <span class=\"val\">24</span> piercing daggers over its duration, each dealing <span class=\"val\">6%</span> x Shadow damage. Enemies damaged by Caltrops become Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Catch Cold</span>: Caltrops now deals Cold damage and Chills enemies for <span class=\"val\">15</span>% per second.</li><li class=\"mod\"><span class=\"dim\">Pernicious Poisons</span>: Throw <span class=\"val\">3</span> smaller Caltrops that now deal Poison damage and <span class=\"val\">105%</span> x Poisoning damage over <span class=\"val\">2</span> seconds. Enemies affected by this Poisoning are Weakened</li></ul>"},{"class":"Rogue","name":"Dash","type":"Agility","tag":"<span class=\"multiVal\">Cutthroat</span><span class=\"multiVal\">Imbueable</span><span class=\"multiVal\">Mobility</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Dash forward and slash enemies for <span class=\"val\">65%</span> x damage. Any enemies hit are Slowed by <span class=\"val\">30%</span> for <span class=\"val\">4</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Damaging enemies with Dash increases their chance to be Critically Struck by <span class=\"val\">5%[+]</span> for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Enemies you Dash through become Weakened for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Charges and Cooldown Reduction</span>: Dash has <span class=\"val\">1</span> additional Charge and its Charge Cooldown is reduced by <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: At the end of Dash, gain <span class=\"val\">2</span> stack of Resolve.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Detonation</span>: Dash is also a Grenade Skill. At the end of Dash, explode and Knock Down surrounding enemies for <span class=\"val\">2</span> seconds, dealing <span class=\"val\">227.5%</span> x damage to them.</li><li class=\"mod\"><span class=\"dim\">Primer</span>: At the end of Dash, you enter Stealth for <span class=\"val\">4</span> seconds and gain <span class=\"val\">1</span> stack of Ferocity, increased by <span class=\"val\">1</span> per <span class=\"val\">5</span> Skill Ranks.</li><li class=\"mod\"><span class=\"dim\">Shadow Play</span>: A Shade Dashes after you, dealing <span class=\"val\">130%</span> x damage. Dash's Cooldown is reduced by <span class=\"val\">1</span> second per enemy you hit, up to <span class=\"val\">5</span> seconds.</li></ul>"},{"class":"Rogue","name":"Shadow Step","type":"Agility","tag":"<span class=\"multiVal\">Cutthroat</span><span class=\"multiVal\">Execute</span><span class=\"multiVal\">Imbueable</span><span class=\"multiVal\">Mobility</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Quickly move through the shadows to stab your victim from behind for <span class=\"val\">80%</span> x damage and Execute them. Gain <span class=\"val\">15%</span> increased Movement Speed for <span class=\"val\">3</span> seconds afterwards.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Damaging an enemy with Shadow Step applies Vulnerable to them for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cooldown</span>: Casting Shadow Step reduces its Cooldown by <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Casting Shadow Step grants Unstoppable for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cleave</span>: Shadow Step's stab now cleaves, dealing <span class=\"val\">10%</span> of the original damage to the cleaved targets.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Safe Arrival</span>: Shadow Step Dazes its primary target for <span class=\"val\">3</span> seconds and leaves <span class=\"val\">4</span> Stun Grenades at its feet that each deal <span class=\"val\">10%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Sight Unseen</span>: Shadow Step has an additional Charge and refunds a Charge when it kills an enemy. Casting Shadow Step increases its damage by <span class=\"val\">15%[x]</span> for <span class=\"val\">5</span> seconds, up to <span class=\"val\">75%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Artifice</span>: Shadow Step no longer requires a target, and it leaves a decoy at your starting location that Taunts Nearby enemies and explodes after <span class=\"val\">3</span> seconds, dealing <span class=\"val\">72%</span> x Shadow damage.<br>Shadow Step's Cooldown is increased to <span class=\"val\">12</span> seconds.</li></ul>"},{"class":"Rogue","name":"Concealment","type":"Subterfuge","tag":"<span class=\"multiVal\">Concealment</span><span class=\"multiVal\">Stealth</span><span class=\"multiVal\">Unhindered</span><span class=\"multiVal\">Unstoppable</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"mod\">Vanish from sight, gaining an advanced form of Stealth for <span class=\"val\">5</span> seconds that will not be removed by taking damage.<br>Concealment also makes you Unstoppable, grants <span class=\"val\">30%[+]</span> Movement Speed, and Unhindered for its duration.<br>Using an attack Skill during Concealment will break Concealment.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Gain <span class=\"val\">2</span> stacks of Ferocity after breaking Concealment when Cast.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Unstoppable persists for <span class=\"val\">5</span> seconds after breaking Concealment when Cast.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: Casting Concealment grants <span class=\"val\">4</span> stacks of Resolve.</li><li class=\"mod\"><span class=\"dim\">Energy</span>: Casting Concealment generates <span class=\"val\">40</span> Energy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Concealing Fate</span>: When you break Concealment, all Nearby enemies are covered in a shadowy mist for <span class=\"val\">4</span> seconds, causing them to become Vulnerable and explode for <span class=\"val\">150%</span> x Shadow damage when it expires.</li><li class=\"mod\"><span class=\"dim\">Recuperate</span>: Entering Concealment Fortifies you for <span class=\"val\">20.0%</span> of your Maximum Life over <span class=\"val\">5</span> seconds. Breaking Concealment Knocks Down Close enemies for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Calculation</span>: Casting Concealment grants <span class=\"val\">4</span> stacks of Overpower. After breaking Concealment, you gain <span class=\"val\">10.0%[+]</span> increased Critical Strike Chance for the next <span class=\"val\">5</span> seconds.</li></ul>"},{"class":"Rogue","name":"Dark Shroud","type":"Subterfuge","tag":"","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"mod\">Surround yourself with up to <span class=\"val\">5</span> protective shadows. Gain <span class=\"val\">8.0%[+]</span> Resistance to All Elements per active shadow. If you have the maximum amount of shadows, direct damage is reduced by <span class=\"val\">20.0%</span>. Each time you take direct damage, a shadow is consumed.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: You Heal for <span class=\"val\">10%</span> of your Maximum Life when a Dark Shroud shadow is consumed.</li><li class=\"mod\"><span class=\"dim\">Consume Chance</span>: Dark Shroud shadows have a <span class=\"val\">15%</span> chance to not be consumed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike</span>: While you have at least <span class=\"val\">1</span> active shadow from Dark Shroud, gain <span class=\"val\">5%[+]</span> Critical Strike Chance.</li><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Each active Dark Shroud shadow grants you <span class=\"val\">5%[x]</span> Movement Speed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Best Served Cold</span>: When a Dark Shroud shadow is consumed, it explodes in a frigid nova that deals <span class=\"val\">60%</span> x Cold damage to surrounding enemies and Chills them for <span class=\"val\">30%</span>.</li><li class=\"mod\"><span class=\"dim\">Overflow</span>: Dark Shroud no longer grants Resistance to All Elements, but instead grants you <span class=\"val\">15%[x]</span> increased Energy Regeneration per shadow.</li><li class=\"mod\"><span class=\"dim\">Shadow Dancer</span>: Casting Dark Shroud increases your Dodge Chance by <span class=\"val\">50%</span> for <span class=\"val\">2</span> seconds. While you have at least <span class=\"val\">1</span> active shadow from Dark Shroud, gain <span class=\"val\">10.0%</span> Dodge Chance.</li></ul>"},{"class":"Rogue","name":"Poison Trap","type":"Subterfuge","tag":"<span class=\"multiVal\">Trap</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\">Place a trap that arms after <span class=\"val\">1.25</span> seconds. It activates when an enemy moves within range, applying <span class=\"val\">540%</span> x Poisoning damage over <span class=\"val\">9</span> seconds to enemies in the area.<br>You can have <span class=\"val\">4</span> armed traps out at once.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Knock Down</span>: Poison Trap Knocks Down enemies for <span class=\"val\">2</span> seconds when it activates.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Poison Trap makes enemies Vulnerable for <span class=\"val\">4</span> seconds when it activates.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: Casting Poison Trap grants <span class=\"val\">2</span> stacks of Resolve.</li><li class=\"mod\"><span class=\"dim\">Charges</span>: Poison Trap gains <span class=\"val\">1</span> Charge.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Infiltrator</span>: Poison Trap's Cooldown is reduced by <span class=\"val\">3.0</span> seconds. Poison Trap has no arm time, no longer breaks Stealth, and triggers no Cooldown while you are in Stealth. All Poison Traps activate when you exit Stealth and begin Poison Trap's Cooldown.</li><li class=\"mod\"><span class=\"dim\">Frostbite Trap</span>: Poison Trap no longer deals Poisoning damage and instead deals <span class=\"val\">945%</span> x Frostbite damage and Chills enemies for <span class=\"val\">20%</span> per second.</li><li class=\"mod\"><span class=\"dim\">Contamination</span>: Poison Trap bursts for an additional <span class=\"val\">162%</span> x damage when it triggers. Enemies hit by this burst take <span class=\"val\">40%[x]</span> increased damage from Poison Trap.</li></ul>"},{"class":"Rogue","name":"Smoke Grenade","type":"Subterfuge","tag":"<span class=\"multiVal\">Daze</span><span class=\"multiVal\">Grenade</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Throw a smoky concoction at enemies that deals <span class=\"val\">90%</span> x damage and Dazes them for <span class=\"val\">4</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Charge or Energy Cost Reduction</span>: Smoke Grenade gains <span class=\"val\">1</span> Charge or costs <span class=\"val\">10</span> less Energy.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Enemies hit by Smoke Grenade become Vulnerable for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Size</span>: Smoke Grenade's size is increased by <span class=\"val\">25%</span>.</li><li class=\"mod\"><span class=\"dim\">Increased Duration and Damage</span>: Smoke Grenade gains <span class=\"val\">30%[+]</span> increased Duration and deals <span class=\"val\">25%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Silhouette</span>: Smoke Grenade no longer Dazes enemies and instead creates a cloud of shadows at your feet. While within the cloud, you gain <span class=\"val\">5.0%[+]</span> Critical Strike Chance and Stealth once every <span class=\"val\">1</span> second.</li><li class=\"mod\"><span class=\"dim\">Poison Grenade</span>: Smoke Grenade now deals Poison damage and applies another <span class=\"val\">90%</span> x Poisoning damage over <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Shade Grenade</span>: Smoke Grenade no longer Dazes and deals <span class=\"val\">90%</span> x Shadow damage. When your Smoke Grenade detonates, it also creates a Shade that leaves behind <span class=\"val\">1</span> grenade, dealing <span class=\"val\">67.5%</span> x damage.<br>Smoke Grenade is now also a Core Skill that no longer has a Cooldown and costs <span class=\"val\">40</span> Energy.</li></ul>"},{"class":"Rogue","name":"Cold Imbuement","type":"Imbuements","tag":"<span class=\"multiVal\">Chill</span><span class=\"multiVal\">Weaken</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">Imbue your weapons with frigid energies for <span class=\"val\">6</span> seconds. While imbued, your Imbueable Skills deal Cold damage, Chill enemies for <span class=\"val\">25%</span> per hit, and Weaken enemies for <span class=\"val\">4</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: When you Freeze an enemy while Cold Imbued, gain <span class=\"val\">1</span> stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: When Cold Imbuement Chills an enemy, you have a <span class=\"val\">25%</span> chance to gain <span class=\"val\">1</span> stack of Resolve.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown</span>: When Cold Imbuement Chills an enemy, Cold Imbuement's Cooldown is reduced by <span class=\"val\">0.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Energy</span>: Cold Imbued Skills grant <span class=\"val\">4</span> Energy when hitting an enemy for the first time.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Frozen Heart</span>: Cold Imbued Skills cause enemies to become Vulnerable for <span class=\"val\">4</span> seconds. Cold Imbuement's Duration is increased by <span class=\"val\">50%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Buffered Battery</span>: <span class=\"secondary\">Lucky Hit:</span> Cold Imbued Skills have up to a <span class=\"val\">50%</span> chance to encase you in a Barrier for <span class=\"val\">3.0%</span> of your Maximum Life, up to <span class=\"val\">30%</span>, for <span class=\"val\">6</span> seconds. This Barrier reduces your Energy costs by <span class=\"val\">20%</span>.</li><li class=\"mod\"><span class=\"dim\">Crystal Distillation</span>: When Cold Imbuement is Cast it now also creates a frigid emanation around you for <span class=\"val\">6</span> seconds that deals <span class=\"val\">75%</span> x Cold damage and Chills any enemies within for <span class=\"val\">15%</span> every <span class=\"val\">0.5</span> seconds.</li></ul>"},{"class":"Rogue","name":"Poison Imbuement","type":"Imbuements","tag":"","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\">Imbue your weapons with lethal poison for <span class=\"val\">6</span> seconds. While imbued, your Imbueable Skills deal Poison damage and apply <span class=\"val\">100%</span> of their Base damage as additional Poisoning damage over <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Energy</span>: Casting Poison Imbuement generates <span class=\"val\">30</span> Energy, increased by <span class=\"val\">2</span> for each Nearby Poisoned enemy.</li><li class=\"mod\"><span class=\"dim\">Duration</span>: Poison Imbuement's duration is increased by <span class=\"val\">2</span> seconds. Casting Poison Imbuement consumes up to <span class=\"val\">2</span> stacks of Ferocity to further increase its duration by <span class=\"val\">2</span> per Ferocity spent.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown</span>: <span class=\"secondary\">Lucky Hit:</span> Poison Imbued Skills have up to a <span class=\"val\">30%</span> chance to reduce the Cooldown of Poison Imbuement by <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Critical Strike</span>: Critical Strikes with Poison Imbued Skills increase its Poisoning damage by <span class=\"val\">25%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Sapper</span>: <span class=\"secondary\">Lucky Hit:</span> Poison Imbued Skills have up to a <span class=\"val\">100%</span> chance to Fortify you <span class=\"val\">2.0%</span> of your Maximum Life.<br>While imbued, your Fortify heals you <span class=\"val\">50%</span> faster.</li><li class=\"mod\"><span class=\"dim\">Toxic Touch</span>: Poison Imbuement gains <span class=\"val\">40%[x]</span> increased Potency. Each successive time an enemy is Poisoned by Poison Imbuement, the Potency of Poison Imbuement against the enemy is increased by <span class=\"val\">5%[x]</span>, up to <span class=\"val\">50%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Corrosive Ring</span>: <span class=\"secondary\">Passive:</span> Poison Imbuement corrodes enemies around you, dealing <span class=\"val\">25%</span> x Poisoning damage over <span class=\"val\">6</span> seconds.<br>While imbued, the size of the corrosion is increased by <span class=\"val\">100%[+]</span>. Each enemy affected by Poison Imbuement increases your Energy Regeneration by <span class=\"val\">10%[x]</span>, up to <span class=\"val\">100%[x]</span>.</li></ul>"},{"class":"Rogue","name":"Shadow Imbuement","type":"Imbuements","tag":"","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Imbue your weapons with festering shadows for <span class=\"val\">6</span> seconds. While imbued, your Imbueable Skills deal Shadow damage and infect enemies for <span class=\"val\">6</span> seconds. Infected enemies explode on death, dealing <span class=\"val\">40%</span> x damage to all surrounding enemies.<br>If the infection expires before the enemy dies, it will deal <span class=\"val\">60%</span> x damage to only that enemy.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Shadow Imbued Skills and Shadow Imbuement makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Duration</span>: When Shadow Imbuement's infection expires, Shadow Imbuement's duration is increased by <span class=\"val\">0.5</span> seconds, up to <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: When Shadow Imbuement's infection expires, you have a <span class=\"val\">25%</span> chance to gain <span class=\"val\">1</span> stack of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Casting Shadow Imbuement grants <span class=\"val\">2</span> stacks of Overpower.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Dark Dance</span>: Evading through an enemy infected by Shadow Imbuement grants Stealth for <span class=\"val\">4</span> seconds and explodes the infection for <span class=\"val\">50%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Endemic</span>: <span class=\"secondary\">Passive:</span> Shadow Imbuement's Cooldown is reduced by <span class=\"val\">0.5</span> seconds each time you kill an enemy.<br>Any enemies you infect with Shadow Imbuement take <span class=\"val\">40%</span> x damage every second until the infection ceases.</li><li class=\"mod\"><span class=\"dim\">Shadow Play</span>: <span class=\"secondary\">Lucky Hit:</span> Shadow Imbued Skills have up to a <span class=\"val\">50%</span> chance to create a Shade that explodes after <span class=\"val\">1</span> second, dealing <span class=\"val\">120%</span> x damage. This can only happen once every <span class=\"val\">0.50</span> seconds, affected by Attack Speed.</li></ul>"},{"class":"Rogue","name":"Death Trap","type":"Ultimate","tag":"<span class=\"multiVal\">Trap</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 15%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Place a trap that arms after <span class=\"val\">1.25</span> seconds. It activates once an enemy is within range, dealing a total of <span class=\"val\">200%</span> x damage in the area.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown</span>: Killing an enemy or dealing damage to an Elite for the first time with Death Trap reduces its Cooldown by <span class=\"val\">1</span> second.</li><li class=\"mod\"><span class=\"dim\">Dodge</span>: Casting Death Trap grants you <span class=\"val\">50%</span> Dodge Chance for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve</span>: Death Trap's damage is increased by <span class=\"val\">20%[x]</span> while you have Resolve.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Death Trap makes enemies Weakened for <span class=\"val\">6</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Sudden Death</span>: Death Trap's arm time is reduced by <span class=\"val\">50%</span>, and it deals a total of <span class=\"val\">280%</span> x damage in the area.<br>Casting Death Trap consumes <span class=\"val\">4</span> stack of Overpower to reduce arm time by <span class=\"val\">100%</span> and increase its damage by <span class=\"val\">50%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Death Pit</span>: Death Trap Pulls In enemies and makes them Vulnerable and Knocked Down for <span class=\"val\">4</span> seconds.<br>Death Trap gains <span class=\"val\">1</span> additional charge and has its Cooldown reduced by <span class=\"val\">15</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Explosive Trigger</span>: Death Trap is also a Grenade Skill.<br>Death Trap also releases <span class=\"val\">16</span> Stun Grenades that each explode for <span class=\"val\">20%</span> x damage.</li></ul>"},{"class":"Rogue","name":"Rain of Arrows","type":"Ultimate","tag":"<span class=\"multiVal\">Imbueable</span><span class=\"multiVal\">Marksman</span>","cost":"","effect":"<span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Arrows rain down over a large area dealing <span class=\"val\">450%</span> x damage and Immobilizing enemies for <span class=\"val\">3</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown</span>: Rain of Arrows' Cooldown is reduced by <span class=\"val\">10</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Double Damage</span>: Rain of Arrows deals <span class=\"val\">20%[x]</span> increased damage and has a <span class=\"val\">25%</span> chance to deal double damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Rain of Arrows' damage is increased by <span class=\"val\">10%[x]</span> for every stack of Ferocity you have when Casting Rain of Arrows.