Lucky Hit: Up to a [20.0 - 40.0]% chance for your Skills to inflict Vampiric Curse on enemies. Enemies afflicted with Vampiric Curse are also Vulnerable.Vampiric Curse's stored souls deal [20.0 - 60.0]% increased damage.
When cast below 50% Maximum Resource, Basic Skills generate 3 of your Primary Resource, once per cast.
When cast at or above 50% Maximum Resource, Basic Skills deal 40–80% increased damage.
When your Core Skills Overpower an enemy, you spawn 3 Volatile Blood Drops. Collecting a Volatile Blood Drop causes it to explode, dealing [188 - 488] Physical damage around you.
Every 20 seconds, your next Skill is guaranteed to Overpower.
You deal [5.0 - 20.0]%[x] increased damage over time to enemies for each different Crowd Control effect they're afflicted by. Unstoppable enemies and Staggered Bosses take [10 - 40]%[x] increased damage over time from you instead.
Skills deal up to [10- 20%] increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource.
Gain +[20-30]% increased damage to a set of damage types for 7 seconds. This effect alternates between 2 sets: Fire, Lightning and Physical. Cold, Poison, and Shadow.
When an enemy falls below 35% Life while afflicted with any of your damage over time effects, an explosion occurs every 7 seconds, dealing [300 - 525] damage for each element they're afflicted by.
When you Evade you turn into a cloud of bats, becoming Unstoppable for 2.5 seconds. Enemies along your path take 300 Physical damage and are inflicted with Vampiric Curse. Evade's Cooldown is increased by [10.0 - 4.0] seconds.
When hit while not Healthy, a magical bubble is summoned around you for [3.0-5.0] seconds. While standing in the bubble players are Immune. Can only occur once every 90 seconds.
After 30 seconds of Night's Grasp, gain Dawn's Haste, increasing your Attack Speed by [20-40%] and Movement Speed by 20% for 12 seconds. While empowered by the Midwinter Ward, killing
Lucky Hit: When you hit a Crowd Controlled enemy, there is up to a [30-50]% chance for that Crowd Control effect to spread to another unaffected enemy.
When you would accumulate 50% of your Maximum Life lost, you automatically cast an equipped Defensive, Subterfuge or Macabre Skill before receiving damage. Can only occur once every [45 - 30] seconds and cannot cast Mobility Skills.
You have [10-20%] increased Critical Strike Chance against Iniured enemies. While you are Healthy, you gain [20- 40%] increased Crowd Control Duration.
Every 5 seconds, your next Core Skill costs [102 - 25] Life instead of Primary Resource. Will only occur if you have at least 60% of your Maximum Life.
Skills that consume Life deal 80%[x] increased damage.
Damaging an enemy with a Basic Skill grants you 4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining [40 - 100]%[x] Basic Skill damage and 15% Movement Speed for 10 seconds.
Lucky Hit: While Call of the Ancients is on your Action Bar, damaging enemies with Leap, Upheaval, or Whirlwind have up to a [50-60]% chance to summon an Ancient to perform the same Skill.
Ground Stomp creates an Earthquake damaging enemies for [X] Physical Damage over 4 seconds. While standing in Earthquakes, you deal [5-15%] increased damage.
Killing an enemy with an Overpower leaves behind an Earthquake at their location, dealing [300 - 602] Physical damage over 4 seconds. Can only occur once every 4 seconds
Your Shout Skills create 3 Dust Devils that deal [60 - 120] damage to enemies along their path.
Your Dust Devils are [5 - 25]% bigger and deal 1%[x] increased damage for each 1% their size is increased
Lucky Hit: Damaging an enemy with a Core Skill has up to a [22 - 40%] chance to extend the duration of Berserking by 2 seconds. Double this duration if it was a Critical Strike.
Every 25 seconds, Upheaval is guaranteed to Overpower and deals 10–20% increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy.
Your Weapon Mastery Skills have an additional Charge. Lucky Hit: Damaging an enemy with a Weapon Mastery Skill has up to a [37-55]% chance to Stun them for 2 seconds.
