NOTICE: Epically long post
PRIMARY STAT: Intelligence
DREAD: Primary resource used for attacks. Default 150. Generated by skill.
LIFEFORCE: Secondary Resource used for curses and summoning. Default 100. Gotten from each enemy that dies within 35 yards (amount scales by monster toughness). Many summoned minions drain your
Lifeforce pool continuously. If you run out, all summoned monsters will die.
SCEPTER: 1-handed class weapon.
SCYTHE: 2-handed class weapon.
SHRUNKEN HEAD: Offhand class item, gives damage and resource regen.
TEETH: Fires 5 weaving magical projectiles, each dealing 90% Weapon Damage as physical. Generates 8 Dread. (Range is limited to 40 yards).
*Fangs: Fires venomous projectiles instead dealing damage as poison. Enemies hit will take an additional 75% weapon damage as poison over 5 seconds.
*Canines: Each enemy hit increases the damage of your next resource spender by 5% each (but to 25%) and will bleed for 125% weapon damage over 10 seconds.
*Mauler: Projectiles passes thru enemies dealing fire damage to all those that they hit. Enemies Hit are chilled for 2 seconds.
*Flurry: Increases the number of projectiles to 8 and damage turns to cold. Enemies hit are chilled for 2 seconds.
*Splinter: Projectiles split into 3 smaller missiles each dealing 30% weapon damage, and returning 1 Dread each on impact.
DRAIN: Continuous drain the life from a single target for 200% weapon damage (channeling spell) as physical. Damage increases by 50% weapon damage each second for a maximum of 400%. Generates 12 Dread.
Generate an additional 1 dread for each second you channel, for a maximum of 18.
*Siphon: Heal for 2500 HP while draining. Each second you drain will increase the amount healed by 500 up to an additional 5000 HP.
*Debilitate: Weapon damage increases by 100% as cold for each second you channel. Stacks up to 600%. Enemies within 10 yards of target are chilled for 2 seconds.
*Nexus: Up to 3 smaller rays are cast out from your initial target, dealing 100% weapon as fire. Damage of smaller rays are increased by 25% of your primary channelling damage each second.
*Enslave: Enemies killed by Drain will have a 33% chance to be reanimated as a skeleton to fight for you for 10 seconds. Skeleton does 25% weapon damage as physical.
*Redirect: 30% of incoming damage is redirected to your target.
BONE SPEAR: Release a magical shaft of bone to impale enemies, dealing 200% weapon damage as physical to all enemies it passes thru. Generates 8 Dread.
*Fortify: Game 5% armor for every enemy bone spear passes thru, up to a maximum of 30%. This effect lasts 3 seconds.
*Erupt: A scorching explosion erupts when bone spear passes thru an enemy, dealing 100% weapon damage to everything within 15 yards. Damage turns to fire.
*Bane Spear: Strike enemies for 275% weapon damage as cold. Enemies hit have a 10% to be frozen for 2 seconds, otherwise they are chilled for 2 seconds.
*Bloodlust: Bone spear damage increases by 20% weapon damage for each enemy it passes thru, up to and additional 200% weapon damage.
*Scourge: Corpses of enemies killed spew out a cloud of poison dealing 250% weapon damage to enemies within 14 yards over 5 seconds. Any fire damage spell striking the cloud will cause the cloud to ignite,
dealing 250% weapon damage as fire to all within 14 yards.
BONE SHARDS: Unleash a volley of razor-sharp bone fragments to damage all enemies within an 65 yards for 200% weapon damage as physical. Generates 7 Dread.
*Volley: Gain 1 additional Dread for each enemy hit, up to 7.
*Poison Spray: Blast enemies within range with poison, dealing an additional 200% weapon damage as poison over 5 seconds to all enemies hit.
*Shreader: Enemies hit are chilled for 2 seconds. Enemies killed increases the damage of Bone Shards by 5%, up to a maximum of 25%. Damage turns to cold.
*Blunderbuss: Shortens range to 30 yards, but damage increases to 325% weapon damage as fire.
*Razor-sharp: Enemies hit bleed for 280% weapon damage over 7 seconds.
POISON DAGGER: Attack your enemies with a short range line-attack imbued with poison. All enemies within 15 yards in front of your take 240% weapon damage as poison. And an additional 100% as poison over 3
seconds after. Generates 10 Dread.
*Infectious Dagger: Gain 1 Dread for each additional enemies hit.
*Miasma: Enemies that are killed emit a cloud of poison that deals 250% weapon damage over 5 seconds to all within 14 yards. Striking the cloud with fire damage will cause an explode dealing 250% weapon
damage as fire to all enemies with 14 yard.