</li><li class=\"mod\"><span class=\"dim\">Cast Speed and Lucky Hit</span>: Rain of Arrows' Cast Speed is increased by <span class=\"val\">50%[+]</span> and Lucky Hit Chance is increased by <span class=\"val\">50%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Flash Flood</span>: Rain of Arrows also unleashes <span class=\"val\">5</span> Arrow Storms that target Nearby enemies, each dealing <span class=\"val\">90%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Crashing Waves</span>: Rain of Arrows now comes in from the sides in shorter waves and no longer Immobilizes, but instead deals <span class=\"val\">630%</span> x damage, Knocks Back enemies towards the center, and makes them Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Monsoon</span>: Rain of Arrows no longer Immobilizes, and instead, its first wave Knocks Down enemies for <span class=\"val\">3</span> seconds.<br>Casting Rain of Arrows consumes <span class=\"val\">4</span> stacks of Overpower to send out <span class=\"val\">2</span> additional waves, each dealing <span class=\"val\">180%</span> x damage.</li></ul>"},{"class":"Rogue","name":"Shadow Clone","type":"Ultimate","tag":"<span class=\"multiVal\">Cutthroat</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 5%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Summon a shadow that mimics your actions for <span class=\"val\">15</span> seconds. This Shadow Clone deals <span class=\"val\">40%</span> of your damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown</span>: Shadow Clone's Cooldown is reduced by <span class=\"val\">10</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Casting Shadow Clone grants <span class=\"val\">4</span> stacks of Resolve. While any Shadow Clone is active, you gain <span class=\"val\">1</span> Resolve per <span class=\"val\">1</span> second.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Casting Shadow Clone grants Unstoppable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Weaken & Vulnerable</span>: Casting Shadow Clone makes all Nearby enemies Weakened and Vulnerable for <span class=\"val\">6</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Awakening</span>: <span class=\"secondary\">Passive:</span> After spending <span class=\"val\">100</span> Energy, your next Core Skill Cast becomes a Shade Skill and spawns a Shade that deals <span class=\"val\">40%</span> of its damage.<br>Shadow Clone is now also a Shade Skill and its duration is reduced by <span class=\"val\">50%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Sentry</span>: Shadow Clone becomes a Marksman Skill and now summons a stationary shadow that fires <span class=\"val\">3</span> piercing arrows every <span class=\"val\">1.0</span> seconds. Each arrow deals <span class=\"val\">20%</span> x damage.<br>Shadow Clone gains <span class=\"val\">2</span> additional Charges, and its Cooldown is reduced by <span class=\"val\">20</span> seconds. You may have up to <span class=\"val\">3</span> Shadow Clones active at a time.</li><li class=\"mod\"><span class=\"dim\">Relentless</span>: Minimum Ferocity is increased by <span class=\"val\">4</span> as long as Shadow Clone is present. Shadow Clone's duration is increased by <span class=\"val\">5</span> seconds and deals <span class=\"val\">25%[x]</span> increased damage.</li></ul>"},{"class":"Sorcerer","name":"Arc Lash","type":"Basic","tag":"<span class=\"multiVal\">Shock</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 14%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Unleash arcing lightning, dealing <span class=\"val\">80%</span> x damage to enemies in front of you.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Arc Lash grants <span class=\"val\">1</span> stack of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Arc Lash deals <span class=\"val\">50%[x]</span> increased damage to Crowd Controlled enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resource Generation</span>: Arc Lash generates <span class=\"val\">5</span> Mana when it hits the first enemy.</li><li class=\"mod\"><span class=\"dim\">Stun</span>: Every <span class=\"val\">8</span> seconds your next Arc Lash will Stun all enemies hit for <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Full Lash</span>: Arc Lash now casts from both sides in a larger arc, hitting enemies caught in the middle twice.</li><li class=\"mod\"><span class=\"dim\">Inescapable Reach</span>: Arc Lash launches a swift projectile that unleashes arcing lightning at the first enemy hit, dealing up to <span class=\"val\">150%[x]</span> increased damage based on how far the projectile travels.<br>Hitting an enemy with Arc Lash's projectile increases your Movement Speed by <span class=\"val\">4%[+]</span> for <span class=\"val\">5</span> seconds, stacking up to <span class=\"val\">20%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Icy Thrash</span>: Arc Lash becomes a Frost Skill, deals Cold damage, and Chills for <span class=\"val\">25%</span>.<br>Arc Lash has a larger range and deals up to <span class=\"val\">100%[x]</span> increased damage based on how Chilled the enemy is, dealing the maximum damage if they are Frozen.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">When you use a Cooldown, enemies around you are Stunned for <span class=\"val\">1.0</span> seconds.</span>"},{"class":"Sorcerer","name":"Fire Bolt","type":"Basic","tag":"<span class=\"multiVal\">Pyromancy</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 35%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Hurl a flaming bolt, dealing <span class=\"val\">18%</span> x damage and an additional <span class=\"val\">90%</span> x Burning damage over <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Fire Bolt grants <span class=\"val\">1</span> stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Fire Bolt deals <span class=\"val\">50%[x]</span> increased Burning damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: Fire Bolt heals you for <span class=\"val\">2%</span> of your Maximum Life when it hits the first enemy.</li><li class=\"mod\"><span class=\"dim\">Resource Generation</span>: Fire Bolt generates <span class=\"val\">2</span> Mana when it hits the first enemy, or <span class=\"val\">4</span> Mana if the enemy is already Burning.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Twin Flame</span>: Fire Bolt launches an additional parallel bolt, dealing <span class=\"val\">18%</span> x Fire damage.</li><li class=\"mod\"><span class=\"dim\">Shiver</span>: Fire Bolt becomes a Frost Skill, dealing <span class=\"val\">27%</span> x Cold damage and <span class=\"val\">180%</span> x Frostbite damage over <span class=\"val\">6</span> seconds.<br>Fire Bolt pierces <span class=\"val\">1</span> time and makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Firefly</span>: Fire Bolt shoots out a firefly that attaches itself to an enemy and explodes <span class=\"val\">3</span> times after a delay, dealing <span class=\"val\">9%</span> x damage with each explosion.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Dealing Burning damage has a <span class=\"val\">10%</span> chance to heal you for <span class=\"val\">4%</span> of your Maximum Life and unleash a Fire Bolt at a nearby enemy.</span>"},{"class":"Sorcerer","name":"Frost Bolt","type":"Basic","tag":"<span class=\"multiVal\">Chill</span><span class=\"multiVal\">Frost</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 40%<br><span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">Throw a bolt of frost at an enemy, dealing <span class=\"val\">90%</span> x damage and Chilling for <span class=\"val\">35%</span>.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resource Generation</span>: Frost Bolt generates <span class=\"val\">2</span> Mana when it hits the first enemy, or <span class=\"val\">4</span> Mana if the target is already Frozen.</li><li class=\"mod\"><span class=\"dim\">Barrier</span>: Frost Bolt grants a Barrier for <span class=\"val\">2%</span> of your Maximum Life up to <span class=\"val\">6%</span> for <span class=\"val\">6</span> seconds when it hits the first enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Frost Bolt makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Pierce</span>: Frost Bolt pierces <span class=\"val\">1</span> time.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Relentless Bolt</span>: Frost Bolt launches an additional projectile after the first. Each projectile deals <span class=\"val\">72%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Shatter</span>: Frost Bolt shatters when it hits a Frozen enemy, exploding for <span class=\"val\">270%</span> x damage and Chilling for <span class=\"val\">40%</span>.</li><li class=\"mod\"><span class=\"dim\">Static Shock</span>: Frost Bolt becomes a Shock Skill that deals Lightning damage.<br>Frost Bolt arcs <span class=\"val\">1</span> to <span class=\"val\">3</span> times to additional enemies, dealing <span class=\"val\">36%</span> x damage with each arc and Weakening them for <span class=\"val\">4</span> seconds.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Direct damage from Skills applies up to <span class=\"val\">18%</span> Chill.</span>"},{"class":"Sorcerer","name":"Spark","type":"Basic","tag":"<span class=\"multiVal\">Shock</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 9%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Launch a bolt of lightning that shocks an enemy <span class=\"val\">3</span> times, dealing <span class=\"val\">25%</span> x damage with each shock.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Hits</span>: Spark shocks <span class=\"val\">1</span> additional time.</li><li class=\"mod\"><span class=\"dim\">Crackling Energy</span>: Spark forms a Crackling Energy each time it damages a new target.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Spark gains <span class=\"val\">10%[+]</span> Critical Strike Chance.</li><li class=\"mod\"><span class=\"dim\">Additional Hits</span>: Spark shocks <span class=\"val\">1</span> additional time.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overcharged</span>: Spark shocks <span class=\"val\">4</span> additional times. Each time a shock does not Critically Strike it gains <span class=\"val\">10%[+]</span> Critical Strike Chance.</li><li class=\"mod\"><span class=\"dim\">Firework</span>: Spark becomes a Pyromancy Skill that deals Fire damage.<br>Spark shocks now explode, dealing <span class=\"val\">45%</span> x damage that gain <span class=\"val\">25%[x]</span> increased Critical Strike Damage.</li><li class=\"mod\"><span class=\"dim\">Electric Blast</span>: Spark combines all shocks into one blast in an area, dealing <span class=\"val\">50%[x]</span> increased damage and gaining <span class=\"val\">25%</span> increased Size per shock.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Killing an enemy has a <span class=\"val\">20%</span> chance to form a Crackling Energy.</span>"},{"class":"Sorcerer","name":"Chain Lightning","type":"Core","tag":"<span class=\"multiVal\">Chain</span><span class=\"multiVal\">Shock</span>","cost":"20 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Unleash a bolt of lightning that chains up to <span class=\"val\">5</span> times, dealing <span class=\"val\">43%</span> x damage.<br>If Chain Lightning fails to chain, <span class=\"val\">50%[x]</span> of the remaining chains damage is dealt as additional damage to the final target.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike Chance</span>: Chain Lightning forms a Crackling Energy whenever it Critically Strikes.<br>Chain Lightning gains <span class=\"val\">5%[+]</span> Critical Strike Chance.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Each time Crackling Energy hits an enemy, the Mana cost of your next Chain Lightning is reduced by <span class=\"val\">1</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Chains</span>: Chain Lightning gains <span class=\"val\">1</span> additional chains.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Chain Lightning deals <span class=\"val\">100%[x]</span> increased damage to the first enemy hit.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Chain of Cold</span>: Chain Lightning becomes a Frost Skill that deals Cold damage.<br>Chain Lightning Chills by <span class=\"val\">25%</span> and deals up to <span class=\"val\">100%[x]</span> increased damage based on how Chilled the enemy is, dealing the maximum damage if they are Frozen.</li><li class=\"mod\"><span class=\"dim\">Chain Whipping</span>: Chain Lightning gains <span class=\"val\">20%[+]</span> Cast Speed and its number of chains is doubled.</li><li class=\"mod\"><span class=\"dim\">Power Flux</span>: Chain Lightning alternates between chaining to an enemy and to you. When it chains to you, it gains <span class=\"val\">45%[x]</span> increased damage, up to <span class=\"val\">180%[x]</span>, and does not use a chain.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Chain Lightning forms automatically after spending <span class=\"val\">100</span> Mana.</span>"},{"class":"Sorcerer","name":"Charged Bolts","type":"Core","tag":"<span class=\"multiVal\">Shock</span>","cost":"25 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Release <span class=\"val\">3</span> bolts of piercing lightning that course along the ground, dealing <span class=\"val\">60%</span> x damage each.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Charged Bolts deals <span class=\"val\">15%[x]</span> increased damage to Close enemies.<br>Charged Bolts releases <span class=\"val\">1</span> additional bolt.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Charged Bolts Weakens enemies for <span class=\"val\">6</span> seconds.<br>Charged Bolts releases <span class=\"val\">1</span> additional bolt.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Each time you cast Charged Bolts it gains <span class=\"val\">4%[x]</span> bolt speed and you gain <span class=\"val\">4%</span> Movement Speed for <span class=\"val\">0.37</span> seconds, up to <span class=\"val\">20%[x]</span>.<br>Charged Bolts releases <span class=\"val\">1</span> additional bolt.</li><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Each time you cast Charged Bolts it gains <span class=\"val\">5%[+]</span> Cast Speed, up to <span class=\"val\">15%[+]</span>. Moving removes this effect.<br>Charged Bolts releases <span class=\"val\">1</span> additional bolt.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Surging Charge</span>: Charged Bolts releases <span class=\"val\">1</span> additional bolt, plus <span class=\"val\">1</span> additional bolt per stack of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Burn Through</span>: Charged Bolts becomes a Pyromancy Skill, deals Fire damage, and costs <span class=\"val\">30</span> Mana.<br>Each bolt no longer pierces and instead releases <span class=\"val\">2</span> to <span class=\"val\">3</span> explosions on impact, dealing an additional <span class=\"val\">180%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Overload</span>: Casting Charged Bolts now also discharges Crackling Energy in an electric wave, dealing its damage to all enemies caught in it.<br>Crackling Energy will no longer automatically pulse its last <span class=\"val\">3</span> charges.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">When you Stun an enemy, there's a <span class=\"val\">40%</span> chance to release <span class=\"val\">3</span> Charged Bolts from them.</span>"},{"class":"Sorcerer","name":"Fireball","type":"Core","tag":"<span class=\"multiVal\">Pyromancy</span>","cost":"35 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Hurl an exploding ball of fire, dealing <span class=\"val\">170%</span> x damage to enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Over Time</span>: Fireball's direct damage deals an additional <span class=\"val\">30%</span> damage over <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Critical Strike Damage</span>: Fireball deals <span class=\"val\">30%[x]</span> increased Critical Strike Damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Fireball deals <span class=\"val\">40%[x]</span> increased damage, but its Mana cost is increased by <span class=\"val\">15</span>.</li><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Fireball's Size is increased by <span class=\"val\">50%[+]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Instantaneous Destruction</span>: Fireball travels <span class=\"val\">200%</span> faster and deals <span class=\"val\">75%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Illumination</span>: Fireball now bounces as it travels and explodes each time it hits the ground, dealing <span class=\"val\">75%</span> of normal damage.</li><li class=\"mod\"><span class=\"dim\">Frostball</span>: Fireball becomes a Frost Skill that deals Cold damage.<br>When Fireball hits a Frozen enemy it creates <span class=\"val\">5</span> Ice Spikes around them, dealing <span class=\"val\">85%</span> x damage each.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Your Damage Over Time effects cause slain enemies to explode in a Fireball that deals <span class=\"val\">40%</span> of its damage.</span>"},{"class":"Sorcerer","name":"Frozen Orb","type":"Core","tag":"<span class=\"multiVal\">Chill</span><span class=\"multiVal\">Frost</span>","cost":"40 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 4%<br><span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">Unleash an whirling orb that deals <span class=\"val\">48%</span> x Frostbite damage over <span class=\"val\">3</span> seconds and Chills for <span class=\"val\">25%</span>. After <span class=\"val\">1</span> second Frozen Orb will explode, dealing <span class=\"val\">112%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Explosion Damage Bonus</span>: Frozen Orb deals <span class=\"val\">30%[x]</span> increased explosion damage.</li><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: Frozen Orb lasts <span class=\"val\">1</span> additional second before exploding.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Barrier</span>: Frozen Orb grants a Barrier for <span class=\"val\">5%</span> of your Maximum Life for <span class=\"val\">1</span> seconds for each enemy hit by its explosion, up to <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Damage Over Time Bonus</span>: Frozen Orb deals <span class=\"val\">100%[x]</span> increased Frostbite damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Seeking Orb</span>: When Frozen Orb first explodes it remains stationary for <span class=\"val\">0.5</span> seconds then seeks another target to explode again, dealing <span class=\"val\">89.6%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Shattered Path</span>: Ice Spikes spawn around Frozen Orb, dealing <span class=\"val\">56%</span> x damage.<br>Frozen Orb makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Great Orb of Fire</span>: Frozen Orb becomes a Pyromancy Skill that deals <span class=\"val\">62.4%</span> x Burning damage over <span class=\"val\">2</span> seconds and explodes for <span class=\"val\">145.6%</span> x Fire damage<br>Frozen Orb will consume <span class=\"val\">1</span> stack of Overpower to explode <span class=\"val\">3</span> times along its path.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Casting a Skill has a <span class=\"val\">30%</span> chance to launch a Frozen Orb at a Nearby enemy.</span>"},{"class":"Sorcerer","name":"Ice Shards","type":"Core","tag":"<span class=\"multiVal\">Freeze</span><span class=\"multiVal\">Frost</span>","cost":"15 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 16%<br><span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">Launch <span class=\"val\">5</span> icy shards, dealing <span class=\"val\">33%</span> x damage each and piercing <span class=\"val\">1</span> time.<br>Ice Shards deals <span class=\"val\">50%[x]</span> increased damage to Frozen enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Pierce Damage Bonus</span>: Ice Shards deals <span class=\"val\">20%[x]</span> increased damage after piercing once.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Ice Shards' Mana cost is reduced by <span class=\"val\">3</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Hit Damage Bonus</span>: Ice Shards deals <span class=\"val\">10%[x]</span> increased damage to an enemy each time it hits them in the same cast.</li><li class=\"mod\"><span class=\"dim\">Barrier</span>: Ice Shards launches <span class=\"val\">1</span> additional shard while you have a Barrier.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Thunderbolt</span>: Ice Shards becomes a Shock Skill that deals Lightning damage.<br>Ice Shards launches a large thunderbolt that explodes on impact into <span class=\"val\">5</span> smaller seeking thunderbolt shards, dealing <span class=\"val\">33%</span> x damage each.</li><li class=\"mod\"><span class=\"dim\">Glacial Spike</span>: Ice Shards combines all shards into a massive spike, dealing <span class=\"val\">10%[x]</span> increased damage per shard. The spike explodes on impact and Chills for <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Piercing Cold</span>: Ice Shards will pierce <span class=\"val\">1</span> additional time.<br>Ice Shards will additionally pierce up to <span class=\"val\">3</span> Vulnerable enemies.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Ice Shards automatically conjure and fly towards Frozen enemies.</span>"},{"class":"Sorcerer","name":"Incinerate","type":"Core","tag":"<span class=\"multiVal\">Channeled</span><span class=\"multiVal\">Pyromancy</span>","cost":"8.33 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 16%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Channel a beam of fire, dealing <span class=\"val\">14%</span> x damage and an additional <span class=\"val\">70%</span> x Burning damage over <span class=\"val\">4</span> seconds.<br>Incinerate's damage increases by <span class=\"val\">50%[x]</span> every second you channel it, up to <span class=\"val\">100%[x]</span>.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Incinerate gains a <span class=\"val\">20%</span> chance to deal double damage while you have a stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Execute</span>: Incinerate Executes enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: Incinerate heals you for <span class=\"val\">2%</span> of your Maximum Life per enemy hit.