Your Weapon Mastery Skills have an additional Charge. Lucky Hit: Damaging an enemy with a Weapon Mastery Skill has up to a [37-55]% chance to Stun them for 2 seconds.
Grizzly Rage now shapeshifts you into a Dire Werewolf. As a Dire Werewolf you gain [15-25%] Movement Speed instead of Damage Reduction and a [30-50%] Spirit cost reduction bonus. In addition, kills Heal you for 10% of your Maximum Life.
The duration of Earthern Bulwark is increased by 6 seconds. In addition, killing an enemy with Earth skills replenishes [X] of your active Earthen Bulwark's Barrier.
Kills have a 5% chance to summon a Wolf Companion to your side for [20 - 35] seconds. This effect is a Lucky Hit against bosses. Maximum 3 additional wolves. In addition, gain +3 Ranks to Wolves.
Casting a Storm Skill grants your Earth Skills [30.0-45.0]% Critical Strike Damage for 4 seconds. Casting an Earth Skill increases the Critical Strike Chance of Storm Skills by [8.0-12.0]% for 4 seconds.
Lucky Hit: Up to a [10-20%] chance when dealing Lightning damage to overload the target for 3 seconds, causing any direct damage you deal to them to pulse [X] additional damage to surrounding enemies.
Critical Strikes with Storm Skills charge the air around you for [1.0-2.0] seconds causing a Lightning Strike to periodically hit an enemy in the area for [X] Lightning Damage.
Ravens now deal Lightning damage which is increased by [60-100]%[x]. Ravens Active deals its full damage in half the time, and enemies inside it are Stunned.
The duration of Grizzly Rage is increased by [1-5] seconds. In addition, Critical Strikes while Grizzly Rage is active increase your Critical Strike Damage by 10%[x] for the duration.
Trample now summons 6 Landslide pillars of earth during its duration that deal [70-110]% normal damage. Trample is now also a Nature Magic and Earth Skill.
Blood Mist leaves a trail that lasts for 4 seconds and deals [X] [.24-.31] Shadow damage per second to enemies who stand in it. Your Movement Speed is no longer reduced while Blood Mist is active.
Gain [20.0 - 40.0]% Evade Cooldown Reduction. You can now Evade during Blood Mist, traveling twice as far.
Entering or exiting Blood Mist resets your Evade Cooldown.
Each time the Shadowblight Key Passive deals damage to enemies, it increases the next Shadowblight's damage within xx seconds by [20-40]%[x], stacking up to 5 times.
Critical Strikes from Sever have a [10-20]% chance to spawn a pool of Blight under
the target that deals [20-60]% bonus damage. This effect can only happen once every 3 seconds.
Your Golem Active also causes your Golem to erupt, dealing [300 - 600] Physical damage to surrounding enemies. Your Golem consumes Corpses to reduce its remaining Cooldown by 1 second
Blood Lance will consume Blood Orbs to also conjure lances from them. Each additional Blood Lance deals 20-50% of normal damage and prioritizes targeting un-lanced enemies.
Gain [10-20]%[+] increased Critical Strike Chance for 6 seconds when you cast Corpse Tendrils. You deal [20-40]%[x] bonus Critical Strike Damage to enemies damaged by Corpse Tendrils.
Your Golem has [1-4%] chance to
reduce its active Cooldown by 2 seconds and a [0.5-2%] chance to spawn a Corpse each time it damages an enemy with its normal
attack.
When Bone Spirit explodes inside a Bone Prison, it explodes an additional time, dealing [40.0 - 80.0]% of normal damage
Bone Spirit now prioritizes enemies inside a Bone Prison.
Decompose can chain up to 2 additional targets. When Decompose spawns a Corpse, it has a [30-60%] chance to spawn a Corpse under all afflicted targets.
Bone Spear's primary attack makes enemies hit beyond the first Vulnerable for [1.5-2.5] seconds. Bone Shards from Bone Spear deal [30-60%] bonus damage to Vulnerable enemies and pierce them.
You automatically Curse enemies around you with Decrepify and Iron Maiden.
