Gain Stealth for 2 seconds when killing enemies with Shred. Breaking Stealth with an attack grants Ambush which guarantees Critical Strikes for [1 – 2.5] seconds.
Your Core Skills deal x[20 - 40]% increased damage when spending 3 Combo Points. Your Basic Skills using this weapon have a 30% chance to generate 3 Combo Points.
Corpse Explosion consumes up to 4 additional Corpses around the initial Corpse, dealing x[122 - 130]% increased damage and with a [21 - 25]% larger radius per additional Corpse.
The first direct damage you deal to an enemy is a guaranteed Critical Strike. If you had maximum stacks of the Precision Key Passive when you cast the Skill, gain [15 - 25] Energy, this can only happen once per cast.
Your Darkness Skills Chill enemies for up to 40%. Lucky Hit: Your Darkness Skills have up to a 100% chance to generate [2 - 5] additional Essence against Frozen targets.
While using this weapon, damaging at least one enemy with Rupture creates a blood pool that inflicts x Bleeding damage over 6 seconds. Enemies standing in the pool take x10% increased Bleeding damage.
After gaining the final damage bonus from the Walking Arsenal Key Passive, you automatically cast Ground Stomp and gain [32 - 50] Fury. This cannot happen more than once every 30 seconds.
Instead of detonating immediately, Corpse Explosion summons a Volatile Skeleton that charges at a random enemy and explodes. Corpse Explosion's damage is increased by x[30 – 40]%.
Lucky Hit: Damaging a Vulnerable enemy with a Marksman or Cutthroat Skill has up to a [20 - 30]% chance to summon a Shadow Clone that mimics your attack.
While Injured, your Potion Also Grants [20 - 30]% Movement Speed for 2 Seconds
+Dodge Chance
+Shadow Damage
+Damage to Elites
+Damage to Trap Enemies
Unless it hits a Boss or Player, Death Trap will continue to re-arm itself until it kills an enemy. However, Death Trap's Cooldown is increased by [15 – 30]%.
Gain a bonus when you kill with a Shapeshifting Skill: Werewolf: Your next Non-Ultimate Werebear Skill costs no Resource and has no Cooldown. Werebear: Your next Werewolf Skill will Heal you for when damage is first dealt.
While you have 7 or more Minions you gain: Lucky Hit: Up to a 10% chance to empower all of your Minions, causing the next attack from each to explode for x Physical damage.
While injured, your potion also grants [30]% Movement Speed for 2 seconds
+Control Impaired Duration Reduction
+Maximum Life
+All Stats
+Resistance to All Elements
When you take damage from a Non-Physical damage type, you gain [6-10]% Maximum Resistance to that damage type for 6 seconds. This effect can only apply to one damage type at a time.
When you Stun, Freeze or Immobilize an Elite enemy, or damage a Boss, it Pulls In Nearby enemies. You deal [30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.
Your Healing Potion no longer Heals instantly, instead it grants a Barrier for 200% of the healing for 4 seconds. While you have a Barrier, you gain [10-20]% Damage Reduction.
After you spend 300 of your Primary Resource, your next Core Skill is guaranteed to Overpower. Your Critical Strikes that Overpower deal [80-120]% increased damage.
When you gain Berserking while already Berserk, you have a [40-60]% chance to become more enraged granting 15% increased damage, 2 Fury per second, and 10% Cooldown Reduction.
Lucky Hit: Damaging an enemy has up to a 30% chance to form an exploding Ice Spike, dealing [x] Cold Damage. Triple this chance if the enemy is Frozen.
Lucky Hit: [x]% Chance to Restore [x]% Primary Resource
+Maximum Essence
Lucky Hit: While you have an active Bone Storm, hitting an enemy outside of a Bone Storm has up to a [5-25]% chance to spawn an additional Bone Storm at their location. Each of your active Sacrifice bonuses increase the chance by 25% and the total additional Bone Storms you can have by +1.
Penetrating Shot has a [20-80]% chance to fire an arrow that bounces off walls and scenery. Damaging 5 enemies with Penetrating Shot will cause the next cast to make enemies hit Vulnerable for 3 seconds.
After spending 100 Fury within 3 seconds, your next cast of Hammer of the Ancients, Upheaval, or Death Blow is a guaranteed Critical Strike and deals [10-30]% bonus Critical Strike Damage.