</li><li class=\"mod\"><span class=\"dim\">Healthy Damage Bonus</span>: Incinerate deals <span class=\"val\">25%[x]</span> increased damage while you are Healthy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Flamethrower</span>: Incinerate gains <span class=\"val\">2</span> additional beams and deals its Burning damage <span class=\"val\">50%</span> faster, but its range is reduced.</li><li class=\"mod\"><span class=\"dim\">Disintegration</span>: Incinerate becomes a Shock Skill that deals Lightning damage.<br>Incinerate's beam no longer penetrates enemies and it now deals <span class=\"val\">140%</span> x damage to the first enemy hit and an additional <span class=\"val\">140%</span> x damage distributed among up to <span class=\"val\">5</span> enemies around them.</li><li class=\"mod\"><span class=\"dim\">Focused Flame</span>: Incinerate maximum damage bonus while channeling is increased to <span class=\"val\">200%[x]</span>.<br>Incinerate's Size is increased by <span class=\"val\">200%</span> when you reach the maximum damage bonus.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">After standing still for <span class=\"val\">5</span> seconds Summon a serpent that Incinerates enemies for <span class=\"val\">5</span> seconds.</span>"},{"class":"Sorcerer","name":"Flame Shield","type":"Defensive","tag":"<span class=\"multiVal\">Immune</span><span class=\"multiVal\">Pyromancy</span><span class=\"multiVal\">Unstoppable</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 35%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Engulf yourself in flames for <span class=\"val\">1.0</span> seconds, becoming Immune and dealing <span class=\"val\">80%</span> x Burning damage over <span class=\"val\">1</span> seconds to surrounding enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Flame Shield's Cooldown is reduced by <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: While Flame Shield is active, you heal for <span class=\"val\">12%</span> of your Maximum Life per second.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: Flame Shield's duration is increased to <span class=\"val\">1.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Flame Shield grants <span class=\"val\">1</span> stack of Overpower.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Scorch</span>: Flame Shield instantly scorches close enemies, dealing <span class=\"val\">14%</span> x damage and Immobilizing them for <span class=\"val\">1.02</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Flash</span>: Flame Shield becomes a Shock Skill, deals Sparking damage, and triggers its Cooldown on Cast.<br>Instead of becoming Immune you embody lightning, generating <span class=\"val\">4</span> Crackling Energy per second and gaining <span class=\"val\">35%[x]</span> Movement Speed and <span class=\"val\">15.0%</span> Dodge.</li><li class=\"mod\"><span class=\"dim\">Firebird</span>: Flame Shield rains down <span class=\"val\">4</span> Meteorites per second that deal <span class=\"val\">8.5%</span> x damage.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Losing <span class=\"val\">30%</span> of your Maximum life within <span class=\"val\">2</span> seconds automatically activates Flame Shield. Can only happen once every <span class=\"val\">30</span> seconds.</span>"},{"class":"Sorcerer","name":"Frost Nova","type":"Defensive","tag":"<span class=\"multiVal\">Freeze</span><span class=\"multiVal\">Frost</span>","cost":"","effect":"<span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">Unleash a torrent of frost, Freezing enemies around you for <span class=\"val\">2</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Frost Nova's Size is increased by <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Resource Generation</span>: Each enemy Frozen by Frost Nova generates <span class=\"val\">5</span> Mana.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Frost Nova makes enemies Vulnerable for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Charge</span>: Frost Nova gains <span class=\"val\">1</span> additional Charge, but its Cooldown is increased by <span class=\"val\">6</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Freezing Mist</span>: Instead of Freezing, Frost Nova forms an aura of frigid mist around you that deals <span class=\"val\">175%</span> x Frostbite damage over <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cold Front</span>: Frost Nova is now cast at a target location, and each enemy Frozen by it reduces the cooldowns of your Frost Skills by <span class=\"val\">0.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Shatter</span>: Enemies that die while Frozen by Frost Nova have a <span class=\"val\">100%</span> chance to unleash an additional Frost Nova.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\"><span class=\"secondary\">Lucky Hit:</span> Up to a <span class=\"val\">10%</span> chance to unleash a Frost Nova after hitting an enemy.</span>"},{"class":"Sorcerer","name":"Ice Armor","type":"Defensive","tag":"<span class=\"multiVal\">Barrier</span><span class=\"multiVal\">Frost</span>","cost":"","effect":"<span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">A Barrier of ice forms around you for <span class=\"val\">4</span> seconds, absorbing <span class=\"val\">30%</span> of your Maximum Life (<span class=\"val\">457.9</span>) in damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Frozen and Chill</span>: Close enemies that attack you while Ice Armor is active will be Frozen or Chilled for <span class=\"val\">10%</span>.</li><li class=\"mod\"><span class=\"dim\">Duration Bonus and Barrier</span>: Ice Armor's duration is increased to <span class=\"val\">5</span> seconds and its Barrier amount is increased by <span class=\"val\">20%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resource Regeneration</span>: Ice Armor grants <span class=\"val\">5</span> Mana Regeneration while active.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Ice Armor's Cooldown is reduced to <span class=\"val\">16</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blast Chill</span>: Ice Armor also applies to Nearby Allies and increases All Resistances by <span class=\"val\">10%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Razor Ice</span>: Ice Armor forms <span class=\"val\">2</span> Ice Spikes per second under Close enemies that deal <span class=\"val\">25%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Permafrost</span>: Ice Armor grants Unstoppable for <span class=\"val\">1</span> second and increases your Armor by <span class=\"val\">50%</span> while active.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Healing Potions apply Ice Armor and have a <span class=\"val\">25%</span> chance to refund themselves.</span>"},{"class":"Sorcerer","name":"Teleport","type":"Defensive","tag":"<span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Shock</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 65%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Transform into lightning and surge to the target location, dealing <span class=\"val\">35%</span> x damage around you upon arrival.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Teleport increases your Movement Speed by <span class=\"val\">10%[+]</span> for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Teleport Weakens enemies for <span class=\"val\">4</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Teleport grants <span class=\"val\">2</span> stack of Ferocity if it hits an enemy.</li><li class=\"mod\"><span class=\"dim\">Crackling Energy</span>: Teleport forms <span class=\"val\">2</span> Crackling Energy at the ending location.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Wormhole</span>: Teleport Stuns enemies hit for <span class=\"val\">0.50</span> seconds, and there is a <span class=\"val\">2</span> second window where you can cast Teleport again.</li><li class=\"mod\"><span class=\"dim\">Blaze</span>: Teleport becomes a Pyromancy Skill that deals <span class=\"val\">59.5%</span> x Fire damage.<br>Teleport now only dashes you forward a short distance and will consume <span class=\"val\">1</span> stack of Overpower to refund its Cooldown.</li><li class=\"mod\"><span class=\"dim\">Electrobolt</span>: Teleport pulls in all Close Crackling Energy and reduces the Cooldown of the next Teleport by <span class=\"val\">0.30</span> seconds per Crackling Energy gained this way.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Evade becomes a Teleport with a <span class=\"val\">5</span> second Cooldown that cannot be reduced.</span>"},{"class":"Sorcerer","name":"Familiar","type":"Conjuration","tag":"<span class=\"multiVal\">Pyromancy</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 10%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Summon a Fire Familiar for <span class=\"val\">9</span> seconds. It seeks enemies and periodically explodes, dealing <span class=\"val\">70%</span> x damage.<br>You may have up to <span class=\"val\">6</span> Familiars active at a time.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Charge</span>: Familiar gains <span class=\"val\">1</span> additional Charge.</li><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Familiar's explosion radius is increased by <span class=\"val\">50%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: Familiar's duration is increased by <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Bonus Effect</span>: Gain a bonus based on the Familiar type when the Familiar explodes:<br>• Fire Familiar ▶ Gain <span class=\"val\">5%[+]</span> Healing Received for <span class=\"val\">5</span> seconds.<br>• Cold Familiar ▶ Gain a Barrier for <span class=\"val\">5%</span> of your Maximum Life for <span class=\"val\">5</span> seconds, up to <span class=\"val\">30%</span>.<br>• Lightning Familiar ▶ Reduce a random active Cooldown by <span class=\"val\">0.5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing Flames</span>: Familiar grants <span class=\"val\">2</span> stacks of Overpower when summoned and restores <span class=\"val\">1.0%</span> of your Maximum Life (<span class=\"val\">15</span>) per second while active.</li><li class=\"mod\"><span class=\"dim\">Freezing Familiar</span>: Familiar becomes a Frost Skill that deals Cold damage.<br>Familiar Chills for <span class=\"val\">15%</span> and Weakens enemies for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Fast As Lightning</span>: Familiar becomes a Shock Skill that deals Lightning damage.<br>Familiar increases your Minimum Ferocity by <span class=\"val\">1</span> and grants <span class=\"val\">2.00%</span> Cooldown Reduction while active.</li><li class=\"mod\"><span class=\"dim\">Prismatic Familiar</span>: Familiar becomes a Pyromancy, Shock, and Frost Skill that summons a stationary Prismatic Familiar.<br>Casting Skills will cause Prismatic Familiar to apply <span class=\"val\">105%</span> x Frostbite, Sparking, or Burning damage over <span class=\"val\">9</span> seconds to surrounding enemies based on the Element Cast.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Each time you Summon a Conjuration that isn't a Familiar, you have a <span class=\"val\">25%</span> chance to Summon a Familiar of the same Element.</span>"},{"class":"Sorcerer","name":"Hydra","type":"Conjuration","tag":"<span class=\"multiVal\">Pyromancy</span><span class=\"multiVal\">Summon</span>","cost":"20 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 5%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Summon a <span class=\"val\">3</span>-headed Hydra for <span class=\"val\">10.0</span> seconds. Each head spits fire at enemies, dealing <span class=\"val\">35%</span> x damage.<br>You may have up to <span class=\"val\">1</span> Hydras active at a time.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Hydra reduces the Cooldown of a random Skill by <span class=\"val\">0.3</span> seconds whenever it attacks.</li><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Hydra gains <span class=\"val\">50%</span> Cast Speed, but its duration is reduced to <span class=\"val\">8</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: Hydra heals you for <span class=\"val\">1%</span> of your Maximum Life each time it deals damage.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Hydra gains <span class=\"val\">1</span> head for every <span class=\"val\">3</span> Overpower you have on Cast.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Bathed in Flame</span>: Hydra is bathed in flame, dealing <span class=\"val\">28%</span> x Burning damage per second to surrounding enemies. <br>Hydra's attacks now instead deal <span class=\"val\">70%</span> x Burning damage over <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Behemoth</span>: Hydra Summons a massive <span class=\"val\">1</span>-headed Hydra that spits explosive fire and deals <span class=\"val\">20%</span> increased damage for each extra head it would have had.<br>Hydra now has a <span class=\"val\">15</span> second Cooldown.</li><li class=\"mod\"><span class=\"dim\">Frigid Hydra</span>: Hydra becomes a Frost Skill that deals <span class=\"val\">43.75%</span> x Cold damage.<br>Hydra's attacks pierce enemies and Chill for <span class=\"val\">15%</span>.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">After spending <span class=\"val\">200</span> Mana, a <span class=\"val\">5</span>-headed Hydra spawns for <span class=\"val\">10</span> seconds.</span>"},{"class":"Sorcerer","name":"Ice Blades","type":"Conjuration","tag":"<span class=\"multiVal\">Frost</span><span class=\"multiVal\">Summon</span><span class=\"multiVal\">Vulnerable</span>","cost":"","effect":"<span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">Conjure blades of ice for <span class=\"val\">6.0</span> seconds that rapidly slash enemies, dealing <span class=\"val\">76.67%</span> x damage and making them Vulnerable.<br>You may have up to <span class=\"val\">3</span> Ice Blades active at a time.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Ice Blades' Cooldown is reduced by <span class=\"val\">0.5</span> seconds each time it attacks an enemy.</li><li class=\"mod\"><span class=\"dim\">Area Bonus</span>: Ice Blades now cleave.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: Ice Blades' duration is increased by <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Ice Blades gains <span class=\"val\">50%[+]</span> Cast Speed when attacking Frozen enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blazing Blades</span>: Ice Blades becomes a Pyromancy Skill that deals <span class=\"val\">115%</span> x Fire damage.<br>Ice Blades gain <span class=\"val\">30%</span> Cast Speed, but drain <span class=\"val\">5</span> Mana per attack.</li><li class=\"mod\"><span class=\"dim\">Frozen Tomb</span>: Ice Blades is now cast at the target location and surrounds it with <span class=\"val\">3</span> Ice Blades.<br>Ice Blades Chill enemies for <span class=\"val\">10%</span>, but their Movement Speed is reduced by <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Ice Crack</span>: Every <span class=\"val\">3rd</span> slash from Ice Blades is an Ice Crack, dealing <span class=\"val\">230%</span> x damage in a large cone.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">For every <span class=\"val\">40</span> seconds in Cooldowns you spend, you spawn an Ice Blades on a random enemy.</span>"},{"class":"Sorcerer","name":"Lightning Spear","type":"Conjuration","tag":"<span class=\"multiVal\">Shock</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 5%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Summon a spear of lightning that seeks out enemies for <span class=\"val\">6.0</span> seconds, dealing <span class=\"val\">120%</span> x damage per hit.<br>You may have up to <span class=\"val\">12</span> Lightning Spears active at a time.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Bonus</span>: When a Lightning Spear Critically Strikes, its duration is increased by <span class=\"val\">0.1</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Projectile Speed</span>: Lightning Spears move <span class=\"val\">50%</span> faster.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike</span>: Lightning Spear gains <span class=\"val\">10%</span> increased Critical Strike Chance.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Lightning Spear deals <span class=\"val\">100%[x]</span> increased damage. This bonus is reduced by <span class=\"val\">10%[x]</span> each time Lightning Spear deals damage to an enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Reverse Polarity</span>: Lightning Spear fires <span class=\"val\">2</span> spears that deal <span class=\"val\">96%</span> x damage Stun enemies for <span class=\"val\">1.0</span> second. Enemies can only be Stunned this way once every <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Chain Reaction</span>: Lightning Spear arcs to <span class=\"val\">2</span> additional surrounding targets dealing <span class=\"val\">48%</span> x damage. Critical Strikes greatly increase the range of the arcs.</li><li class=\"mod\"><span class=\"dim\">Flame Spear</span>: Lightning Spear becomes a Pyromancy Skill, deals <span class=\"val\">198%</span> x Fire damage, but its Cooldown is increased by <span class=\"val\">5</span> seconds<br>Burning enemies hit by Lightning Spear explode for <span class=\"val\">120%</span> x.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">Absorbing Crackling Energy has a <span class=\"val\">10%</span> chance to conjure a Lightning Spear.</span>"},{"class":"Sorcerer","name":"Ball Lightning","type":"Mastery","tag":"<span class=\"multiVal\">Core</span><span class=\"multiVal\">Shock</span>","cost":"30 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 5%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Discharge a ball of lightning that slowly moves forward and continuously zaps enemies, dealing <span class=\"val\">120%</span> x damage per second.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Multiple Projectiles</span>: Ball Lightning has a <span class=\"val\">20%</span> chance to form a second Ball Lightning.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Ball Lightning grants <span class=\"val\">1</span> stack of Ferocity.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crackling Energy</span>: Ball Lightning forms <span class=\"val\">3</span> Crackling Energy when it dissipates.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Ball Lightning deals <span class=\"val\">30%[x]</span> increased damage when it hits <span class=\"val\">3</span> or fewer enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Attraction</span>: Ball Lightning now deals <span class=\"val\">204%</span> x damage per second. The ball's speed is greatly increased while it is not near enemies.</li><li class=\"mod\"><span class=\"dim\">Orbital</span>: Ball Lightning orbits you and now deals <span class=\"val\">144%</span> x damage around you per second.</li><li class=\"mod\"><span class=\"dim\">Implosion</span>: Ball Lightning becomes a Pyromancy Skill, deals Fire damage, and has a <span class=\"val\">12</span> second Cooldown.<br>Ball Lightning is now cast at the target location and continuously Pulls In enemies, dealing <span class=\"val\">480%</span> x damage over <span class=\"val\">2</span> seconds.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\"><span class=\"secondary\">Lucky Hit:</span> Critical Strikes from Cast Skills have up to a <span class=\"val\">25%</span> chance to spawn a static Ball Lightning.</span>"},{"class":"Sorcerer","name":"Blizzard","type":"Mastery","tag":"<span class=\"multiVal\">Chill</span><span class=\"multiVal\">Core</span><span class=\"multiVal\">Frost</span>","cost":"40 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 33%<br><span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">Call forth a frigid blizzard that deals <span class=\"val\">300%</span> x Frostbite damage and continually Chills enemies for <span class=\"val\">100%</span> over <span class=\"val\">4</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Barrier</span>: Blizzard grants you a Barrier that absorbs <span class=\"val\">0.5%</span> of your Maximum Life for <span class=\"val\">4</span> seconds every second for each affected enemy.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Blizzard deals <span class=\"val\">30%[x]</span> increased damage to Crowd Controlled enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Seek and Duration Bonus</span>: Blizzard now seeks enemies and its duration is increased by <span class=\"val\">50%</span>.</li><li class=\"mod\"><span class=\"dim\">Resource Generation</span>: Blizzard deals <span class=\"val\">3%[x]</span> increased damage and grants <span class=\"val\">2</span> Mana Regeneration for each active Blizzard, up to <span class=\"val\">10</span> Mana.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Exposure</span>: Blizzard's duration is increased to <span class=\"val\">6</span> seconds and it makes enemies Vulnerable.</li><li class=\"mod\"><span class=\"dim\">Hailstorm</span>: Blizzard forms Ice Spikes that explode twice if they hit a Vulnerable enemy, dealing <span class=\"val\">42%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Static Field</span>: Blizzard becomes a Shock Skill, deals <span class=\"val\">450%</span> x Sparking damage over <span class=\"val\">1.0</span> seconds, and costs <span class=\"val\">15</span> Mana.<br>Blizzard periodically Stuns enemies for <span class=\"val\">3.27</span> seconds.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\">A Blizzard forms over you and follows you every 15 seconds, down to every <span class=\"val\">1.5</span> seconds based on the percentage of your Maximum Life you have as Barrier.</span>"},{"class":"Sorcerer","name":"Firewall","type":"Mastery","tag":"<span class=\"multiVal\">Core</span><span class=\"multiVal\">Pyromancy</span>","cost":"40 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Create a wall of fire, dealing <span class=\"val\">300%</span> x Burning damage over <span class=\"val\">3.5</span> seconds. Enemies continue Burning for <span class=\"val\">1.8</span> seconds after leaving the wall.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Firewall Weakens enemies for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Every <span class=\"val\">100</span> Mana spent makes your next Firewall cost no Mana, stacking up to <span class=\"val\">300</span> total Mana.