Curses inflicted this way spread to surrounding targets every [2.5 - 0.3] seconds and last 4 seconds outside of the aura
Your Minions deal [30 - 45]%[x] increased damage, but each one drains 1 Essence from you per second. If you have no active Minions, the damage increase applies to you instead, and you lose 7 Essence per second.
Lucky Hit: Your Shadow Damage Over Time effects have a [10-30%] chance to generate 3 Essence. Damage from your Shadowblight Key Passive will always generate 2 Essence.
Casting Golem's active Skill creates a bond between you for 6 seconds. While the bond is active, both of you are Unhindered and gain [25.0 - 45.0]% Movement Speed.
Bone Storm and Blood Wave are also Darkness Skills, deal Shadow damage, and gain additional effects:
Enemies damaged by Bone Storm take [X] [.43-.48] Shadow damage over 2 seconds.
Blood Wave desecrates the ground it travels over, dealing [X] Shadow
Each percent of your Maximum Life you Heal beyond 100% grants you 0.5 bonus Overpower damage on your next Overpowering attack, up to a [20.0-60.0]% bonus
Lucky Hit: Your Marksman Skills have up to a 10% chance to create an arrow storm at the target's present location, dealing [X]% Physical damage over 3 seconds. You can have up to 5 active arrow storms.
When you spend 100 Energy you release a cluster of exploding Stun Grenades that deal [0.2-0.3] Physical Damage and Stun enemies for 0.5 seconds. Your Grenade Skills deal x15% more damage.
Twisting Blades orbit for a short time after they return to you, dealing [10-15%] of
Twisting Blades' return damage per hit. Based on the distance the blades returned, the orbit damage increases up to [20-30%] of the return damage.
Lucky Hit: Critical Strikes with Poison Imbued Skills have up to a xx% chance to create a toxic pool that deals [X] Poisoning damage over 3 seconds to enemies within. While standing in the pool Poison Imbuement has no Cooldown and no Charge limit.
You take [15.0-25.0%] less damage from Crowd Controlled enemies. Whenever a Crowd Controlled enemy deals direct damage to you, gain 15%[+] Movement Speed for 2 seconds.
While you have both bonuses from the Close Quarters Combat Key Passive active, your Dodge Chance increases by [1-5]% whenever you're hit by a Close enemy. Successfully Dodging resets this bonus.
Upon taking damage from surrounding enemies, you drop a Smoke Grenade and Dodge the next [2-7] attacks within 10 seconds. This effect can only occur once every 45 seconds.
Chilled enemies hit by your Grenade Skills have a chance equal to double your Critical Strike Chance to be instantly Frozen for 2 seconds. You deal [10-25%] increased Critical Strike Damage against Frozen enemies.
Lucky Hit: Damaging an enemy with a Mobility Skill has up to a [15-35]% chance to fully restore your Energy.
Your Maximum Energy is increased by [15-35].
Lucky Hit: Damaging a Chilled or Frozen enemy with a Shadow Imbued Skill has up to a 75% chance to release an explosion that deals [X] Cold damage to the target and surrounding enemies, Chilling them for 15%.
Your Shadow Clones also mimic the Imbuements applied to your Skills. Casting an Imbuement Skill grants your active Shadow Clone [8-16]%[x] increased damage for 5 seconds.
Poison Trap no longer breaks Stealth and triggers no Cooldown or arm time while you are in Stealth. All Poison Traps activate when you exit Stealth and Poison Trap's Cooldown will be [5 - 8] seconds per trap placed.
Smoke Grenade has a [35-55]% chance to create an Arrow Storm where it explodes, dealing [120-360] Physical damage over 3 seconds.
Your Arrow Storms continuously apply Vulnerable.
Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth with an attack grants you [1-5]% Maximum Life on Kill for 4 seconds.
Caltrops is now a Marksman Skill that also throws [5-25] piercing daggers over its duration, each dealing 15 Shadow damage and applying Vulnerable for 3 seconds.
Using a Healing Potion grants [35 - 55]%[+] Movement Speed for 3 seconds, and you may now drink them while at full Life.
Every 20 meters you travel, you spawn a Healing Potion.