*Lacerating Dagger: Enemies struck take 10% additional damage from all sources and will bleed for 100% weapon damage over 5 seconds.
*Frostbite Venom: Enemies struck are chilled and has a 10% to be frozen for 2 seconds, or otherwise chilled. Damage turns to cold.
*Searing Blade: Increases weapon damage to 350% weapon damage as fire. Enemies are no longer poisoned.
POISON NOVA: Deal 375% weapon damage as poison to all enemies within 40 yards, and an additional 250% weapon damage over 5 second. Costs 25 Dread.
*Lethal Dose: Reduce area to 25 yards but increase initial damage to 600% weapon damage.
*Pandemic: Increase area of effect to 75 yards.
*Repellant: Enemies hit has a 10% chance to be feared and chilled for 3 seconds. Damage turns to cold.
*Volatility: Enemies hit by poison explosion will have a cloud of toxic vapor cling to them. Striking affect enemies with fire damage will cause them to explode, dealing 250% weapon damage to all enemies
within 14 yards.
*Venom Nova: Enemies struck will bleed for 500% weapon damage over 5 seconds as physical. For each second the enemy bleeds, it's damage and movement speed decreases by 15%.
CORPSE EXPLOSION: Strike an enemy for 999% weapon damage as physical and casting a curse on him for 5 seconds. If the enemy dies while afflicted, it will explode dealing 600% weapon damage to all enemies
within 20 yards. Costs 30 Dread.
*Poison Explosion: Instead of exploding, enemies slain will erupt a cloud of toxic vapor dealing 1000% weapon damage over 5 seconds to enemies within 15 yards. Fire damage to the poison cloud will cause
it to explode for 525% weapon damage as fire to all within 25 yards.
*Deathly Chill: Explosion from dying enemies freeze enemies within 20 yards for 2 seconds. Damage turns to cold.
*Lacerator: Enemies hit by explosion will bleed for 1250% weapon damage over 5 seconds.
*Souleater: Gain 3 Lifeforce for every enemy critically hit by the explosion.
*Chain Reaction: Enemies killed by the explosion will themselves explode. Damage turns to fire.
BONE SPIRIT: Call forth a raging spirit to seek out and decimate your enemies for 550% weapon damage as physical to all enemies within 20 yards of the impact. Costs 30 Dread.
*Deathcoil: Heal you and your allies for 2% of your maximum life for every enemy critically struck by bone spirit when you. Damage turns to poison.
*Lost Soul: Explosion radius turns to 35 yards and damage turns to fire. The ground is made molten upon the explosion, dealing 500% weapon damage over 5 seconds.
*Revenant: If the initial target dies, there is a 50% another Bone Spirit will be cast from his corpse and target a nearby enemy. This continues indefinitely. Damage turns to cold and a 10% chance to freeze
enemies for 2 seconds. Otherwise they are chilled for 2 seconds.
*Wraithverge: Summon a swarm of 8 smaller spirits that continuous attack enemies by passing thru them, dealing 300% weapon damage each time it passes thru.
*Raging Spirit: All enemies hit will bleed for and additional 300% weapon damage over 5 seconds.
RAISE SKELETON: Raise a skeleton to fight for you. Skeletons deal 125% weapon damage as physical (has 25% of your toughness). Costs 5 lifeforce per cast and drains 1 Lifeforce per second for every second per
skeleton summoned after an intial 5 seconds. (Max of 3)
*Shield Bearer: Skeleton can bash your enemies for 225% weapon damage, stunning them for 2 seconds (Has 33% of your toughness). Skeleton gains 50% of your block chance and block amount.
*Burning Dead: Skeletons burns enemies with 7 yards for 50% weapon damage per second. Damage turns to fire.
*Reanimated Horde: Summon a larger armored skeleton that can charge your enemies. Enemies hit by the charge has a 25% chance to be frozen for 2 seconds, otherwise it's chilled. Damage turns to Cold. (Has 50%
of your toughness).
*Skeleton Mage: Summon a skeleton mage of a random element to fight for you.
-Fire: Deals area damage within 10 yards and sets them on fire. Burning enemies take 10% additional damage.
-Cold: Chills enemies with 10% of freezing them for 2 seconds.
-Lightning: Has 25% chance to stun for 2 seconds.
-Poison: Deals an additional 100% weapon damage over 5 seconds.