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: Firewall heals you for <span class=\"val\">0.3%</span> of your Maximum Life every second per affected enemy.<br>Every <span class=\"val\">5</span> Life healed by Firewall grants you <span class=\"val\">1</span> stack of Overpower.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Firewall deals <span class=\"val\">75%[x]</span> increased damage, but its duration is reduced by <span class=\"val\">25%[+]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ring of Fire</span>: Firewall creates a ring of fire that deals <span class=\"val\">300%</span> x Fire damage over <span class=\"val\">3.5</span> seconds, but it now has a <span class=\"val\">12</span> second Cooldown.<br>Standing in this ring causes your Direct Damage to inflict this Burning damage to enemies.</li><li class=\"mod\"><span class=\"dim\">Wildfire</span>: Firewall's Size is increased by <span class=\"val\">50%</span> and duration increased to <span class=\"val\">7.0</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Grounding</span>: Firewall becomes a Shock Skill, deals <span class=\"val\">150%</span> x Sparking damage over <span class=\"val\">3.5</span> seconds, and costs <span class=\"val\">30</span> Mana.<br><span class=\"secondary\">Lucky Hit:</span> Up to a <span class=\"val\">25%</span> chance to deal <span class=\"val\">300%</span> x damage and form a Crackling Energy against enemies affected by Firewall.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\"><span class=\"secondary\">Lucky Hit:</span> Up to <span class=\"val\">25%</span> chance when dealing Burning damage to spawn <span class=\"val\">2</span> Firewalls for <span class=\"val\">3</span> seconds.</span>"},{"class":"Sorcerer","name":"Meteor","type":"Mastery","tag":"<span class=\"multiVal\">Core</span><span class=\"multiVal\">Pyromancy</span>","cost":"40 Mana","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 40%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Call down a meteor that crashes into enemies, dealing <span class=\"val\">180%</span> x damage and an additional <span class=\"val\">60%</span> x Burning damage over <span class=\"val\">3</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resource Damage Bonus</span>: Meteor now consumes all your remaining Mana on Cast, dealing <span class=\"val\">2%[x]</span> increased damage for each point of extra Mana spent.</li><li class=\"mod\"><span class=\"dim\">Immobilize</span>: Meteor Immobilizes enemies for <span class=\"val\">0.85</span> seconds on impact.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overpower</span>: Meteor's Impact damage now grants <span class=\"val\">1</span> stack of Overpower per enemy hit.</li><li class=\"mod\"><span class=\"dim\">Damage and Size Bonus</span>: Meteor deals <span class=\"val\">50%[x]</span> increased damage and has <span class=\"val\">50%[x]</span> increased Size, but now also has a <span class=\"val\">15</span> second Cooldown.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Shooting Star</span>: Removes the falling delay before Meteor crashes down.<br>Meteor now deals <span class=\"val\">306%</span> x impact damage and <span class=\"val\">102%</span> x Burning damage over <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Comet</span>: Meteor becomes a Frost Skill that deals Cold damage.<br>Meteor calls down an icy Comet that deals <span class=\"val\">270%</span> x damage and creates an icy mist that inflicts <span class=\"val\">66%</span> x Frostbite and <span class=\"val\">50%</span> Chill over <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Air Burst</span>: Meteor rains down <span class=\"val\">6</span> Meteorites before the final impact that each deal <span class=\"val\">45%</span> x damage each, but Meteor no longer deals Burning damage.</li></ul><br><span class=\"standout\">Enchant</span>: <span class=\"mod\"><span class=\"secondary\">Lucky Hit:</span> Cast Skill damage has up to a <span class=\"val\">20%</span> drop a Meteor on enemies.</span>"},{"class":"Sorcerer","name":"Deep Freeze","type":"Ultimate","tag":"<span class=\"multiVal\">Channeled</span><span class=\"multiVal\">Chill</span><span class=\"multiVal\">Frost</span><span class=\"multiVal\">Immune</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 5%<br><span class=\"secondary\">Damage Type</span>: Cold<br><span class=\"mod\">Encase yourself in ice and become Immune for <span class=\"val\">1</span> seconds, Chilling surrounding enemies for <span class=\"val\">13%</span> and continuously dealing <span class=\"val\">52.5%</span> x damage to them. When Deep Freeze ends, you explode for an additional <span class=\"val\">180%</span> x damage.<br>Casting Deep Freeze again ends the effect early.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration</span>: Increases the duration to <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Vulnerable and Weakened</span>: Damage makes enemies Vulnerable and Weakened for <span class=\"val\">8</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown with Barrier </span>: Cooldown speed is increased by <span class=\"val\">50%</span> while you have a Barrier.</li><li class=\"mod\"><span class=\"dim\">Reduce Cooldown</span>: Reduces your Cooldowns by 1 second and generate 8 Mana every second while active.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Glacier</span>: Instead of encasing yourself and becoming Immune, Deep Freeze now forms at the target location dealing <span class=\"val\">63%</span> x damage continuously and <span class=\"val\">216%</span> x explosion damage.<br>You remain free to act during the duration and Deep Freeze now has <span class=\"val\">3</span> Charges.</li><li class=\"mod\"><span class=\"dim\">Bonechill</span>: Deep Freeze's continuous and final explosion damage become Frostbite damage that deals <span class=\"val\">420%</span> x and <span class=\"val\">1,440%</span> x damage over <span class=\"val\">1</span> seconds respectively.<br>This Frostbite damage Chills for <span class=\"val\">100%</span> over <span class=\"val\">1</span> seconds and will remove Unstoppable from enemies.</li><li class=\"mod\"><span class=\"dim\">Frigid Ward</span>: Deep Freeze forms a Barrier that absorbs <span class=\"val\">57.24</span> damage every second while active.<br>This Barrier grants <span class=\"val\">10</span> Mana Regeneration.</li></ul>"},{"class":"Sorcerer","name":"Inferno","type":"Ultimate","tag":"<span class=\"multiVal\">Pyromancy</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 5%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Summon a fiery serpent that deals <span class=\"val\">21.25%</span> x damage and Burns enemies for <span class=\"val\">85%</span> x damage over <span class=\"val\">4</span> seconds, stacking up to <span class=\"val\">4</span> times.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Direct Damage Bonus</span>: Inferno's Burning damage is now converted to direct Fire damage, allowing it to Critically Strike.<br>Inferno deals <span class=\"val\">20%</span> increased Critical Strike Damage.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Inferno's Cooldown is reduced to <span class=\"val\">12</span> seconds, but it now also costs <span class=\"val\">30</span> Mana.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Pull</span>: Inferno continuously pulls enemies towards the center.</li><li class=\"mod\"><span class=\"dim\">Overpower</span>: Inferno overfills your Overpower by <span class=\"val\">2</span> stacks.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Meteor Shower</span>: Inferno triggers Meteorites that deal <span class=\"val\">148.75%</span> x to enemies and Immobilize them for <span class=\"val\">1.0</span> second.</li><li class=\"mod\"><span class=\"dim\">Living Bomb</span>: Inferno's Burning duration is increased to <span class=\"val\">8</span> seconds. Enemies killed by Inferno explode, dealing <span class=\"val\">106.25%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Lifecoil</span>: Inferno now forms around you and follows you, healing you for <span class=\"val\">50%</span> of your Maximum Life per second.</li></ul>"},{"class":"Sorcerer","name":"Unstable Currents","type":"Ultimate","tag":"<span class=\"multiVal\">Shock</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 100%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Lightning surges within you for <span class=\"val\">10.0</span> seconds. Whenever you Cast, trigger a random Skill:<br>• Ball Lightning<br>• Chain Lightning<br>• Charged Bolts<br>• Lightning Spear</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Unstable Currents increases your Shock Skill damage by <span class=\"val\">20%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Unstable Currents reduces your Mana costs by <span class=\"val\">5</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Unstable Currents' Cooldown is reduced to <span class=\"val\">100</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Unstable Currents increases your Minimum and Maximum Ferocity by <span class=\"val\">2</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ramping Currents</span>: Unstable Currents now has a <span class=\"val\">25%</span> chance to trigger twice.</li><li class=\"mod\"><span class=\"dim\">Thunder God</span>: Unstable Currents now triggers equipped Shock Skills that deal <span class=\"val\">50%[x]</span> increased damage, but the same Skill cannot be triggered more than once every <span class=\"val\">1</span> second.</li><li class=\"mod\"><span class=\"dim\">Boundless</span>: While Unstable Currents is active, gain the following bonuses:<br>• <span class=\"secondary\">Lucky Hit:</span> Up to a <span class=\"val\">25.0%</span> chance to form a Crackling Energy<br>• Increases Shock Skill damage by <span class=\"val\">2.5%[x]</span> and reduces Unstable Currents' Cooldown by <span class=\"val\">0.10</span> seconds when absorbing Crackling Energy.<br>• Automatically absorb Nearby Crackling Energy.</li></ul>"},{"class":"Spiritborn","name":"Rock Splitter","type":"Basic","tag":"<span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Spirit Forest</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 11 Vigor<br><span class=\"secondary\">Lucky Hit Chance</span>: 28%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Rush at a target and clobber enemies in front of you, dealing <span class=\"val\">50%</span> x damage.<br>Your <span class=\"val\">3rd</span> attack strikes enemies around you, dealing <span class=\"val\">80%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Free Strike</span>: Every 5 times you Block, automatically cast Rock Splitter's <span class=\"val\">3rd</span> attack.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Rock Splitter grants Resolve.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Block and Vigor</span>: Rock Splitter increases your Block Chance by <span class=\"val\">15%[+]</span> for <span class=\"val\">2</span> seconds and when you Block you gain <span class=\"val\">15</span> Vigor.</li><li class=\"mod\"><span class=\"dim\">Crowd Control Damage</span>: Rock Splitter deals <span class=\"val\">20%[x]</span> increased damage when hitting a Slowed or Knocked Down enemy.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unbreakable</span>: Rock Splitter's <span class=\"val\">3rd</span> attack grants a Barrier for <span class=\"val\">5%</span> of your Maximum Life for <span class=\"val\">5</span> seconds and generates Resolve.</li><li class=\"mod\"><span class=\"dim\">Inner Ferocity</span>: Rock Splitter becomes a Jaguar Skill that deals Fire damage.<br>Rock Splitter's <span class=\"val\">3rd</span> attack hits twice, dealing <span class=\"val\">75%</span> x damage each hit. If you have <span class=\"val\">4</span> stacks of Ferocity, hit an additional time.</li><li class=\"mod\"><span class=\"dim\">Shattered Stone</span>: Rock Splitter increases your Thorns by <span class=\"val\">3,489</span> for <span class=\"val\">2</span> seconds and your <span class=\"val\">3rd</span> attack deals <span class=\"val\">100%</span> of your Thorns to enemies.</li></ul>"},{"class":"Spiritborn","name":"Thrash","type":"Basic","tag":"<span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Spirit Plains</span><span class=\"multiVal\">Thrash</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 8 Vigor<br><span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Dive at an enemy and slash into it dealing <span class=\"val\">40%</span> x damage.<br>Your <span class=\"val\">3rd</span> attack unleashes a rapid series of slashes around your target, dealing a total of <span class=\"val\">70%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: Killing an enemy empowers your next Thrash to generate <span class=\"val\">10</span> additional Vigor. This stacks up to the next <span class=\"val\">10</span> Casts of Thrash.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Thrash's <span class=\"val\">3rd</span> attack grants <span class=\"val\">2</span> stacks of Ferocity.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Each hit of Thrash has a <span class=\"val\">10%</span> chance to reduce an active Cooldown by <span class=\"val\">1.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Ramping Damage</span>: Each hit of Thrash increases the damage that enemy takes from Thrash by <span class=\"val\">2%[x]</span>, stacking up to <span class=\"val\">30%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crashing and Thrashing</span>: Thrash's <span class=\"val\">3rd</span> attack deals <span class=\"val\">50%[x]</span> increased damage. Thrash continues to unleash its <span class=\"val\">3rd</span> attack if Cast again within <span class=\"val\">2.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Wanton Rampage</span>: Thrash's <span class=\"val\">1st</span> and <span class=\"val\">2nd</span> attacks have a <span class=\"val\">30%</span> chance to also unleash its <span class=\"val\">3rd</span> attack that is <span class=\"val\">100%</span> larger and deals <span class=\"val\">2%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Storm Conjurer</span>: Thrash becomes an Eagle Skill that deals Lightning damage.<br>Thrash's <span class=\"val\">3rd</span> attack deals <span class=\"val\">100%</span> x damage and creates a moving Spirit Storm that Sparks enemies for <span class=\"val\">150%</span> x damage.</li></ul>"},{"class":"Spiritborn","name":"Thunderspike","type":"Basic","tag":"<span class=\"multiVal\">Spirit Sky</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 9 Vigor<br><span class=\"secondary\">Lucky Hit Chance</span>: 22%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Quickly jab forward with a piercing strike dealing <span class=\"val\">45%</span> x damage.<br>Your <span class=\"val\">3rd</span> attack pierces further, dealing <span class=\"val\">64.8%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage to Sparking</span>: Thunderspike deals <span class=\"val\">50%</span> increased damage to Sparking enemies.</li><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Thunderspike increases your Movement Speed by <span class=\"val\">15%[x]</span> for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Critical Strike</span>: After you Critically Strike <span class=\"val\">15</span> times, Thunderspike's next use will be its <span class=\"val\">3rd</span> attack and always Critically Strike.</li><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: Thunderspike generates <span class=\"val\">7</span> additional Vigor if you have moved in the last <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Infected Ground</span>: Thunderspike becomes a Centipede Skill that deals Poison damage.<br>Thunderspike leaves a trail of poison that deals <span class=\"val\">40%</span> x damage over <span class=\"val\">6</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Lightning Dancer</span>: When you Evade, you attack with Thunderspike along the way for <span class=\"val\">100%</span> of normal damage.</li><li class=\"mod\"><span class=\"dim\">Lightning's Grip</span>: Thunderspike's <span class=\"val\">3rd</span> attack strikes back again for <span class=\"val\">64.8%</span> x damage, Pulling in and applying Vulnerable to enemies.</li></ul>"},{"class":"Spiritborn","name":"Withering Fist","type":"Basic","tag":"<span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Spirit Soil</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 9 Vigor<br><span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\">Dart at and jab an enemy several times, dealing a total of <span class=\"val\">5%</span> x damage and applying <span class=\"val\">65%</span> x Poisoning damage over <span class=\"val\">6</span> seconds.<br>Your <span class=\"val\">3rd</span> attack bursts on your target, damaging surrounding enemies and Slowing them by <span class=\"val\">40%</span> for <span class=\"val\">3</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: You gain <span class=\"val\">5</span> Vigor per second for every Nearby enemy Poisoned by Withering Fist, up to <span class=\"val\">10</span>.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: Withering Fist Heals you for <span class=\"val\">10%</span> of your Maximum Life.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weakened</span>: Enemies Poisoned by Withering Fist are Weakened.</li><li class=\"mod\"><span class=\"dim\">Poisoning Duration</span>: Withering Fist's Poisoning duration is increased by <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Shared Suffering</span>: Withering Fist's <span class=\"val\">3rd</span> attack spreads its Poisoning to <span class=\"val\">5</span> Nearby enemies and Slows them for <span class=\"val\">40%</span> more.</li><li class=\"mod\"><span class=\"dim\">Precision Strike</span>: Withering Fist's <span class=\"val\">3rd</span> attack's burst is <span class=\"val\">30%</span> smaller, but deals <span class=\"val\">600%</span> increased Poisoning damage and applies Vulnerable.</li><li class=\"mod\"><span class=\"dim\">Fist of the Forest</span>: Withering Fist becomes a Gorilla Skill that deals Physical damage.<br>Withering Fist's <span class=\"val\">3rd</span> attack releases a shockwave that deals <span class=\"val\">50%</span> x damage. It grants Barrier equal to <span class=\"val\">5%</span> of your Maximum Health for <span class=\"val\">6</span> seconds per enemy hit, up to <span class=\"val\">60%</span>.</li></ul>"},{"class":"Spiritborn","name":"Crushing Hand","type":"Core","tag":"<span class=\"multiVal\">Spirit Forest</span>","cost":"30 Vigor","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Smash down next to you with devastating force, creating <span class=\"val\">2</span> shockwaves on either side that overlap and each deal <span class=\"val\">75%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Increased Cost and Damage</span>: Crushing Hand costs <span class=\"val\">100%</span> more Vigor but deals <span class=\"val\">50%[x]</span> more damage.</li><li class=\"mod\"><span class=\"dim\">Resolve</span>: Crushing Hand grants Resolve.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Barrier</span>: Crushing Hand grants a Barrier for <span class=\"val\">5%</span> of your Maximum Life for <span class=\"val\">1.5</span> seconds, up to <span class=\"val\">30%</span>.</li><li class=\"mod\"><span class=\"dim\">Block to Damage</span>: Blocking increases the damage of Crushing Hand by <span class=\"val\">5%[x]</span> for <span class=\"val\">5</span> seconds, up to <span class=\"val\">25%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unrelenting Assault</span>: Every <span class=\"val\">3rd</span> Crushing Hand smashes <span class=\"val\">12</span> additional times dealing <span class=\"val\">30%</span> x damage each.</li><li class=\"mod\"><span class=\"dim\">Heavy Hitter</span>: Crushing Hand smashes a single time in a smaller area in front of you, dealing <span class=\"val\">300%</span> x damage and <span class=\"val\">150%</span> of your Thorns.</li><li class=\"mod\"><span class=\"dim\">100 Crushing Hands</span>: Crushing Hand becomes a Centipede Skill that deals Poison damage.<br>Crushing Hand sends centipedes scuttling across the ground, Poisoning enemies for <span class=\"val\">300%</span> x damage over <span class=\"val\">6</span> seconds. Enemies Poisoned from Crushing Hand are Weakened.</li></ul>"},{"class":"Spiritborn","name":"Quill Volley","type":"Core","tag":"<span class=\"multiVal\">Spirit Sky</span>","cost":"30 Vigor","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 12%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Hurl <span class=\"val\">5</span> feathers that pierce through enemies, each dealing <span class=\"val\">20%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Returning Feathers</span>: Quill Volley costs <span class=\"val\">100%</span> more Vigor and the feathers return after reaching their Max distance.</li><li class=\"mod\"><span class=\"dim\">Evade Damage</span>: Quill Volley deals <span class=\"val\">20%</span> increased damage when Cast within <span class=\"val\">5</span> seconds of Evading.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Bonus Feathers</span>: Quill Volley hurls out <span class=\"val\">2</span> additional feathers. Consume <span class=\"val\">2</span> Nearby Storm Feathers to shoot out <span class=\"val\">2</span> more.</li><li class=\"mod\"><span class=\"dim\">Vulnerable Damage</span>: Quill Volley makes enemies Vulnerable. If they are already Vulnerable, Quill Volley deals <span class=\"val\">20%</span> more damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Volatile Feathers</span>: Quill Volley's feathers explode at their apex, dealing <span class=\"val\">24%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Quill Command</span>: Quill Volley's feathers fly <span class=\"val\">50%</span> further and converge on your target, dealing <span class=\"val\">100%[x]</span> increased Critical Strike Damage.</li><li class=\"mod\"><span class=\"dim\">Claw Volley</span>: Quill Volley is now a Jaguar skill that deals Fire damage and costs <span class=\"val\">10</span> less Vigor.