When casting an Ultimate Skill and again 5 seconds after, you Pull in Distant enemies and deal [x] Physical damage to them. This damage is increased by x1.0% per 1 point of Willpower you have.
You automatically activate the following equipped Skills on Corpses around you:
Raise Skeleton every [2.0 - 1.0] seconds.
Corpse Explosion every {2.0 - 1.0} seconds.
Corpse Tendrils every [16 - 8] seconds.
Casting a Subterfuge Skill leave behind a Decoy Trap that continuously Taunts and lures enemies. The Decoy Trap explodes after 3 seconds dealing [x] Shadow damage. Can occur every 12 seconds.
Meteor now has 2 charges with a [11.0 - 6.0] second Charge Cooldown instead of a Mana cost, and drops 3 additional meteors around the target. Meteor's Enchantment Effect and Enhanced Meteor drop 1 additional Meteor.
Lightning Storm gains 1 additional strike each times it grows. Lightning Storm Critical Strikes cause lightning to strike twice, dealing [10 - 20]% increased damage.
Damaging enemies with a Non-Basic Skill cast marks them for 3 seconds. When a Basic Skill first hits a marked enemy, the Basic Skill's damage is echoed to all marked enemies, dealing [100 - 200]% increased damage.
Rend's duration is increased by [2.0 - 4.0] seconds. Damaging enemies with your Brawling Skills applies 2 stacks of Rend's Bleed. This can only affect each enemy once every 4 seconds.
You are Blood Lanced, and when Blood Lance would deal damage to you, it instead Fortifies you for [1.0 - 2.0]% of your Maximum Life and has a 5% chance to form a Blood Orb. Blood Lance deals [10 -20]% increased damage.
When you cast an Ultimate Skill, your next Core Skill consumes all of your Energy and deals [0.5 - 1.5]% increased damage per Energy consumed. Using a Cooldown restores 5 Energy.
Each time you use a Skill with a Resource Cost, gain [5-15]%[x] increased damage and Resource Cost is increased by 30%[+] for 4 seconds, stacking up to 5 times.
Your skills gain [0.10-0.40]%[+] Critical Strike Chance bonus per point of Primary Resource you have, up to [10-40]%[+]. Each point of Primary Resource above 100 grants 0.2%[x] Critical Strike Damage instead.
Your Weapon Mastery Skills are now also Core Skills that have no Cooldowns but cost Fury, dealing [50-70]% of normal damage. Their Fury costs are reduced by 5 for any additional Charges the Skill would have had.
When consuming a Corpse, there is a [10-30]% chance to also create a decaying Skeletal Simulacrum that seeks enemies but cannot attack. When it dies, it explodes for 5,514 Shadow damage.
This effect is treated as a Macabre Skill.
Bone Prison traps a larger area and fires [10-30] Bone Splinters at enemies trapped within. Increase your Maximum Essence by 2 for 10 seconds each time these Bone Splinters hit an enemy.
Your Subterfuge Skills create an attackable Shade Totem for [3-8] seconds. Any damage it takes is replicated onto surrounding enemies at 20% effectiveness.
You may only have 1 Shade Totem active at a time. This damage counts as a Trap Skill.
Evade Grants +[16-25]% [1.5] Movement Speed for 1.5 seconds
+[57.0-75.0]% Non-Physical Damage
+[46.5-60.0]% Shadow Resistance
+[2-3] to Dark Shroud (Rogue Only)
Casting Dark Shroud makes you Immune for 2 seconds but your Evade Cooldown is increased by [9.0-3.0] seconds. Evading while Dark Shroud is active leaves behind an explosion that deals [3,426-10,278] Shadow Damage and Pulls In enemies.
+[13.5-22.5]% Chance for Chain Lightning Projectiles to Cast Twice
+[10.5-15.0]% Damage Reduction
+[23.5-32.5]% Resource Generation and Maximum
+[2-3] to Chain Lightning
Chain Lightning alternates between orbiting you and seeking up to 3 enemies. When it returns, it drains 6 Mana from you for each active Chain Lightning. After draining 66 total Mana, the bolt explodes for [1,887-7,548] Lightning Damage. Chain Lightning expires if you don’t have enough Mana for it to drain
Casting a Core Skill additional fires 2 instances of Fire Bolt, Frost Bolt, or Spark, matching the elements of your last 2 non-Core Skill cats. These projectiles deal [30-90]%[x] increased damage.