*Skeleton Champion: Summon a huge skeleton that deals 350% weapon damage to all enemies within 7 it hits with its melee attack. The Champion has greatly increased health (100% of your toughness) and will
occasionally taunt enemies. Skeleton Champion will drain 3 Lifeforce per second. Only 1 Champion can be summoned at a time.
RAISE GOLEM: Riase a golem of clay to fight for you dealing 150% weapon damage as physical. Cost 25 Lifeforce and reduces your maximum Lifeforce by 25 while alive. Only 1 golem can be summoned at a time.
(has 100% of your toughness).
*Poison Golem: Enemies hit by mud golem has their damage and speed reduced by 30%. When poison golem dies, it releases a cloud of poison that deals 500% weapon damage over 5 seconds to all enemies within
12 yards. Striking this cloud with fire damage will cause an exploding dealing 450% weapon damage to all enemies within 20 yards.
*Iron Golem: Iron Golem gives you and your allies 5000 thorns damage, while having 10,000 thorns damage for itself. The weapon damage of Iron Golem is increased by 10% of your armor.
*Blood Golem: Enemies hit by Blood golem will bleed for 200% weapon damage over 5 seconds, and will heal you for 2% of your maximum life. You and your allies gain 2250 life regeneration while blood golem is
*Fire Golem: All enemies within 12 yards take 125% weapon damage as fire. When Fire golem is summoned or dies, all enemies within 20 yards will take 450% weapon damage. Damage turns to fire.
*Frost Golem: All enemies within 14 yards of the frost golem is chilled. When hit, frost golem has a 10% chance to cast frost nova that deals 150% weapon damage to all enemies within 30 yards and freezing
them for 2 seconds.
BONE WALL: Summon a wall of bone to block your enemies. Costs 30 Lifeforce with 20 second cooldown, lasts 5 seconds. (Bone Wall segments has 15% of your toughness). 15% of damage you and your ally takes will
be redirected to the wall)
*Bone Fortress: Wall will now block missiles as well and 25% of the damage you and your ally take will be redirected into it. Bone Wall can no longer be destroyed by enemies.
*Bone Prison: Cast a prison of bone around an enemy trapping it. 25% of damage you and your allies take will be redirected to enemies within the structure.
*Barbed Wall: Enemies touching the wall will take 100% weapon damage per second as poison and will bleed for an additional 100% weapon damage over 5 seconds.
*Bone yard: Instead of a wall, summon a field of boney spikes that deals 500% weapon damage as cold over 5 seconds with any enemy standing in it and chilling them.
*Fire Wall: The wall tjurns to flames and will no longer block enemies or redirect damage. Instead any hit by the flames will take 200% weapon damage per second as fire. The wall will explode for 300% weapon
damage as fire to all enemies within 12 yards after 5 seconds.
REVIVE: Resurrect all slain enemies within 35 yards of you to fight as your ally. Reanimated enemies lasts for 10 seconds. (their attack speed is increased by 100% while having toughness of 25% of their
original). Costs 50 Lifeforce with a 60 second cooldown.
*Requiem: Every enemy you revive gives you 3500 hit points. Healing amount is increased by 10% of your health globe bonus.
*Eulogy: Every time a revived dies, you gain 7 Dread and 4 Lifeforce.
*Ritual: When a revived dies, it explodes and any enemy within 15 yards of it will bleed for 200% weapon damage over 5 seconds.
*Plague Carrier: Revived carries a cloud of toxic vapor dealing 125% poison damage per second to enemies within 8 yards. Hitting the plague carrier with fire damage will cause it to explode, dealing 450%
weapon damage as fire within 15 yards. This kills the revived in the process.
*Amalgamation: Summon instead a single large undead monstrosity that games 25% weapon damage (up to a maximum of 500%) for every enemy that was used to create it with the total toughness of all of them
combined. Amalgamation will no longer die after 10 seconds, but instead drain 3 Lifeforce per second after that initial period. Only 1 Amalgamation can be sustained at a time.
SUMMON LICH: Summon a powerful Lich to fight for you. The Lich will occassionall summong skeleton minions (up to 4) and attacks with Bone Spirit (uses default unless you have one selected as a skill). While
Lich is summoned, your maximum Lifeforce will be reduced by 50. Cooldown: 90 seconds.
*Archmage: The lich will now used all runes of your available Bone Spirit skill. Skeleton mages of a random element is summoned on occassion (a maximum of 5).
*Wickerman: Summon a giant burning Skeletal construct that attacks with melee dealing 300% weapon damage as fire in an arch to all enemies within 8 yards in front of it. The ground around the Wickerman is
molten, dealing 250% weapon damage per second to all enemies standing upon it (15 yard radius). Enemies killed will be revived as a burning dead (up to 10 burning dead).