<br>Quill Volley sends out <span class=\"val\">3</span> piercing claws that deal <span class=\"val\">35%</span> x damage twice.</li></ul>"},{"class":"Spiritborn","name":"Rake","type":"Core","tag":"<span class=\"multiVal\">Spirit Plains</span>","cost":"30 Vigor","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 18%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Conjure claws that rake through enemies in front of you, dealing <span class=\"val\">40%</span> x damage before exploding for an additional <span class=\"val\">60%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Hitting at least one enemy with Rake reduces your longest active Cooldown by <span class=\"val\">0.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction and Damage</span>: For each stack of Ferocity you have, Rake's Vigor cost is reduced by <span class=\"val\">2</span> and its initial hit's damage is increased by <span class=\"val\">5%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Speed</span>: Rake gains <span class=\"val\">20%</span> Cast Speed.</li><li class=\"mod\"><span class=\"dim\">Ferocity</span>: Casting Rake grants a stack of Ferocity.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Simian Swipe</span>: Rake becomes a Gorilla Skill that deals Physical damage.<br>Rake sweeps in front of you, dealing <span class=\"val\">175%</span> x damage and gaining a stack of Resolve if you hit an enemy.</li><li class=\"mod\"><span class=\"dim\">Grasping Claw</span>: Rake is <span class=\"val\">20%</span> larger. Rake's initial hit pulls in enemies at its edge and hits enemies again for <span class=\"val\">60%</span> x damage.<br>If Rake only hits a single target, it deals <span class=\"val\">100%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Spirit Jaguar</span>: Rake manifests a spirit Jaguar which rakes a random enemy dealing <span class=\"val\">40%</span> x damage before exploding for <span class=\"val\">50%</span> x damage.</li></ul>"},{"class":"Spiritborn","name":"Stinger","type":"Core","tag":"<span class=\"multiVal\">Spirit Soil</span><span class=\"multiVal\">Stinger</span>","cost":"30 Vigor","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\">Strike a small area, dealing <span class=\"val\">115%</span> x damage to enemies within as well as all surrounding Poisoned enemies.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weakened Damage Bonus</span>: Stinger deals <span class=\"val\">25%</span> more damage to Weakened enemies.</li><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Stinger's area is <span class=\"val\">100%</span> bigger.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing and Vulnerable</span>: If Stinger strikes a Vulnerable enemy it Heals you for <span class=\"val\">10%</span> of your Maximum Life. If you are Healthy it makes enemies Vulnerable for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Stinger's initial impact deals <span class=\"val\">30%</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Potent Sting</span>: Stinger now always deals its damage to surrounding enemies, even if they are not Poisoned. If they were Poisoned, it deals <span class=\"val\">50%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Unleash the Swarm</span>: Stinger spawns <span class=\"val\">3</span> Pestilent Swarms that deal <span class=\"val\">100%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Nimbostratal Strike</span>: Stinger becomes an Eagle Skill that deals Lightning damage.<br>Stinger strikes a small area, dealing <span class=\"val\">150%</span> x damage and creating a Spirit Storm that Sparks enemies for <span class=\"val\">150%</span> x damage. Your other Spirit Storms also deal <span class=\"val\">150%</span> x damage.</li></ul>"},{"class":"Spiritborn","name":"Ravager","type":"Focus","tag":"<span class=\"multiVal\">Hunter</span><span class=\"multiVal\">Incarnate</span><span class=\"multiVal\">Spirit Plains</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Minimum Ferocity increased by <span class=\"val\">1[+]</span>.<br><span class=\"secondary\">Active:</span> Unleash a savage roar, causing each of your attacks to trigger an additional <span class=\"val\">40%</span> x damage strike per enemy for <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Increase</span>: Ravager's duration is increased by <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: While Ravager is active, gain <span class=\"val\">50%</span> increased Vigor Generation.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ferocity Minimum</span>: Ravager's Passive further increases your Minimum Ferocity by <span class=\"val\">1</span> more.</li><li class=\"mod\"><span class=\"dim\">Ferocity Maximum</span>: Ravager's Passive also increases your Maximum Ferocity by <span class=\"val\">2</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Carnage</span>: Ravager deals <span class=\"val\">100%[x]</span> increased damage, further increased to <span class=\"val\">300%[x]</span> against Elites and Bosses.</li><li class=\"mod\"><span class=\"dim\">Flurry of Claws</span>: Ravager's Passive gains: Whenever a Skill comes off Cooldown, deal <span class=\"val\">80%</span> x damage to Close enemies.<br>While Ravager is active, gain <span class=\"val\">25%</span> Cooldown Rate.</li><li class=\"mod\"><span class=\"dim\">Strength of the Forest</span>: Ravager becomes a Gorilla Skill that deals Physical damage.<br><span class=\"secondary\">Passive:</span> Whenever you gain a stack of Resolve, deal <span class=\"val\">80%</span> x damage around you.<br><span class=\"secondary\">Active:</span> For <span class=\"val\">6</span> seconds, casting a Gorilla Skill gives you a stack of Resolve.</li></ul>"},{"class":"Spiritborn","name":"Soar","type":"Focus","tag":"<span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Soar</span><span class=\"multiVal\">Spirit Sky</span><span class=\"multiVal\">Vulnerable</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Fly into the air, creating a cloud which makes enemies at your target location Vulnerable for <span class=\"val\">4.0</span> seconds before you crash down upon them dealing <span class=\"val\">50%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: Soar impact area is <span class=\"val\">50%</span> larger.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Soar's Cooldown is reduced by <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Soar gives you <span class=\"val\">10%</span> Movement Speed increase for <span class=\"val\">4</span> seconds. If Soar hits no enemies, gain <span class=\"val\">25%</span> instead.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Soar deals <span class=\"val\">75%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Free Bird</span>: Soar makes you Unstoppable for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Eye of the Storm</span>: Soar's cloud deals <span class=\"val\">100%</span> x Sparking damage each second and remains around you for <span class=\"val\">4</span> seconds after landing. Soar conjures <span class=\"val\">3</span> Spirit Storms around its impact area that Spark enemies for <span class=\"val\">150%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Jaguar's Execution</span>: Soar becomes a Jaguar Skill that deals Fire damage.<br>Soar lunges into the air and directly back down, dealing <span class=\"val\">100%</span> x damage twice. This ability can Execute enemies.</li></ul>"},{"class":"Spiritborn","name":"Toxic Skin","type":"Focus","tag":"<span class=\"multiVal\">Incarnate</span><span class=\"multiVal\">Spirit Soil</span><span class=\"multiVal\">Unhindered</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Enemies that attack you are Poisoned for <span class=\"val\">72%</span> x damage over <span class=\"val\">5</span> seconds.<br><span class=\"secondary\">Active:</span> Your toxins overflow, applying the Poisoning in a trail and making you Unhindered for <span class=\"val\">5.0</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: Toxic Skin generates <span class=\"val\">5</span> Vigor per second while active.</li><li class=\"mod\"><span class=\"dim\">Thorns</span>: Toxic Skin passively increases your Thorns by <span class=\"val\">20%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Increase</span>: Toxic Skin's duration is increased by <span class=\"val\">2</span> seconds</li><li class=\"mod\"><span class=\"dim\">Healing</span>: While Toxic Skin is active, Heal for <span class=\"val\">3%</span> of your Maximum Life per second.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Erupting Skin</span>: While Toxic Skin is active, you launch toxic globs that apply <span class=\"val\">250%</span> x Poisoning damage over <span class=\"val\">5</span> seconds</li><li class=\"mod\"><span class=\"dim\">Skuttle Bug</span>: Toxic Skin's Cooldown is reduced by <span class=\"val\">3</span> seconds and its damage Weakens enemies. While its active, you gain <span class=\"val\">30%</span> Armor.</li><li class=\"mod\"><span class=\"dim\">Fiery Soul</span>: Toxic Skin becomes a Jaguar Skill that deals Fire damage.<br><span class=\"secondary\">Passive:</span> Whenever you receive Healing, gain <span class=\"val\">25%[+]</span> Critical Strike Damage until your next Critical Strike, up to <span class=\"val\">200%[+]</span>.<br><span class=\"secondary\">Active:</span> Jaguar energy flows through you, automatically slashing Close enemies for <span class=\"val\">60%</span> x damage every <span class=\"val\">0.5</span> seconds for <span class=\"val\">5.0</span> seconds.</li></ul>"},{"class":"Spiritborn","name":"Vortex","type":"Focus","tag":"<span class=\"multiVal\">Spirit Sky</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Create a cyclone that Pulls enemies inward followed by a crushing downdraft that deals <span class=\"val\">35%</span> x damage to them.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: Casting Vortex generates <span class=\"val\">20</span> Vigor.</li><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Critical Strikes with Vortex reduce its Cooldown by <span class=\"val\">0.5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Knock Down</span>: Vortex Knocks Down enemies for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Vortex deals <span class=\"val\">50%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Overcharged</span>: Vortex makes enemies Vulnerable for <span class=\"val\">4.0</span> seconds and Sparks enemies for <span class=\"val\">200%</span> x damage over <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">1000 Year Storm</span>: Vortex deals <span class=\"val\">200%[x]</span> increased damage, affects a <span class=\"val\">50%</span> larger area, and grants <span class=\"val\">20%</span> Damage Reduction for <span class=\"val\">5</span> seconds, but its Cooldown is increased by <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Insect Swarm</span>: Vortex becomes a Centipede Skill that deals Poison damage.<br>Vortex creates a wave of insects that swarm around you, dealing <span class=\"val\">20%</span> x damage and Slowing enemies by <span class=\"val\">90%</span> for <span class=\"val\">5</span> seconds. They create a Poison nova, damaging enemies for <span class=\"val\">175%</span> x damage over <span class=\"val\">5</span> seconds.</li></ul>"},{"class":"Spiritborn","name":"Armored Hide","type":"Defensive","tag":"<span class=\"multiVal\">Guardian</span><span class=\"multiVal\">Incarnate</span><span class=\"multiVal\">Spirit Forest</span><span class=\"multiVal\">Unstoppable</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Gain <span class=\"val\">1</span> Resolve every <span class=\"val\">5.0</span> seconds.<br><span class=\"secondary\">Active:</span> Encase yourself, becoming Unstoppable and gaining <span class=\"val\">40%[+]</span> Block Chance for <span class=\"val\">3</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Thorns</span>: Armored Hide's Passive increases your Thorns by <span class=\"val\">20%</span>.</li><li class=\"mod\"><span class=\"dim\">Blocked Damage Reduction</span>: While Armored Hide is active, gain <span class=\"val\">15%[+]</span> Blocked Damage Reduction.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Barrier</span>: Armored Hide also grants a Barrier for <span class=\"val\">20%</span> of your Maximum Life for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Duration</span>: Armored Hide active duration is increased by <span class=\"val\">1</span> second.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Trampled Under Foot</span>: When you Evade through enemies with Armored Hide active, you deal <span class=\"val\">300%</span> of your Thorns to them. Activating Armored Hide deals <span class=\"val\">200%</span> of your Thorns to Close enemies.</li><li class=\"mod\"><span class=\"dim\">Force of Nature</span>: Armored Hide restores <span class=\"val\">50</span> Vigor and makes you Unstoppable for the duration.</li><li class=\"mod\"><span class=\"dim\">Ferocious Meal</span>: Armored Hide becomes a Jaguar Skill that deals Fire damage.<br><span class=\"secondary\">Passive:</span> Each time you take damage, gain a stack of Ferocity<br><span class=\"secondary\">Active:</span> Perform large slashes all around you, dealing <span class=\"val\">125%</span> x damage twice. Restore <span class=\"val\">2%</span> of your Maximum Life each time this damages an enemy. Receive <span class=\"val\">25%</span> increased Healing for <span class=\"val\">3.0</span> seconds.</li></ul>"},{"class":"Spiritborn","name":"Concussive Stomp","type":"Defensive","tag":"<span class=\"multiVal\">Spirit Forest</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Stomp in front of you, releasing a shockwave that deals <span class=\"val\">65%</span> x damage and Knocks Down enemies for <span class=\"val\">3</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Barrier Generation</span>: Concussive Stomp grants a Barrier equal to <span class=\"val\">10%</span> of your Maximum Life per enemy hit for <span class=\"val\">3</span> seconds, up to <span class=\"val\">30%</span>.</li><li class=\"mod\"><span class=\"dim\">Additional Charge</span>: Concussive Stomp gains an additional Charge.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve Generation</span>: Concussive Stomp grants <span class=\"val\">3</span> Resolve.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Concussive Stomp deals <span class=\"val\">100%</span> more damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crushing Blow</span>: Concussive Stomp hits in a circle around you and deals <span class=\"val\">500%</span> increased damage to Unstoppable enemies and Bosses.</li><li class=\"mod\"><span class=\"dim\">Debilitate</span>: Concussive Stomp grants you <span class=\"val\">15%</span> Damage Reduction for <span class=\"val\">4</span> seconds. When enemies recover from a Concussive Stomp, they have <span class=\"val\">30%</span> reduced Attack Speed for <span class=\"val\">4</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Crackling Earth</span>: Concussive Stomp becomes an Eagle Skill, deals Lightning damage, and has a <span class=\"val\">7</span> second Cooldown.<br>Concussive Stomp electrifies the ground, Sparking enemies for <span class=\"val\">400%</span> x Damage over <span class=\"val\">2</span> seconds and causing them to drop a Storm Feather.</li></ul>"},{"class":"Spiritborn","name":"Counterattack","type":"Defensive","tag":"<span class=\"multiVal\">Counterattack</span><span class=\"multiVal\">Incarnate</span><span class=\"multiVal\">Spirit Plains</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\"><span class=\"secondary\">Passive:</span> Gain <span class=\"val\">10%</span> Dodge Chance and automatically retaliate against Close enemies for <span class=\"val\">80%</span> x damage when you Dodge their attacks.<br><span class=\"secondary\">Active:</span> Dodge all direct attacks for <span class=\"val\">3</span> seconds per cast, up to <span class=\"val\">6</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Counterattack's Cooldown is reduced by <span class=\"val\">0.5</span> seconds per stack of Ferocity you have.</li><li class=\"mod\"><span class=\"dim\">Damage Over Time Reduction</span>: Counterattack's Passive reduces Damage Over Time effects on you by <span class=\"val\">20%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Duration Increase</span>: Counterattack's duration is increased by <span class=\"val\">1</span> second.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Counterattack deals <span class=\"val\">30%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Asymmetrical Warfare</span>: Counterattack's Passive now also retaliates against all Close enemies for <span class=\"val\">100%</span> x damage when you Dodge any attack.</li><li class=\"mod\"><span class=\"dim\">Controlled Reflection</span>: When you Dodge a Control Impairing attack with Counterattack it will reflect that Crowd Control to all Close enemies for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Counterattack of the Swarm</span>: Counterattack becomes a Centipede Skill that deals Poison damage.<br><span class=\"secondary\">Passive:</span> Your Pestilent Swarms Weaken enemies.<br><span class=\"secondary\">Active:</span> Send out <span class=\"val\">3</span> Pestilent Swarms that deal <span class=\"val\">150%</span> x damage each second for <span class=\"val\">3</span> seconds.</li></ul>"},{"class":"Spiritborn","name":"Scourge","type":"Defensive","tag":"<span class=\"multiVal\">Spirit Soil</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 10%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\">Call forth a wave of insects that bite enemies, Fearing and Slowing them by <span class=\"val\">70%</span> for <span class=\"val\">3</span> seconds while applying <span class=\"val\">100%</span> x Poisoning damage over <span class=\"val\">3</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: <span class=\"secondary\">Lucky Hit:</span> Hitting an enemy affected by Scourge has up to a <span class=\"val\">30%</span> chance to Heal you for <span class=\"val\">5%</span> of your Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Enemies affected by Scourge are Vulnerable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Weaken</span>: Scourge also Weakens enemies for <span class=\"val\">6</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: Casting Scourge grants <span class=\"val\">50</span> Vigor over <span class=\"val\">6</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Scourge Commander</span>: Scourge now appears at your target location and deals an extra <span class=\"val\">80%</span> x damage. This amount is increased by <span class=\"val\">200%</span> against Vulnerable enemies.</li><li class=\"mod\"><span class=\"dim\">The Beast Within</span>: Scourge becomes a Gorilla Skill.<br>Unleash the power of the Gorilla, gaining <span class=\"val\">348.88</span> Thorns for each surrounding enemy for <span class=\"val\">3</span> seconds and triggering a Thorns attack dealing <span class=\"val\">200%</span> against them. Repeat this damage every <span class=\"val\">0.75</span> seconds for <span class=\"val\">1.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Hive Mind</span>: Scourge grants you <span class=\"val\">15%</span> Damage Reduction and continuously affects enemies around you for <span class=\"val\">3.0</span> seconds.</li></ul>"},{"class":"Spiritborn","name":"Payback","type":"Potency","tag":"<span class=\"multiVal\">Spirit Forest</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Smash enemies in front of you, dealing <span class=\"val\">175%</span> x damage.<br>When attacked, you have a <span class=\"val\">5%</span> chance to reset Payback's Cooldown.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve Generation</span>: Payback grants <span class=\"val\">2</span> Resolve.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Each time an enemy attacks you, the damage they take from Payback is increased by <span class=\"val\">10%[x]</span>, up to <span class=\"val\">50%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Area Increase</span>: Payback echoes forward damaging a larger area.</li><li class=\"mod\"><span class=\"dim\">Block Chance</span>: Payback grants <span class=\"val\">20%[+]</span> Block Chance for <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Break Free</span>: Becoming Control Impaired while Payback is on Cooldown makes it free to Cast and grants you Unstoppable and <span class=\"val\">40%</span> Damage Reduction for <span class=\"val\">3</span> seconds. Can only occur once every <span class=\"val\">8</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Wrath of the Gorilla</span>: Payback is also a Core Skill that costs <span class=\"val\">70</span> Vigor, has no Cooldown, and deals <span class=\"val\">275%</span> x damage.<br>When attacked, you have a <span class=\"val\">5%</span> chance to gain <span class=\"val\">70</span> Vigor instead.</li><li class=\"mod\"><span class=\"dim\">Insidious Retribution</span>: Payback becomes a Centipede Skill that deals Poison damage.<br>Payback smashes enemies in front of you, Poisoning them for <span class=\"val\">330%</span> x damage over <span class=\"val\">6</span> seconds and increasing your Thorns by <span class=\"val\">30%</span> for <span class=\"val\">5</span> seconds.<br>Whenever you Crowd Control an enemy, reduce Payback's Cooldown by <span class=\"val\">0.1</span> seconds.</li></ul>"},{"class":"Spiritborn","name":"Razor Wings","type":"Potency","tag":"<span class=\"multiVal\">Razor Wings</span><span class=\"multiVal\">Spirit Sky</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 22%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">Whirl out a cluster of razor sharp feathers that rebound back, dealing <span class=\"val\">95%</span> x damage each way.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: For each active Razor Wings, you gain <span class=\"val\">2%[x]</span> Movement Speed.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Razor Wings hits increase your Razor Wings damage by <span class=\"val\">1%[x]</span> for <span class=\"val\">4</span> seconds, stacking up to <span class=\"val\">30%[x]</span>. Critical Strikes grant <span class=\"val\">3</span> stacks.