Chilled enemies Poisoned by Poison Imbuement will be further Chilled for 20% per second. You deal [10-25]%[x] additional Poison damage to Frozen enemies.
When you break Stealth with an attack, you drop a cluster of exploding Stun Grenades around your location that deal [X] total Physical damage and Stun
enemies for 0.50 seconds
You automatically drop a Smoke Grenade at the end of Dash. Dash's Cooldown is reduced by [0.25-0.35] seconds for each enemy Dazed this way, up to [0.75-1.05] seconds.
Shadow Step has an additional Charge. Killing an enemy with Shadow Step refunds a Charge and increases the damage of Shadow Step by [1-6%] for 2 seconds, up to [5-30%]
Breaking Concealment grants +10% Resistance and Maximum Resist to all elements for 4 seconds. Killing an Elite enemy reduces Concealment's cooldown by 6–10 seconds.
Lucky Hit: Up to a 100% chance when hitting or killing a Frozen enemy to create ice splinters that fires away from them dealing [38 - 68] Cold damage and Chilling for [20 - 30]%
Knives from Dance of Knives have a 0% chance to shatter into 6 shards of metal on hit, dealing [150 - 180] Physical damage.
Dance of Knives now spends Combo Points, granting up to 3 additional Charges that can exceed the Maximum.
When you Evade or Shadow Step, you leave behind a cluster of exploding Stun Grenades that deal [X] total Physical damage and Stun enemies for 2 seconds.
Using an Agility Skill reduces the Cooldown ofyour next Subterfuge Skill by 20%. Using a Subterfuge Skill increases the damage of your next Agility Skill by [10-30]%[x]
Lucky Hit: Damaging a Poisoned enemy with a Shadow Imbued Skill has up to a 75% chance to create a toxic explosion that applies [X] Poisoning damage over 5 seconds to the target and surrounding enemies.
Whenever Penetrating Shot damages an enemy. 2 additional arrows split off to either side. These side arrows deal [10-25%] of Penetrating Shot's Base damage and do not split.
You deal [70-100]%[x] increased Critical Strike Damage to enemies marked by Inner Sight. While Inner Sight is full, you gain [21-30]%[x] increased damage.
Dealing direct damage to a Dazed
Enemy with an Agility Skill grants Stealth for 4 seconds. Breaking Stealth with an attack grants you [15-45]% Control impaired
Duration Reduction for 4 seconds.
When casting an lmbuement Skill you trigger an Imbued explosion around yourself. applying the Imbuement effects and dealing [X] damage of the same type.
Lucky Hit: When your Conjuration Skills hit you have up to a [30-40%] chance to gain +1 Rank to your Conjuration skills for 12 seconds. This can stack up to 3 times.
After Charged Bolts hits enemies 50 times, your next 3 casts of Charged Bolts become waves that pierce and deal [200-240% Weapon Damage] Critical Shock Damage.
Casting a Pyromancy, Shock, or Frost Skill increases your Mana Regeneration by [10 - 25]%[x] for 5 seconds, once per element.
At maximum stacks, the total bonus is increased to [60 - 150]%[x] for 10 seconds, but all stacks expire afterwards.
Casting Pyromancy, Shock, and Frost Skills conjures a matching Elemental Dagger around you that pierces through enemies dealing [75 - 105] damage after 3 seconds. The damage increases by 100% per matching elemental skill you cast.
When you cast Blizzard it will periodically spawn exploding Ice Spikes that deal [X] damage. Your Ice Spikes deal [15%] increased damage to Frozen enemies.
Chain Lightning has a 25% chance to deal [50 - 90]%[x] increased damage. This chance is doubled against Bosses or Crowd Controlled enemies and prefers them as targets
After channeling Incinerate for 2 seconds it deals [45-105] Critical Fire damage per second for 5 seconds. Casting Incinerate refreshes and maintains this bonus.
Ice Blades' chance to apply Vulnerable is increased by 20%[+] and the Vulnerable duration is increased by 4 seconds. You gain 15–25%[x] Vulnerable Damage.
While Deep Freeze is active, exploding Ice Spikes form in the area, dealing [X] Cold damage. Your Ice Spikes have a [30-40%] increased explosion radius.