*Plague Bearer: Summon a toxic Lich that casts Death Coil. A poisonus cloud surrounds the Lich, dealing 200% weapon damage to all enemies within 15 yards of it. If the poison cloud is struck by fire damage,
it explodes for 760% weapon as fire to all enemies within 25 yards. The Cloud reappears after 8 seconds (this is reduced by your cooldown reduction).
*Lich King: Lich uses the Revenant rune and is surrounded by a chilling aura that chills any enemy within 15 yards of it, with a 10% chance of freeze them for 2 seconds. Lich now occassionally summons a
reanimated horde (up to 5).
*Pharaoh: Lich will instead increase your maximum lifeforce by 50. While Pharoah is alive, your lifeforce regeneration is increaed by 2 per second. Pharoah uses the the Wraithverge rune for Bone Spirit and
the maximum skeletons it can summon is increased to 10.
BONE ARMOR: Encase yourself in bone that absorbs 15% of your maximum health in damage before dissipating. Maximum aborbsed damage is increased by 50% of your shields block chance.
*Reinforced Armor: Increased maximum damage absorbed to 25% of your health. Maximum damage absorbed is increased by your shields block chance multiplied by the block amount.
*Barbed Armor: Gain 5000 thorns damage. Enemies that attacked you with melee you will bleed for 150% weapon damage over 5 seconds.
*Needler: When bone armor is active, you will automatically fire a poisons barbs at your enemies dealing 100% poison damage over 3 seconds. The casting rate is based on your attack speed.
*Intimidate: Enemies within 25 yards have their damage and movement reduced by 15%.
*Reactive Armor: When an enemy strikes you, your armor explode for 50% weapon damage as fire to all enemies within 10 yards. The rate which the explosions can happen is based on your attack speed. When the
armor expires, it will explode for 250% weapon damage as fire too all enemies within 15 yards.
SOUL SHROUD: Increases all resistance by 15%, and an additional 50% of your shield's block chance. While active, your maximum Lifeforce is reduced by 25. Lasts 10 minutes.
*Ghastly Shroud: Projectiles pass thru you harmlessly.
*Blighted: While active, your poison damage is increased by 1% for every enemy within 25 yards of your. Call poison skills costs are reduced by 25%.
*Reaper: Gain 4 Dread on a critical hit. You no longer game additional resistance from your shield.
*Summoner: Lifeforce drain from your minions is reduced by 50%. Your minions' toughness is increased by 33% and their damage increased by 10% while the skill is active.
*Defender: Soul Shroud is cast on your allies as well.
CORPOREAL FORM: Become ethereal, making your immune to all damage and allowing your to move thru enemies unimpeded for 2.5 seconds. You cannot attack while being ethereal. Cooldown 16 seconds.
*Apparition: While active, your movement speed is increased by 40% and increasing the duration to 4 seconds.
*Poltergeist: You can not attack while in Corporeal Form.
*Haunt: Freeze all enemies within 15 yards of your when activating this skill.
*Wraith: When Corporeal Form expires, you explode dealing 100% of your absorbed damage as fire to all enemies within 20 yards.
*Nightshade: Heal for 15% of your maximum life upon cast. This amount is increased by 20% of your health globe bonus.
BANISH: Bannish a group of enemies within 15 yards of you, preventing them from dealing for 2 seconds. Banished enemies no longer blocks movement. Cooldown: 18 seconds.
*Well of Souls: Gain 3 Dread for every enemy you banish.
*Harvester: Heal your and your allies by 1% maximum life for every banished enemy.
*Dissipate: Enemies take 250% weapon damage as cold for ever second they are banished.
*Silence: Extend the duration of banish to 4 seconds.
*Cleanse: Remove all spawned affixes from the area, in addition to banishing enemies.
WEAKEN: Reduce the damage dealt by enemies within 15 yards of the casting location by 20%. Cost: 10 Dread, Duration: 4 Seconds, Cooldown: 12 seconds. (effects scaled down to 50% for elites and champs)
*Amplify Damage: Affected enemies take an additional 20% damage from all sources.
*Iron Maiden: Monsters that strike you or your allies take 250% weapon damage as fire.
*Decrepify: Chill monsters to reduce their attack speed and movement reduced by 50%. Monsters under this curse takes 20% more damage from cold.
*Strengthen: For ever enemy you Weaken, you gain 1% damage while the curse is active.