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Refund Charges</span>: Razor Wings has a <span class=\"val\">10%</span> chance to regain a Charge when hitting an enemy. Double this chance if you have an active Barrier.</li><li class=\"mod\"><span class=\"dim\">Charge Cooldown</span>: Razor Wings' Cooldown is <span class=\"val\">80%</span> longer but it now regains all Charges at once.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Wing Storm</span>: When Razor Wings hits an enemy for the first time, creates a Spirit Storm that Sparks enemies for <span class=\"val\">150%</span> x damage. For each active Spirit Storm, Razor Wings deals <span class=\"val\">15%[x]</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Flock of Feathers</span>: Razor Wings last <span class=\"val\">300%</span> longer and spiral outwards.</li><li class=\"mod\"><span class=\"dim\">Brutal Blast</span>: Razor Wings becomes a Gorilla Skill that deals Physical damage.<br>Razor Wings generates <span class=\"val\">2</span> Resolve and fires a slow moving burst of energy that continually pulses, dealing <span class=\"val\">100%</span> x damage every <span class=\"val\">0.5</span> seconds.</li></ul>"},{"class":"Spiritborn","name":"Rushing Claw","type":"Potency","tag":"<span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Spirit Plains</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Slash a short distance through an enemy, striking all enemies along the way twice for a total of <span class=\"val\">160%</span> x total damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Incarnate Duration</span>: Rushing Claw extends the duration of your active Incarnate Skills by <span class=\"val\">0.5</span> seconds, up to <span class=\"val\">4.0</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Damage Bonus</span>: Rushing Claw deals <span class=\"val\">60%[x]</span> more damage if you Dodged in the last <span class=\"val\">20</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Charge Refund</span>: Using Rushing Claw's last Charge will refill <span class=\"val\">4</span> Charges by consuming <span class=\"val\">4</span> stacks of Ferocity.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: Enemies hit by Rushing Claw take <span class=\"val\">20%[x]</span> increased damage from Rushing Claw, up to <span class=\"val\">100%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Evasive Swipe</span>: Rushing Claw becomes an Eagle Skill, deals Lightning damage, and has <span class=\"val\">2</span> Charges with a <span class=\"val\">25</span> second Charge Cooldown.<br>Rushing Claw counts as an Evade. You no longer need a target to Cast Rushing Claw.</li><li class=\"mod\"><span class=\"dim\">Colossal Claw</span>: Rushing Claw now has <span class=\"val\">12</span> Maximum Charges. Casting it consumes all Charges to increase its damage by <span class=\"val\">50%[x]</span> per Charge and it hits a larger area.<br>Rushing Claw's Cooldown refreshes <span class=\"val\">10%</span> faster for each Ferocity you have.</li><li class=\"mod\"><span class=\"dim\">Evolving Claws</span>: Rushing Claw deals <span class=\"val\">30%</span> increased damage and is empowered based on how many Charges it has when you Cast it:<br>• <span class=\"secondary\">1:</span> Heals <span class=\"val\">15%</span> of your Maximum Life.<br>• <span class=\"secondary\">2:</span> Guaranteed to Critically Strike.<br>• <span class=\"secondary\">3:</span> Gain <span class=\"val\">100%</span> Dodge Chance for <span class=\"val\">20.0</span> seconds. <br>• <span class=\"secondary\">4+:</span> Strikes an additional time.</li></ul>"},{"class":"Spiritborn","name":"Touch of Death","type":"Potency","tag":"<span class=\"multiVal\">Spirit Soil</span><span class=\"multiVal\">Touch Of Death</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\">Strike an enemy and infect them, dealing <span class=\"val\">5%</span> x damage and applying <span class=\"val\">300%</span> x Poisoning damage over <span class=\"val\">9</span> seconds.<br>When the infection expires or the host dies, a swarm hatches and seeks enemies for <span class=\"val\">9</span> seconds, dealing <span class=\"val\">10%</span> x damage per hit.<br>You can have up to <span class=\"val\">3</span> swarms active at once.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Additional Charge</span>: Touch of Death gains an additional Charge.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Touch of Death makes enemies Vulnerable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: Touch of Death's infection Heals you for <span class=\"val\">1.0%</span> of your Maximum Life per second for a total of <span class=\"val\">9%</span> Maximum Life. You Heal any remaining when the swarm hatches.</li><li class=\"mod\"><span class=\"dim\">Weakened Damage</span>: If Touch of Death's strike hits a Weakened enemy, Touch of Death deals <span class=\"val\">20%[x]</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Swarm of Swarms</span>: Touch of Death is also a Core Skill which costs <span class=\"val\">70</span> Vigor and has no Cooldown.<br>When a swarm is replaced early, it bursts for <span class=\"val\">150%</span> of the damage it would have done.</li><li class=\"mod\"><span class=\"dim\">Touch of Lightning</span>: Touch of Death becomes an Eagle Skill that deals Lightning damage.<br>Touch of Death strikes an enemy, dealing <span class=\"val\">150%</span> x damage and conjuring a Spirit Storm which Sparks enemies for <span class=\"val\">375%</span> x damage. If the enemy dies before the Spirit Storm dissipates, conjure a second moving Spirit Storm.<br>When you conjure a Spirit Storm, reduce Touch of Death's Cooldown by <span class=\"val\">1</span> second.</li><li class=\"mod\"><span class=\"dim\">Erupting Swarm</span>: Touch of Death's swarm bursts every second, applying <span class=\"val\">90%</span> x Poisoning damage over <span class=\"val\">9</span> seconds to surrounding enemies.</li></ul>"},{"class":"Spiritborn","name":"The Devourer","type":"Ultimate","tag":"<span class=\"multiVal\">Spirit Soil</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 10%<br><span class=\"secondary\">Damage Type</span>: Poison<br><span class=\"mod\">The Centipede Spirit emerges, blasting enemies in a line for <span class=\"val\">200%</span> x damage and spitting at others for <span class=\"val\">95%</span> x damage. Lasts for <span class=\"val\">15</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Healing</span>: The Devourer Heals you for <span class=\"val\">5%</span> of your Maximum Life per second.</li><li class=\"mod\"><span class=\"dim\">Thorns</span>: The Devourer grants you <span class=\"val\">50%</span> increased Thorns for <span class=\"val\">15</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Instant Kill</span>: While The Devourer is active, if a Non-Boss enemy's remaining Life becomes Poisoned, they die instantly.</li><li class=\"mod\"><span class=\"dim\">Poisoning Duration</span>: While The Devourer is active, your Poisoning effects have <span class=\"val\">20%</span> increased duration.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Sky and Soil</span>: The Devourer is also an Eagle Skill.<br>The Eagle Spirit aids The Devourer, creating a Lightning Storm that Sparks enemies for <span class=\"val\">80%</span> x damage each second and makes enemies Vulnerable. Gain <span class=\"val\">20%</span> Movement Speed while The Devourer is active.</li><li class=\"mod\"><span class=\"dim\">Blast of Bile</span>: The Devourer now only blasts enemies in a line once, dealing <span class=\"val\">800%</span> x damage, before leaving.<br>The Devourer is now also a Potency Skill and has a <span class=\"val\">18</span> second cooldown.</li><li class=\"mod\"><span class=\"dim\">Spew Putrefaction</span>: As it emerges, The Devourer launches <span class=\"val\">10</span> toxic globs that apply <span class=\"val\">35%</span> x Poisoning damage over <span class=\"val\">6</span> seconds wherever they land. Enemies affected by toxic globs also take <span class=\"val\">50%[x]</span> increased Poison Damage.</li></ul>"},{"class":"Spiritborn","name":"The Hunter","type":"Ultimate","tag":"<span class=\"multiVal\">Spirit Plains</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 15%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Bound across the battlefield with the Jaguar Spirit, dealing <span class=\"val\">50%</span> x damage upon landing and then rapidly slashing enemies in the area for <span class=\"val\">200%</span> x total damage over <span class=\"val\">7</span> strikes.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Execute</span>: The Hunter's landing damage will Execute enemies.</li><li class=\"mod\"><span class=\"dim\">Healing</span>: The Hunter restores <span class=\"val\">3%</span> of your Maximum Health per strike.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: Casting The Hunter generates <span class=\"val\">25</span> Vigor.</li><li class=\"mod\"><span class=\"dim\">Size Bonus</span>: The Hunter strikes a <span class=\"val\">50%</span> larger area.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Shredder</span>: The Hunter strikes an additional <span class=\"val\">5</span> times and consumes all of your Ferocity to deal <span class=\"val\">20%[x]</span> increased damage per Ferocity.</li><li class=\"mod\"><span class=\"dim\">Push and Pounce</span>: The Hunter is also a Gorilla Skill.<br>The Gorilla Spirit knocks enemies towards The Hunter's landing spot, dealing <span class=\"val\">150%</span> x Physical damage and Knocking Down enemies on landing for <span class=\"val\">2</span> seconds. Each enemy you damage with The Hunter grants Resolve, which can overfill your Resolve by <span class=\"val\">4</span> stacks.</li><li class=\"mod\"><span class=\"dim\">Relentless Pursuit</span>: The Hunter overfills your Ferocity by <span class=\"val\">2</span> stacks. Killing enemies while with it active has a <span class=\"val\">40%</span> chance to instantly reset its Cooldown. This chance is halved after each consecutive reset.</li></ul>"},{"class":"Spiritborn","name":"The Protector","type":"Ultimate","tag":"<span class=\"multiVal\">Barrier</span><span class=\"multiVal\">Spirit Forest</span><span class=\"multiVal\">The Protector</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 15%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">The Gorilla Spirit protects an area for <span class=\"val\">6</span> seconds, continuously smashing surrounding enemies for <span class=\"val\">140%</span> x damage and granting you Barrier for <span class=\"val\">10%</span> of your Maximum Life every <span class=\"val\">1.5</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Barrier</span>: The Protector grants an additional <span class=\"val\">10%</span> of your Maximum Life in Barrier.</li><li class=\"mod\"><span class=\"dim\">Damage Increase</span>: The Protector deals <span class=\"val\">30%</span> increased damage.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Resolve Generation</span>: The Protector grants <span class=\"val\">2</span> Resolve when it smashes.</li><li class=\"mod\"><span class=\"dim\">Thorns Damage</span>: The Protector's area deals <span class=\"val\">350%[x]</span> of your Thorns damage to enemies within every <span class=\"val\">1.5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Canopy Shelter</span>: The Protector's area persists for an additional <span class=\"val\">6</span> seconds and Slows enemies and Small Missiles by <span class=\"val\">80%</span>. While inside, you are Unstoppable.</li><li class=\"mod\"><span class=\"dim\">Brutal Barrage</span>: The Protector also deals <span class=\"val\">175%</span> x damage to enemies around you with each smash. Spend up to <span class=\"val\">3</span> stacks of Resolve to increase The Protector's damage by <span class=\"val\">100%</span> for each stack spent.</li><li class=\"mod\"><span class=\"dim\">The Infected Forest</span>: The Protector is also a Centipede Skill.<br>The Centipede Spirit aids The Protector, poisoning enemies for <span class=\"val\">100%</span> x damage each second, Weakening them, and spawning Pestilent Swarms that deal <span class=\"val\">100%</span> x damage.</li></ul>"},{"class":"Spiritborn","name":"The Seeker","type":"Ultimate","tag":"<span class=\"multiVal\">Spirit Sky</span><span class=\"multiVal\">The Seeker</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 35%<br><span class=\"secondary\">Damage Type</span>: Lightning<br><span class=\"mod\">The Eagle Spirit swoops down and deals <span class=\"val\">52%</span> x damage. After a short delay it blasts off dealing <span class=\"val\">450%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Charge Refund</span>: Elites hit twice by The Seeker have a <span class=\"val\">25%</span> chance to refund a Charge, doubled against Bosses.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: The Seeker constantly makes all enemies in its area Vulnerable.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vigor Generation</span>: Casting The Seeker restores <span class=\"val\">25</span> Vigor.</li><li class=\"mod\"><span class=\"dim\">Storm Feathers</span>: The Seeker drops <span class=\"val\">5</span> Storm Feathers when it swoops down.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Lone Seeker</span>: The Seeker now only has <span class=\"val\">1</span> Charge, its area is increased by <span class=\"val\">50%</span>, and it deals <span class=\"val\">250%</span> increased damage.</li><li class=\"mod\"><span class=\"dim\">Stormbringer</span>: The Seeker's first hit Knocks Down enemies for <span class=\"val\">4</span> seconds and leaves behind a Spirit Storm that Sparks enemies for <span class=\"val\">240%</span> x damage</li><li class=\"mod\"><span class=\"dim\">Tag Team</span>: The Seeker is also a Jaguar Skill.<br>The Jaguar Spirit aids The Seeker, granting you <span class=\"val\">4</span> Ferocity and slashing <span class=\"val\">3</span> times dealing <span class=\"val\">75%</span> x Fire Damage. The Seeker gains <span class=\"val\">2</span> additional Charges.</li></ul>"},{"class":"Warlock","name":"Command Fallen","type":"Basic","tag":"<span class=\"multiVal\">Cmd Fallen</span><span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Lesser Demon</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 10 Wrath<br><span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Summon a Fallen Lunatic that charges your target and explodes, dealing <span class=\"val\">80%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Dominance</span>: Every <span class=\"val\">15</span> times you hit enemies with Command Fallen you gain <span class=\"val\">1</span> Dominance.</li><li class=\"mod\"><span class=\"dim\">Lifetime Damage</span>: Your Demons summoned by Command Fallen deal <span class=\"val\">8%[x]</span> increased damage for every second they are alive, up to <span class=\"val\">30%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Per Demon</span>: Command Fallen deals <span class=\"val\">1%[x]</span> increased damage for every Demon you have active, up to <span class=\"val\">20%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Wrath</span>: Command Fallen generates <span class=\"val\">1</span> additional Wrath for every Demon or Enemy you have killed in the last <span class=\"val\">2</span> seconds, up to <span class=\"val\">5</span> additional Wrath.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Mega Lunatic</span>: Command Fallen summons a Mega Lunatic which deals <span class=\"val\">136%</span> x damage and bursts into <span class=\"val\">3</span> Mini Lunatics which each deal <span class=\"val\">40%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Fallen Rush</span>: Command Fallen is also an Abyss Skill and now summons up to <span class=\"val\">3</span> Fallen Grunts for <span class=\"val\">20</span> seconds which deal <span class=\"val\">48%</span> x damage and generate <span class=\"val\">10</span> Wrath per hit. Recasting while all are active will direct them to move or target on your command.</li><li class=\"mod\"><span class=\"dim\">Meat Shields</span>: Command Fallen becomes a Hellfire Skill and passively summons a Lunatic every <span class=\"val\">5.0</span> seconds that follows you around and detonates when enemies get close, up to <span class=\"val\">5</span> Lunatics. Summon rate is based on your Attack Speed.</li></ul>"},{"class":"Warlock","name":"Doom","type":"Basic","tag":"<span class=\"multiVal\">Abyss</span><span class=\"multiVal\">Doom</span><span class=\"multiVal\">Hex</span><span class=\"multiVal\">Occult</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 10 Wrath<br><span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Burst a sigil on your enemies, Hexing them and dealing <span class=\"val\">50%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Wrath</span>: Doom generates <span class=\"val\">1</span> Wrath every <span class=\"val\">2</span> seconds for each Hexed enemy.</li><li class=\"mod\"><span class=\"dim\">Damage</span>: Doom deals <span class=\"val\">1%[x]</span> increased damage to enemies for each second they have been Hexed.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Assimilation</span>: Casting Doom against a Vulnerable, Weakened, or Slowed enemy assimilates the effects, causing Doom to also apply those effects for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Echo</span>: Casting Doom echoes <span class=\"val\">10%</span> of its damage to all Nearby Hexed enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Doomfire Ritual</span>: Maximum Doom becomes a Hellfire Skill and your Hex is applied with Stacks for <span class=\"val\">15</span> seconds but you can only have one Hexed target at a time. When Hex expires or is removed, Doom deals <span class=\"val\">175%</span> x damage split amongst all enemies in the area.</li><li class=\"mod\"><span class=\"dim\">Contagion</span>: Whenever you kill a Hexed enemy, Doom spreads the Hex to another enemy and deals <span class=\"val\">50%</span> x damage to them.</li><li class=\"mod\"><span class=\"dim\">Jailer</span>: Doom is cast at range on the ground, leaving behind a mark that Tethers your Primary Target and Hexes enemies within for <span class=\"val\">6</span> seconds.</li></ul>"},{"class":"Warlock","name":"Hellion Sting","type":"Basic","tag":"<span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Eviscerated</span><span class=\"multiVal\">Hellion Sting</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 10 Wrath<br><span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Whip a demon tail forward, dealing <span class=\"val\">60%</span> x damage with a <span class=\"val\">5%</span> chance to Eviscerate enemies for <span class=\"val\">600%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Wrath</span>: Casting Hellion Sting increases your Wrath Regeneration by <span class=\"val\">10%</span> for <span class=\"val\">3</span> seconds, up to <span class=\"val\">30%</span>.</li><li class=\"mod\"><span class=\"dim\">Damage</span>: Hellion Sting deals <span class=\"val\">50%[x]</span> increased damage to enemies for <span class=\"val\">3</span> seconds after you first strike them with it.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Eviscerate</span>: Hellion Sting has <span class=\"val\">40%[x]</span> increased Eviscerate chance against your primary target.</li><li class=\"mod\"><span class=\"dim\">Fortify</span>: When you strike an Eviscerated enemy with Hellion Sting you are Fortified for <span class=\"val\">1%</span> Maximum Life.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Demonic Swipe</span>: Hellion Sting becomes a Hellfire Skill and its <span class=\"val\">4th</span> attack transforms you into Demonform, cleaving a wide area for <span class=\"val\">180%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Tail Spikes</span>: Hellion Sting launches a wave of spikes forward a long distance dealing <span class=\"val\">52.5%</span> x damage per hit.</li><li class=\"mod\"><span class=\"dim\">Multi-Strike</span>: Casting Hellion Sting within <span class=\"val\">1.5</span> seconds of the last will increase the number of strikes, up to <span class=\"val\">2</span> total hits per cast.</li></ul>"},{"class":"Warlock","name":"Molten Bomb","type":"Basic","tag":"<span class=\"multiVal\">Hellfire</span><span class=\"multiVal\">Lava Bomb</span><span class=\"multiVal\">Occult</span>","cost":"","effect":"<span class=\"secondary\">Generate</span>: 10 Wrath<br><span class=\"secondary\">Lucky Hit Chance</span>: 27%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Lob molten lava at an enemy, dealing <span class=\"val\">75%</span> x damage in a small area.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Knock Down</span>: Molten Bomb has a <span class=\"val\">15%</span> chance to Knock Down enemies for <span class=\"val\">2</span> seconds. When Molten Bomb is empowered by Volatility this chance is increased to <span class=\"val\">100%</span>. Can occur once every <span class=\"val\">4</span> seconds per enemy.</li><li class=\"mod\"><span class=\"dim\">Area Bonus</span>: Molten Bomb's impact area is increased by <span class=\"val\">30%</span> and does <span class=\"val\">30%[x]</span> increased damage to enemies at its center.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ranged Damage</span>: Molten Bomb deals up to <span class=\"val\">40%[x]</span> increased damage based on how far it travels.</li><li class=\"mod\"><span class=\"dim\">Wrath</span>: Molten Bomb generates <span class=\"val\">1</span> additional Wrath on each impact.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Brimstone Mortar</span>: Molten Bomb creates a Brimstone at the impact location which deals <span class=\"val\">56.25%</span> x damage when it explodes.</li><li class=\"mod\"><span class=\"dim\">Demon Turret</span>: Molten Bomb is now also a Demonology Summon Skill and creates a turret demon on impact for <span class=\"val\">5</span> seconds that spits lava at surrounding enemies, each dealing <span class=\"val\">24%</span> x damage. You can have up to <span class=\"val\">6</span> turrets active at a once.</li><li class=\"mod\"><span class=\"dim\">Cluster Bomb</span>: Molten Bomb becomes an Abyss Skill and now lobs a cluster of <span class=\"val\">6</span> smaller shadow orbs which each deal <span class=\"val\">22.5%</span> x damage. Casting another Molten Bomb splits the previous cluster midflight.</li></ul>"},{"class":"Warlock","name":"Blazing Scream","type":"Core","tag":"<span class=\"multiVal\">Blazing Scream</span><span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Greater Demon</span><span class=\"multiVal\">Hellfire</span>","cost":"2 Wrath","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 25%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Send forth a Demon Skull dealing <span class=\"val\">130%</span> x damage as it travels.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Hitting any enemy with Blazing Scream reduces its cost by <span class=\"val\">25%</span> for <span class=\"val\">2</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Damage</span>: Blazing Scream deals <span class=\"val\">3%[x]</span> increased damage based on how many different enemies it has hit, up to <span class=\"val\">30%[x]</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Impact Velocity</span>: Blazing Scream gains up to <span class=\"val\">30%[x]</span> increased damage and speed based on your Movement Speed Bonus.</li><li class=\"mod\"><span class=\"dim\">Brimstone Hunger</span>: Blazing Scream's primary skulls instantly detonate Brimstone as they travel, increasing that skull's damage by <span class=\"val\">5%</span> per Brimstone, up to <span class=\"val\">25%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Skull Splitter</span>: Blazing Scream shoots out smaller Lesser Demon Skulls that seek enemies and deal <span class=\"val\">29.25%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Abyssal Oppression</span>: Blazing Scream becomes an Abyss Recast Summon Skill, seeking your target location for <span class=\"val\">5</span> seconds and Knocking Down enemies the first time it hits them. Enemies near the skull take <span class=\"val\">227.5%</span> x damage and become Vulnerable. Channeling redirects the skull and refreshes the duration.</li><li class=\"mod\"><span class=\"dim\">Orbital Scream</span>: Blazing Scream is now also a Summon Skill and orbits you for <span class=\"val\">10</span> seconds. The skull deals <span class=\"val\">383.5%</span> x damage and extends Demonform when it hits enemies. Channeling increases the orbit speed by <span class=\"val\">150%</span> and refreshes the duration.</li></ul>"},{"class":"Warlock","name":"Bombardment","type":"Core","tag":"<span class=\"multiVal\">Bombardment</span><span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Lesser Demon</span>","cost":"30 Wrath","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 3%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Smash down <span class=\"val\">4</span> demons into the ground, each dealing <span class=\"val\">40%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Focused Target</span>: Bombardment's chaotic spread is reduced by <span class=\"val\">300%</span> and it deals <span class=\"val\">30%</span> increased damage when only hitting a single enemy.</li><li class=\"mod\"><span class=\"dim\">Telekinesis </span>: Each time Bombardment throws a demon it has a <span class=\"val\">35%</span> chance to also throw a surrounding enemy or Lesser Demon at your target location.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage</span>: Each cast of Bombardment deals <span class=\"val\">5%</span> increased damage to each enemy per hit.</li><li class=\"mod\"><span class=\"dim\">Additional Demon</span>: Bombardment throws <span class=\"val\">1</span> additional demon.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Endless Barrage</span>: Bombardment becomes a Hellfire Skill and now only slams down demons randomly around yourself but demons continue to rain down around you for <span class=\"val\">10</span> seconds afterward. This effect can stack up to <span class=\"val\">5</span> times.</li><li class=\"mod\"><span class=\"dim\">Demon Mangler</span>: Bombardment is also a Summon Skill and each impact has a <span class=\"val\">40%</span> chance to leave behind mutilated demons for <span class=\"val\">6</span> seconds that attack surrounding enemies, dealing <span class=\"val\">20%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Brutality</span>: Each cast of Bombardment within <span class=\"val\">3</span> seconds of the last calls down more demons, up to <span class=\"val\">4</span> additional.</li></ul>"},{"class":"Warlock","name":"Dread Claws","type":"Core","tag":"<span class=\"multiVal\">Abyss</span><span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Dread Claws</span>","cost":"30 Wrath","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 15%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Burst forth <span class=\"val\">4</span> shadowy claws, each dealing <span class=\"val\">50%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage</span>: Every second, gain <span class=\"val\">20%[x]</span> increased damage for your next Dread Claws, up to <span class=\"val\">100%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Killing enemies or demons with Dread Claws reduces the cost of your next Dread Claws by <span class=\"val\">10%</span>, up to <span class=\"val\">50%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ambush</span>: Dread Claws deals <span class=\"val\">50%[x]</span> increased damage with its first claw strike against each enemy. When attacking from Stealth all claws gain this bonus.</li><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Dread Claws makes enemies Vulnerable for <span class=\"val\">5</span> seconds if it strikes them at least <span class=\"val\">2</span> times.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ravenous Jaws</span>: Dread Claws becomes a Lesser Demon Skill and is cast in a frontal cone, dealing <span class=\"val\">62.5%</span> x damage and killing up to <span class=\"val\">5</span> Lesser Demons it strikes. Each Lesser Demon killed grants Dread Claws a <span class=\"val\">2%[+]</span> chance for <span class=\"val\">5</span> seconds to Eviscerate enemies for <span class=\"val\">125%</span> x damage, up to <span class=\"val\">10%[+]</span>.</li><li class=\"mod\"><span class=\"dim\">Enveloping Terror</span>: Dread Claws are cast around you, each dealing <span class=\"val\">82.5%</span> x damage. You consume <span class=\"val\">1</span> stack of Shadowform to also conjure claws around your most recent Greater Demon Summon.</li><li class=\"mod\"><span class=\"dim\">Cascading Dread</span>: Dread Claws sends out <span class=\"val\">4</span> additional claws and each set deals <span class=\"val\">30%[x]</span> increased damage than the last.</li></ul>"},{"class":"Warlock","name":"Hell Fracture","type":"Core","tag":"<span class=\"multiVal\">Hell Fracture</span><span class=\"multiVal\">Hellfire</span><span class=\"multiVal\">Occult</span>","cost":"35 Wrath","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 8%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Summon the fires of hell to fracture the ground, dealing <span class=\"val\">80%</span> x damage to enemies in the area.<br>The fractures remain for <span class=\"val\">15</span> seconds and explode up to <span class=\"val\">2</span> more times when you cast Hell Fracture again.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ramp Up</span>: Casting a Basic Skill increases the damage of your next Hell Fracture by <span class=\"val\">40%[x]</span> but also increases the Cost by <span class=\"val\">25%</span>, up to <span class=\"val\">4</span> times.</li><li class=\"mod\"><span class=\"dim\">Additional Fracture</span>: Hell Fracture explodes <span class=\"val\">1</span> additional time.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Casting Hell Fracture reduces its cost by <span class=\"val\">25%</span> until you Cast a different Skill.</li><li class=\"mod\"><span class=\"dim\">Volatility</span>: Standing within a Hell Fracture explosion grants you Volatility for <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Eruption</span>: Hell Fracture no longer explodes with each cast and instead creates <span class=\"val\">3</span> smaller fractures in front of you that erupt into <span class=\"val\">5</span> Brimstones when you enter. Each Brimstone deals <span class=\"val\">60%</span> x damage when it explodes.</li><li class=\"mod\"><span class=\"dim\">Lava Fissures</span>: Hell Fracture creates lava fissures between each fracture which burst for <span class=\"val\">80%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Ruptured Abyss</span>: Hell Fracture becomes an Abyss Skill and now reaches to the abyss, dealing <span class=\"val\">112%</span> x damage and Pulling Hexed enemies inwards.</li></ul>"},{"class":"Warlock","name":"Umbral Chains","type":"Core","tag":"<span class=\"multiVal\">Abyss</span><span class=\"multiVal\">Occult</span><span class=\"multiVal\">Umbral Chains</span>","cost":"35 Wrath","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 6%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Send forth a shadowy chain, dealing <span class=\"val\">80%</span> x damage along the way and linking up to <span class=\"val\">2</span> enemies for <span class=\"val\">5</span> seconds. Enemies caught in the chain are Slowed by <span class=\"val\">30%</span> and take <span class=\"val\">25%</span> x damage per second.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Capture Damage</span>: Umbral Chains deals <span class=\"val\">20%[x]</span> increased damage when an unchained enemy is first caught by the chain. Hexed enemies always take increased damage.</li><li class=\"mod\"><span class=\"dim\">Long Range Slow</span>: Umbral Chains flies <span class=\"val\">50%</span> farther and its Slow is increased to <span class=\"val\">60%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Heavy Harpoon</span>: Umbral Chains Knocks Back your primary target and deals <span class=\"val\">50%[x]</span> increased damage to them.</li><li class=\"mod\"><span class=\"dim\">Wrath Refund</span>: When Umbral Chains ends it refunds <span class=\"val\">1</span> Wrath for every enemy hit over its duration.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Chain Burst</span>: Umbral Chains explodes for <span class=\"val\">93.75%</span> x damage when stretched to its maximum or when it expires. If this happens early then any damage the chain would have done is added.</li><li class=\"mod\"><span class=\"dim\">Chain Whips</span>: Umbral Chains becomes a Hellfire Skill and whips around your target, dealing <span class=\"val\">43.75%</span> x damage per second to surrounding enemies and striking a <span class=\"val\">25%</span> larger area when empowered by Volatility.</li><li class=\"mod\"><span class=\"dim\">Epicenter</span>: Umbral Chains now always creates a chain link back to you. Additionally, a chain is created between you and each Greater Demon Summon for up to <span class=\"val\">30</span> seconds.</li></ul>"},{"class":"Warlock","name":"Dark Prison","type":"Defensive","tag":"<span class=\"multiVal\">Abyss</span><span class=\"multiVal\">Dark Prison</span><span class=\"multiVal\">Occult</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"mod\">Create a shadowy totem for <span class=\"val\">8</span> seconds that chains enemies, Tethering them to the area and preventing them from escaping.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cooldown Reduction</span>: Enemies killed within Dark Prison reduce its cooldown by <span class=\"val\">0.5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Weaken</span>: Enemies within Dark Prison are Weakened.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Missile Slow</span>: Small Missiles that enter Dark Prison are Slowed by <span class=\"val\">99%</span>.</li><li class=\"mod\"><span class=\"dim\">Fortify</span>: Hitting enemies within Dark Prison Fortifies you for <span class=\"val\">1%</span> Maximum Life.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Tripwire</span>: Casting Dark Prison refreshes and creates a link to your last prison, enemies that cross the line will be Pulled into the new prison. Dark Prison gains an additional charge.</li><li class=\"mod\"><span class=\"dim\">Chain Aura</span>: Dark Prison becomes a Hellfire Skill and now creates an aura of fire chains around you, reducing damage coming from outside by <span class=\"val\">45%</span> and Slowing enemies within by <span class=\"val\">80%</span>.</li><li class=\"mod\"><span class=\"dim\">Calamity Cage</span>: Dark Prison now lasts <span class=\"val\">50%</span> longer but you can only have one at a time. When the prison ends all enemies within take <span class=\"val\">30%</span> x damage, increased by <span class=\"val\">100%</span> per additional enemy within. Non-Elite enemies within the prison cannot die while it is active. Recast to collapse the prison early.</li></ul>"},{"class":"Warlock","name":"Nether Step","type":"Defensive","tag":"<span class=\"multiVal\">Abyss</span><span class=\"multiVal\">Mobility</span><span class=\"multiVal\">Nether Step</span><span class=\"multiVal\">Occult</span><span class=\"multiVal\">Shadowform</span>","cost":"","effect":"<span class=\"mod\">Step through the shadows of Hell to emerge at the target location, gaining <span class=\"val\">4</span> stacks of Shadowform as well as <span class=\"val\">50%[x]</span> increased Movement Speed which decays over <span class=\"val\">4.0</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage Reduction</span>: Nether Step grants <span class=\"val\">60%</span> Damage Reduction that decays alongside its Movement Speed Bonus.</li><li class=\"mod\"><span class=\"dim\">Extra Charge</span>: Nether Step gains an additional Charge.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Nether Step's Movement Speed Bonus lasts <span class=\"val\">50%</span> longer.</li><li class=\"mod\"><span class=\"dim\">Vacuum Swap</span>: Nether Step sucks enemies into its exit portal and swaps places with them.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Portals</span>: Nether Step's portals remain for <span class=\"val\">10</span> seconds and can be re-entered to move back and forth.</li><li class=\"mod\"><span class=\"dim\">Gloomwalker</span>: Nether Step now lets you run through the abyss while Immune for up to <span class=\"val\">3</span> seconds. Cast again to exit early.</li><li class=\"mod\"><span class=\"dim\">Shadow Recall</span>: Nether Step brings all your Abyss Summons with you through the shadows and extends their durations by <span class=\"val\">3</span> seconds.</li></ul>"},{"class":"Warlock","name":"Tortured Wretch","type":"Defensive","tag":"<span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Greater Demon</span><span class=\"multiVal\">Summon</span><span class=\"multiVal\">Tortured Wretch</span>","cost":"15 Dominance","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Summon a tortured demon on your enemies, dealing <span class=\"val\">60%</span> x damage and Taunting them to attack it for <span class=\"val\">5</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Tortured Wretch cost is reduced by <span class=\"val\">30%</span>.</li><li class=\"mod\"><span class=\"dim\">Unstoppable</span>: Casting Tortured Wretch makes you Unstoppable for <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Enrage</span>: When enemies attack the Tortured Wretch they are enraged for <span class=\"val\">2</span> seconds, gaining <span class=\"val\">100%[+]</span> increased Attack Speed but taking <span class=\"val\">25%</span> x damage when they hit targets.</li><li class=\"mod\"><span class=\"dim\">Duration</span>: Enemies and Demons killed Close to the Tortured Wretch extend its duration by <span class=\"val\">0.5</span> seconds, up to <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Domination</span>: Tortured Wretch becomes an Abyss Occult Skill and now directly dominates a target's mind for up to <span class=\"val\">15</span> seconds, forcing it to Taunt your enemies and take <span class=\"val\">50%</span> x damage when hit by them. Recast to command the target around the battlefield.</li><li class=\"mod\"><span class=\"dim\">Death Saws</span>: Saws grind up enemies around the Tortured Wretch, periodically dealing <span class=\"val\">20%</span> x damage with a <span class=\"val\">5%</span> chance to Eviscerate enemies for <span class=\"val\">600%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Punching Bag</span>: Tortured Wretch no longer Taunts but now lasts for <span class=\"val\">12</span> seconds and you redirect all damage to it so long as you stay in the area. It can absorb up to <span class=\"val\">30%</span> of your Maximum Life before it is killed. When the demon dies it explodes, dealing up to <span class=\"val\">500%</span> x damage and Fortifying you for up to <span class=\"val\">25%</span> based on the damage it absorbed.</li></ul>"},{"class":"Warlock","name":"Wall of Agony","type":"Defensive","tag":"<span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Lesser Demon</span><span class=\"multiVal\">Summon</span><span class=\"multiVal\">Wall Of Agony</span>","cost":"20 Dominance","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 6%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Summon and fuse <span class=\"val\">5</span> frenzied demons into a line for <span class=\"val\">8</span> seconds. The demons block enemies and flail wildly, dealing <span class=\"val\">30%</span> x damage per hit to those in front of them.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cost Reduction</span>: Wall of Agony's cost is reduced by <span class=\"val\">50%</span> but increased by <span class=\"val\">10%</span> for every Demon you have active.</li><li class=\"mod\"><span class=\"dim\">Knock Down</span>: Each hit from Wall of Agony has a <span class=\"val\">20%</span> chance to Knock Down enemies for <span class=\"val\">2</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Damage</span>: Wall of Agony deals <span class=\"val\">2.0%[x]</span> increased damage for every point of Dominance you have.</li><li class=\"mod\"><span class=\"dim\">Small Walls</span>: Wall of Agony now only spawns <span class=\"val\">3</span> demons but its cost is reduced by <span class=\"val\">50%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Waller</span>: Wall of Agony summons <span class=\"val\">10</span> demons in a cage formation that Pulls enemies inward.</li><li class=\"mod\"><span class=\"dim\">Fallen Army</span>: When Wall of Agony expires, demon brutes remain for <span class=\"val\">5</span> seconds and attack Nearby enemies. If Wall of Agony is killed early then the demon brutes gain its remaining duration.</li><li class=\"mod\"><span class=\"dim\">Encircle</span>: Wall of Agony is summoned in an encircling formation that Knocks enemies Back. Each active Wall of Agony demon grants you <span class=\"val\">3%</span> Damage Reduction, up to <span class=\"val\">30%</span>. Wall of Agony now has a <span class=\"val\">30</span> second Cooldown but costs no Dominance.</li></ul>"},{"class":"Warlock","name":"Infernal Breath","type":"Archfiend","tag":"<span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Greater Demon</span><span class=\"multiVal\">Hellfire</span><span class=\"multiVal\">Infernal Breath</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 2%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Summon a demonic head for <span class=\"val\">7</span> seconds that breathes fire on enemies dealing <span class=\"val\">20%</span> x damage per hit.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Heavy Impact Damage</span>: Infernal Breath deals <span class=\"val\">2000%[x]</span> increased damage the first time it hits an enemy but no longer pierces.</li><li class=\"mod\"><span class=\"dim\">Expensive Damage</span>: Infernal Breath deals <span class=\"val\">140%[x]</span> increased damage but costs <span class=\"val\">100%</span> more Dominance.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Ramping Damage</span>: Enemies permanently take <span class=\"val\">1%[x]</span> increased damage from Infernal Breath each time it hits them, up to <span class=\"val\">25%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Lesser Demon Volatility</span>: Casting Infernal Breath infuses your Lesser Demon Skills to grant <span class=\"val\">1</span> seconds of Volatility per hit for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Demonic Breath</span>: Infernal Breath becomes a Channeled fire breath attack that transforms you into Demonform, dealing <span class=\"val\">35%</span> x damage per hit. Infernal Breath's cost is reduced by <span class=\"val\">50%</span> while you have Volatility.</li><li class=\"mod\"><span class=\"dim\">Explosive Death</span>: At the end of Infernal Breath the demon explodes, dealing <span class=\"val\">100%</span> x damage. The explosion damage is increased by <span class=\"val\">10%[x]</span> for each time the demon's breath hit enemies.</li><li class=\"mod\"><span class=\"dim\">Abyssal Torrent</span>: Infernal Breath becomes an Abyss Recast Skill and summons a larger demon for <span class=\"val\">15</span> seconds that Executes Hexed enemies. Recast to aim and blast enemies <span class=\"val\">3</span> times for <span class=\"val\">150%</span> x damage.</li></ul>"},{"class":"Warlock","name":"Profane Sentinel","type":"Archfiend","tag":"<span class=\"multiVal\">Abyss</span><span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Greater Demon</span><span class=\"multiVal\">Profane Sentinel</span><span class=\"multiVal\">Recast</span><span class=\"multiVal\">Summon</span><span class=\"multiVal\">Vulnerable</span>","cost":"10 Dominance","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 22%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Summon a demonic eye for <span class=\"val\">15</span> seconds that focuses upon enemies with a beam that makes them Vulnerable and periodically blasts them, dealing <span class=\"val\">180%</span> x damage. Recast to direct the eye's targeting.