*Lower Resist: Affected enemies take 10% additional damage from a element each time they are struct by attacks of the same element (up to 100%). Each element type stacks seperately.
DIM VISION: Enemies under this curse cannot see anything beyond 15 yards and will neither attack nor pursue enemies outside their view range. Cost: 10 Dread, Duration: 4 Seconds, Cooldown: 12 seconds
*Dim-Witted: Extend duration of the curse to 6 seconds.
*Confuse: Enemies start attack anything within 15 yards of them, even if they're other monsters.
*Terror: Enemies are frightened and will scatter away and not attack.
*Attract: Enemies under the same curse will attack and fight one another.
*Defenseless: Enemies under this curse have a 15% increased chance of being critically hit.
LIFE TAP: Striking enemies under this curse heals you or your allies for 7000 hit points. This amount is increased by 1% of your health globe bonus. Cost: 10 Dread, Duration: 4 Seconds, Cooldown: 12 seconds
*Life Link: 20% of the damage you and your allies take is split between all monsters under this curse.
*Misery: 20% of damage affect enemies take will be deal to all enemies within 10 yards of the enemies afflicted by this curse.
*Sacrifice: Enemies killed while under this effect has a 4% to drop a health globe. This is increased by 100% of your magic find bonus you gain from your gear.
*Feast: Increases the heal amount to 12500 hit points, and benefits from 2% of your health globe bonus.
*Energy Tap: Generate primary resource by striking monsters under this curse.
-1.25 Fury for Barbarian
-1.25 Wrath for Crusader
-2 Hatred for Demon Hunter
-4 Spirit for Monk
-1.5 Dread for Necromancer
-20 Mana for Witchdoctor
-1 Arcane Power for Wizard
(not in order of leveling progression)
1) TINDERBOX: Increases your poison and fire damage by 10%. Ignite-damage and radius is increased by 20%.
2) VAMPIRISM: For every bleeding enemy within 100 yards of you, you gain 300 life regeneration.
3) BLOODLUST: For every bleeding enemy within 100 yards of you, your physical spells gain 1% increased damage (up to 100%).
4) SKELETON MASTERY: Increase the life and damage of skeletons by 35%. Skeletons will no longer drain your Lifeforce until after 10 seconds after they're summoned.
5) GOLEM MASTERY: Summoning Golems no longer reduces your maximum Lifeforce pool by 25. Golems health and damage is increased by 100%.
6) CULLING: Gain 1 Lifeforce for every enemy you curse. The amount of damage you redirect is also increased by 10%.
7) UPKEEP OF THE DEAD: Reduce Lifeforce drain by 50%. Every time you use a potion, the Lifeforce drain from your minions is pause for 5 seconds.
8) BRINGER OF MISFORTUNES: Increases the duration of all curses by 100%. Reduces cost and cooldown of all curses by 20%.
9) DEATH WARD: Bone armor now benefits from 100% of your shield's block chance. Your Soul Shroud now lasts forever and you gain 15% additional armor while having it active if you have a shield.
10) SOUL HARVESTER: When using a 2-handed weapon, your attack speed is increased by 15% for your generator skills.
11) SPRING OF LIFE: When you use a potion, your allies heal for 10% of the amount you do for every minion you have summoned. Your gain 8000 life regeneration for 10 seconds after you use a potion.
12) BLESSINGS OF TRAG'OUL: Decrease the cost of your physical spells by 15%. You Gain an 2 Dread each time you deal critical damage using physical spells.
13) LIVINGS END: For every enemy killed, your Dread spender cost is reduced by 1 for your next cast. This effect lasts for 5 seconds after you kill and stacks up to 20 times.
14) REINCARNATION: When receiving fatal damage, you are restored to full health, but your Dread and Lifeforce is completely drained and cannot be replenished for the next 5 seconds. This can happen
once every 120 seconds.
15) PLANAR REACH: Whenever you are in Corporeal form, you heal for 5% of your maximum life per second. Additionally, you gain 4000 life regeneration for every enemy you banish.
16) REAPER'S TOLL: Whenever one of your summon or revived enemies die, you gain 25 Dread. The Amount of Lifeforce you gain from dying enemies is increased by 25%.
17) FUNERARY RITES: Increases damage against undead by 25%. Killing an undead enemy has a 5% chance to summon a skeleton to fight for 10 seconds (maximum of 10 skeletons).
18) TO THE GRAVE AND BACK: Your skeletons and golems revive 5 seconds after death unless it exceeds the maximum number allowed. Additionally, the amount of skeletons you can summon is doubled.