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Lesser Demon Vulnerable</span>: Casting Profane Sentinel induces your Lesser Demon Skills to make enemies Vulnerable for <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Single Target Damage</span>: Profane Sentinel deals <span class=\"val\">30%[x]</span> increased damage when it only hits a single target.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Wide Beam</span>: Profane Sentinel's beam area is <span class=\"val\">125%</span> larger.</li><li class=\"mod\"><span class=\"dim\">Narrow Blast</span>: Profane Sentinel deals <span class=\"val\">25%[x]</span> increased damage but its blast area is reduced by <span class=\"val\">50%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Focused Glare</span>: The longer Profane Sentinel is locked onto the same enemy the stronger it becomes, dealing <span class=\"val\">25%</span> more damage every second.</li><li class=\"mod\"><span class=\"dim\">Demonic Sight</span>: Profane Sentinel becomes a Hellfire eye blast attack that transforms you into Demonform, dealing <span class=\"val\">234%</span> x damage and Weakening enemies.</li><li class=\"mod\"><span class=\"dim\">Sentry</span>: You can now summon multiple Profane Sentinels but can no longer redirect their gaze. Profane Sentinels deal <span class=\"val\">126%</span> x damage and fire extra blasts at any Nearby Stealthed enemies.</li></ul>"},{"class":"Warlock","name":"Rampage","type":"Archfiend","tag":"<span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Eviscerated</span><span class=\"multiVal\">Greater Demon</span><span class=\"multiVal\">Rampage</span><span class=\"multiVal\">Summon</span>","cost":"15 Dominance","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 30%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Summon a rampaging brute for <span class=\"val\">10</span> seconds that smashes wildly, dealing <span class=\"val\">64%</span> x damage with a <span class=\"val\">5%</span> chance per hit to Eviscerate enemies for <span class=\"val\">1,280%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Demon Masher</span>: Rampage now smashes your Lesser Demons to Fortify you for <span class=\"val\">2%</span> Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Elite Hit Chance</span>: Rampage has a <span class=\"val\">100%</span> chance to trigger its Eviscerate, Volatility, or Knockdown hit effect when striking unaffected Elite enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Killstreak Damage</span>: Killing an enemy or Demon with Rampage increases its damage by <span class=\"val\">20%[x]</span> for <span class=\"val\">3</span> seconds, up to <span class=\"val\">20</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Lesser Demon Wrath</span>: Casting Rampage compels your Lesser Demon Skills to generate <span class=\"val\">1.0</span> Wrath per hit for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Shockwave</span>: Each strike from Rampage sends a second smash forward.</li><li class=\"mod\"><span class=\"dim\">Abyssal Titan</span>: Rampage becomes an Abyss Recast Skill and summons a larger demon that deals <span class=\"val\">50%[x]</span> increased damage. Recast to command the demon to leap around the battlefield, dealing <span class=\"val\">192%</span> x damage with a <span class=\"val\">15%</span> chance per hit to Knock enemies Down for <span class=\"val\">3</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Demonic Smash</span>: Rampage becomes a Hellfire Mobility leap attack that transforms you into Demonform, dealing <span class=\"val\">290%</span> x damage with a <span class=\"val\">5%</span> chance per hit to grant you Volatility for <span class=\"val\">10</span> seconds.</li></ul>"},{"class":"Warlock","name":"Tyrant's Grasp","type":"Archfiend","tag":"<span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Greater Demon</span><span class=\"multiVal\">Hellfire</span><span class=\"multiVal\">Tyrants Grasp</span>","cost":"7 Dominance","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 15%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Summon a demon hand that Pulls enemies away from you, dealing <span class=\"val\">100%</span> x damage.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Grasp Area</span>: Tyrant's Grasp's area is increased by <span class=\"val\">100%</span> and Pulls in Brimstone.</li><li class=\"mod\"><span class=\"dim\">Knock Down</span>: Tyrant's Grasp Knocks Down enemies for <span class=\"val\">3</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Unstoppable Damage</span>: Tyrant's Grasp deals <span class=\"val\">100%[x]</span> increased damage against Unstoppable enemies.</li><li class=\"mod\"><span class=\"dim\">Lesser Demon Slow</span>: Casting Tyrant's Grasp commands your Lesser Demon Skills to Slow enemies by <span class=\"val\">60%</span> for <span class=\"val\">5</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Abyssal Pit</span>: Tyrant's Grasp becomes an Abyss Recast Summon Skill and summons an Abyssal Pit for <span class=\"val\">10</span> seconds that consumes Non-Elite enemies, dealing <span class=\"val\">350%</span> x damage, Knocking them down, and hiding them in Stealth. Recast to Pull additional targets into the Pit. Tyrant's Grasp now costs <span class=\"val\">20</span> Dominance.</li><li class=\"mod\"><span class=\"dim\">Demonic Grasp</span>: Tyrant's Grasp becomes a direct grasp attack that transforms you into Demonform and Pulls enemies inward.</li><li class=\"mod\"><span class=\"dim\">Inescapable Grapple</span>: Tyrant's Grasp repeatedly reaches for you and Pulls away enemies for <span class=\"val\">5</span> seconds.</li></ul>"},{"class":"Warlock","name":"Sigil of Chaos","type":"Sigil","tag":"<span class=\"multiVal\">Hellfire</span><span class=\"multiVal\">Occult</span><span class=\"multiVal\">Sigil Of Chaos</span><span class=\"multiVal\">Volatility</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 35%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Create a destructive ritual for <span class=\"val\">10</span> seconds that grants you Volatility while within.<br>Killing enemies or Demons within fuels the ritual's chaotic hellfire, increasing the chance for each enemy to explode for <span class=\"val\">30%</span> x damage on death.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blood Ritual</span>: Sacrifice <span class=\"val\">4%</span> of your Maximum Life to instantly trigger each of Sigil of Chaos' kill costs, up to <span class=\"val\">48%</span> total.</li><li class=\"mod\"><span class=\"dim\">Volatility Duration</span>: Volatility from Sigil of Chaos now lasts for <span class=\"val\">10</span> seconds after you leave the area.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Volatility Casts</span>: Volatility empowered casts within Sigil of Chaos count as triggering <span class=\"val\">3</span> kills.</li><li class=\"mod\"><span class=\"dim\">Chain Reaction</span>: Hitting an enemy with Sigil of Chaos has a <span class=\"val\">20%</span> chance to trigger the effect on them again.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Sigil of Smoke</span>: Sigil of Chaos becomes an Abyss Skill and kills within now send out <span class=\"val\">2</span> tendrils of abyssal smoke that deal <span class=\"val\">36%</span> x damage and pierce through Hexed enemies.</li><li class=\"mod\"><span class=\"dim\">Diabolic Rebuke</span>: While you are within Sigil of Chaos, you and your Summons deal <span class=\"val\">120%</span> x damage to enemies when attacked.</li><li class=\"mod\"><span class=\"dim\">Hellfire Aura</span>: Sigil of Chaos is now cast around yourself for <span class=\"val\">15</span> seconds and instantly explodes your Lesser Demons within for <span class=\"val\">24%</span> x damage. Cooldown increased to <span class=\"val\">25</span> seconds.</li></ul>"},{"class":"Warlock","name":"Sigil of Subversion","type":"Sigil","tag":"<span class=\"multiVal\">Abyss</span><span class=\"multiVal\">Hex</span><span class=\"multiVal\">Occult</span><span class=\"multiVal\">Shadowform</span><span class=\"multiVal\">Sigil Of Subversion</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 20%<br><span class=\"mod\">Create a subversive ritual for <span class=\"val\">10</span> seconds that Hexes enemies.<br>Killing <span class=\"val\">8</span> enemies or Demons within fuels the ritual to send forth shadow trails for <span class=\"val\">8.0</span> seconds that periodically grant you <span class=\"val\">1</span> stack of Shadowform while in them.<br>You can have up to <span class=\"val\">3</span> trails active at once.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Cast Range</span>: Sigil of Subversion can now be placed at long range.</li><li class=\"mod\"><span class=\"dim\">Slow</span>: Sigil of Subversion trails Slow enemies by <span class=\"val\">75%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Movement Speed</span>: Sigil of Subversion trails grant you <span class=\"val\">20%[x]</span> increased Movement Speed while on them.</li><li class=\"mod\"><span class=\"dim\">Blood Ritual</span>: Sacrifice <span class=\"val\">2%</span> of your Maximum Life to instantly trigger each of Sigil of Subversion's kill costs, up to <span class=\"val\">48%</span> total.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Sigil of Lava</span>: Sigil of Subversion becomes a Hellfire Skill and now creates lava trails that periodically deal <span class=\"val\">35%</span> x damage. Enemies that die within the trails have a <span class=\"val\">25%</span> chance to be charred into Brimstones which deal <span class=\"val\">200%</span> x damage when they explode.</li><li class=\"mod\"><span class=\"dim\">Seekers</span>: Sigil of Subversion trails teleport Non-Boss enemies back to the ritual area the first time they come in contact.</li><li class=\"mod\"><span class=\"dim\">Infiltration Trails</span>: Sigil of Subversion trails now last <span class=\"val\">50%</span> longer and extend away when you near their ends. While within a trail your Shadowform loses no stacks while moving.</li></ul>"},{"class":"Warlock","name":"Sigil of Summons","type":"Sigil","tag":"<span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Lesser Demon</span><span class=\"multiVal\">Sigil Of Summons</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 35%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Create a binding ritual for <span class=\"val\">10</span> seconds that extends the duration of your Summons.<br>Killing <span class=\"val\">8</span> enemies or Demons within fuels the ritual to summon a demon for <span class=\"val\">20</span> seconds which attacks nearby enemies, dealing <span class=\"val\">60%</span> x damage per hit.<br>You can have up to <span class=\"val\">3</span> demons active at once.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Blood Ritual</span>: Sacrifice <span class=\"val\">2%</span> of your Maximum Life to instantly pay each of Sigil of Summons' kill costs, up to <span class=\"val\">48%</span> total.</li><li class=\"mod\"><span class=\"dim\">Damage</span>: Enemies within Sigil of Summons take <span class=\"val\">25%[x]</span> increased damage from your Lesser Demon Skills.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Stronger Summons</span>: Sigil of Summons deals <span class=\"val\">25%[x]</span> increased damage but requires <span class=\"val\">25%</span> more kills per summon.</li><li class=\"mod\"><span class=\"dim\">Cooldown</span>: Sigil of Summons' active Cooldown is reduced by <span class=\"val\">3</span> seconds when your Greater Demons die.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Summon Hellwyrm</span>: Sigil of Summons now requires <span class=\"val\">16</span> kills to summon a Hellwyrm Greater Demon that mimics your Lesser Demon casts by regurgitating related Demons.</li><li class=\"mod\"><span class=\"dim\">Feeding Frenzy</span>: Sigil of Summons now summons up to <span class=\"val\">2</span> additional demons. When Sigil of Summons' demons kill enemies they all gain <span class=\"val\">3%</span> increased Cast Speed, up to <span class=\"val\">30%</span></li><li class=\"mod\"><span class=\"dim\">Summon Succubus</span>: Sigil of Summons becomes an Abyss Skill and now requires <span class=\"val\">12</span> kills to summon up to <span class=\"val\">2</span> dark Succubi which fire Abyssal Bloodstars, dealing <span class=\"val\">72%</span> x damage and causing enemies to take an additional <span class=\"val\">180%</span> x damage when they try to attack.</li></ul>"},{"class":"Warlock","name":"Apocalypse","type":"Ultimate","tag":"<span class=\"multiVal\">Apocalypse</span><span class=\"multiVal\">Hellfire</span><span class=\"multiVal\">Occult</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 50%<br><span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Create a massive sigil that detonates after <span class=\"val\">2.0</span> seconds dealing <span class=\"val\">666%</span> x damage to all enemies within.<br>This ritual does not benefit from Cooldown Reduction.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Shared Damage</span>: Apocalypse's final hit deals an additional <span class=\"val\">50%</span> of its damage split amongst all enemies in the area.</li><li class=\"mod\"><span class=\"dim\">Survivor Damage</span>: Enemies that survive Apocalypse take <span class=\"val\">100%[x]</span> increased damage from you for <span class=\"val\">2</span> seconds. This bonus lasts <span class=\"val\">200%</span> longer against Hexed enemies.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Double Blast</span>: Apocalypse's final hit has a <span class=\"val\">20%</span> chance to hit twice. When Apocalypse is empowered by Volatility this chance is increased to <span class=\"val\">100%</span>.</li><li class=\"mod\"><span class=\"dim\">Epicenter Damage</span>: Apocalypse deals up to <span class=\"val\">25%[x]</span> increased damage the closer enemies are to its center.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Minefield</span>: Apocalypse becomes an Abyss Skill, creating a field of Abyssal Mines which arm after <span class=\"val\">0.8</span> seconds and each deal <span class=\"val\">666%</span> x damage when an enemy triggers them.</li><li class=\"mod\"><span class=\"dim\">Armageddon Ritual</span>: You can now Channel Apocalypse for up to <span class=\"val\">6.66</span> seconds to build up the final explosion and rain down Brimstones which deal <span class=\"val\">666%</span> x damage. Each second increases the final damage, up to <span class=\"val\">666%</span> bonus damage.</li><li class=\"mod\"><span class=\"dim\">Annihilation</span>: Apocalypse launches a hellfire blast with at least <span class=\"val\">20</span> Stacks that deals <span class=\"val\">33.3%</span> x damage. Hellfire Skill hits generate up to <span class=\"val\">100</span> Stacks, each Stack increases the blast's explosion size and damage by <span class=\"val\">40%[x]</span>.</li></ul>"},{"class":"Warlock","name":"Fiend of Abaddon","type":"Ultimate","tag":"<span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Fiend Of Abaddon</span><span class=\"multiVal\">Greater Demon</span><span class=\"multiVal\">Summon</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 22%<br><span class=\"secondary\">Damage Type</span>: Physical<br><span class=\"mod\">Summon a massive fiend for <span class=\"val\">15</span> seconds that attacks enemies, dealing <span class=\"val\">250%</span> x damage per swipe.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Crowd Damage</span>: Fiend of Abaddon deals <span class=\"val\">2%[x]</span> increased damage for each Nearby enemy present when it is summoned, up to <span class=\"val\">40%[x]</span>.</li><li class=\"mod\"><span class=\"dim\">Lesser Demon Bonus</span>: Casting Fiend of Abaddon increases the damage of your Lesser Demon Skills by <span class=\"val\">20%[x]</span> for <span class=\"val\">15</span> seconds.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Elite Damage</span>: Fiend of Abaddon deals <span class=\"val\">25%[x]</span> increased damage against Elite enemies and Bosses.</li><li class=\"mod\"><span class=\"dim\">Dominance</span>: Fiend of Abaddon now costs <span class=\"val\">30</span> Dominance and has no Cooldown.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vanguard of Flames</span>: Fiend of Abaddon becomes a Hellfire Skill and now summons a demon for <span class=\"val\">20</span> seconds that moves with you and attacks for <span class=\"val\">450%</span> x damage per swipe.</li><li class=\"mod\"><span class=\"dim\">Abyssal Colossus </span>: Fiend of Abaddon becomes an Abyss Recast Skill and now summons a demon for <span class=\"val\">30</span> seconds that attacks for <span class=\"val\">325%</span> x damage per swipe. Recast to command the demon to do a massive smash that Pulls in enemies and explodes for <span class=\"val\">500%</span> x damage.</li><li class=\"mod\"><span class=\"dim\">Spiteful Enrage</span>: If an enemy survives more than <span class=\"val\">5</span> hits from Fiend of Abaddon then each subsequent hit increases its damage versus that target by <span class=\"val\">2%[x]</span> and extends its lifetime by <span class=\"val\">2</span> seconds, up to <span class=\"val\">60</span> seconds.</li></ul>"},{"class":"Warlock","name":"Metamorphosis","type":"Ultimate","tag":"<span class=\"multiVal\">Archfiend</span><span class=\"multiVal\">Demonform</span><span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Hellfire</span><span class=\"multiVal\">Metamorphosis</span>","cost":"","effect":"<span class=\"secondary\">Damage Type</span>: Fire<br><span class=\"mod\">Transform into a demon and gain:<br>• Demonform<br>• All Archfiend Demonform Skill Variants<br>• An Ultimate Archfiend Basic attack that deals <span class=\"val\">65%</span> x damage and generates <span class=\"val\">2</span> Dominance<br>Cast again while active to cancel.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Stagger Bar</span>: Metamorphosis makes you Unstoppable but each time you are hit with a Crowd Control you take <span class=\"val\">10</span> Stagger. When you reach <span class=\"val\">100</span> Stagger you are Stunned for <span class=\"val\">5</span> seconds.</li><li class=\"mod\"><span class=\"dim\">Dominance</span>: Metamorphosis reduces your Dominance Costs by <span class=\"val\">20%</span>.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Maximum Life</span>: Metamorphosis grants <span class=\"val\">20%</span> increased Maximum Life.</li><li class=\"mod\"><span class=\"dim\">Damage Scaling</span>: Metamorphosis increases your Demonology Skill damage by <span class=\"val\">1%[x]</span> for each <span class=\"val\">999.74</span> bonus Maximum Life you have.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Sin Demon</span>: Casting Archfiend Skills during Metamorphosis grants Sin, up to <span class=\"val\">20</span> stacks. When you leave Metamorphosis each Sin can be consumed by casting Non-Archfiend Skills to generate <span class=\"val\">3</span> Dominance and Wrath. This can exceed up to <span class=\"val\">50%</span> of your Maximum Resource values.</li><li class=\"mod\"><span class=\"dim\">Destruction Demon</span>: Metamorphosis does not replace any Skills and grants Volatility while active. Each Hellfire Skill cast increases your Hellfire damage by <span class=\"val\">4.00%[x]</span> but Burns you for <span class=\"val\">8%</span> Maximum Life over <span class=\"val\">3</span> seconds. Each Cast deals <span class=\"val\">5%</span> increased Burning to you and Metamorphosis ends if you become Injured or cancel early.</li><li class=\"mod\"><span class=\"dim\">Terror Demon</span>: Metamorphosis becomes an Abyss Skill that does not replace any Skills and lasts for <span class=\"val\">15.00</span> seconds. Metamorphosis grants <span class=\"val\">4</span> Shadowform stacks every second and Abyss Skills do not break its Stealth while active.</li></ul>"},{"class":"Warlock","name":"Terror Swarm","type":"Ultimate","tag":"<span class=\"multiVal\">Abyss</span><span class=\"multiVal\">Demonology</span><span class=\"multiVal\">Greater Demon</span><span class=\"multiVal\">Summon</span><span class=\"multiVal\">Terror Swarm</span>","cost":"","effect":"<span class=\"secondary\">Lucky Hit Chance</span>: 1%<br><span class=\"secondary\">Damage Type</span>: Shadow<br><span class=\"mod\">Summon a terror from the depths that deals <span class=\"val\">500%</span> x damage and spews a voracious swarm that deals <span class=\"val\">100%</span> x damage per bite for <span class=\"val\">15</span> seconds.</span><br><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Lesser Demons</span>: Terror Swarm spawns and instantly kills <span class=\"val\">3</span> Lesser Demons every second.</li><li class=\"mod\"><span class=\"dim\">Pull</span>: Terror Swarm periodically Pulls enemies into the center of the swarm.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Vulnerable</span>: Terror Swarm makes enemies Vulnerable and causes them to take <span class=\"val\">20%</span> increased damage from your Archfiend Skills.</li><li class=\"mod\"><span class=\"dim\">Extra Bites</span>: Terror Swarm now bites up to <span class=\"val\">2</span> additional times per second.</li></ul><span class=\"standout\">Choose 1</span>:<ul><li class=\"mod\"><span class=\"dim\">Nightmare</span>: Terror Swarm is now additionally a Recast Skill and stays in place, dealing <span class=\"val\">75%</span> x damage per hit. Recast while active to command the swarm to move to your target.</li><li class=\"mod\"><span class=\"dim\">Searing Infestation</span>: Terror Swarm becomes a Hellfire Skill and stays around you, dealing <span class=\"val\">170%</span> x damage per hit.</li><li class=\"mod\"><span class=\"dim\">Devouring Swarm</span>: Terror Swarm starts smaller and weaker but grows up to <span class=\"val\">3</span> times as it feeds on enemies. Upon reaching maximum size, swarms split off another smaller swarm. Can have up to <span class=\"val\">3</span> active swarms.</li></ul>"}]