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Enchanting Collection

The enchanting collection is a graphical interface that holds all your random enchantments (RE)/mystic enchantments (ME), you can access this interface under the character advancement menu or by using a Mystic Altar.  

EnchantingAllEnchantsTab

This Collection shows all the enchants you have learned by using the The Mystic Enchant System in Project Ascension. 

To get a better overview on all of the enchants you've learned so far, you can sort them via the drop down menu to various options like "All, Weapon Enchants, Known Enchants and so on".

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Some of the enchants have different colors (green, blue, purple and orange), this color refers to the rarity of the enchantment and increase the cost to apply them. The currency to apply them are Mystic Orbs and they can be obtained through daily Hero's Call Board quests.

Color Cost
Uncommon 3
Rare 6
Epic 10
Legendary 25

Mystic Enchants

Uncommon Enchants

Uncommon enchants are the most common type of enchants you will find in the game.

They generally provide minor improvements to a specific skill. Below you will find the comprehensive list of all the Uncommon enchant prefixes.

Powerful Increases the damage of the skill.
Hardy Increases the dispel resistance of the skill.
Critical Increases the critical chance of the skill.
Concentrated Reduces the mana cost of the skill.
Taunting Increases the threat caused by the skill.
Focused Increases the bonus scaling of the skill.
Brutal Increases the critical strike damage of the skill.
Steady Reduces the pushback of the skill.
Quick Reduces the cast time of the skill.
Hasty Reduces the cool-down of the skill.
Accrual Increases the damage over time of the skill.
Accurate Increases the hit chance of the skill.
Subtle Reduces the threat dealt by the skill.

Rare Enchants

Rare enchants are the second most common type of enchants you will find in the game.

They generally provide noticeable improvements to specific skills or skill types. Below you will find some examples of Rare enchants.

Vigor Increases your maximum energy by 20. This enchant does not stack.
Gale Winds Increases damage done by your Hurricane and Typhoon spells by 5%.
Weapon Expertise Increases your expertise by 4.
Hack and Slash Increases the chance to trigger your Hack and Slash (Rogue) talent by 2%.
Restorative Shadows Your Shadow Bolt and Mind Blast now generate 10 energy on hit.


Epic Enchants

Epic enchants are one of the rarest type of enchants you will find in the game.

They generally provide significant improvements and game play changes to specific skills or skill types. Below you will find some examples of Epic enchants.

Defensive Magic Your body and mind move as one, allowing you to dodge, parry and block attacks while casting. This effect does not work against players.
Mass Hysteria Your Fear spell transforms into Fear (Mass Hysteria), becoming empowered with dark and terrifying energy, causing enemies near your feared target to become Shaken, reducing their stats by 5% and movement speed by 25%.
Flurry of Steel Your Bladestorm now hits with both weapons.
Hailstorm Your Blizzard is transformed into Blizzard (Halestorm), giving it a cast time instead of a channel.


Legendary Enchants

Legendary enchants are the rarest type of enchans you will find in the game.

They always provide gameplay-defining changes by adding or modifying your current skills or talents. Below you will find the comprehensive list of all of the Legendary enchants.

Soulbender Drain Soul accumulates Soul Energy. You can consume stacks of Soul Energy with Shadowburn to heal nearby allies.
Tools Of War Each unique direct damage Physical ability grants you a stack of Tools of War, increasing your Physical damage by 3% (2% against players), stacking 10 times. Any Non-physical damage resets all stacks.
Locust Ranger Teaches you Locust Shot if you know Steady Shot. Locust Shot deals nature damage based on your ranged weapon damage, scales with Steady Shot modifiers and is increased by your spell damage. This ability is castable while moving. When it deals non-critical damage it triggers Wild Quiver (requires rank 3 of the Wild Quiver talent). When it deals critical damage, it reduces the cool-down of your Chimera Shot by 2 seconds.
Soul of The Warden Teaches you Fan of Knives Ability. Increases the effect of your Deadly Throw ability by 10%. Reduces the cool-down of your Blink ability by 50% while out of combat.
Martial Crescendo Each unique direct damage Physical ability grants you a stack of Martial Crescendo, increasing your Attack Speed by 5%, stacking 10 times. Any Non-physical damage resets all stacks.
Titanic Mutilate While Titan's Grip is active, you learn Mutilate (Titanic Mutilate), an attack with both weapons dealing 80% weapon damage, increased by 20% if your target is bleeding. Also, your Bloodthirst deals 5% more damage per active combo point and dealing damage with Whirlwind triggers Bloodrage (if known).
Guerilla Trapper Teaches you Barbed Snare Trap, which can be deployed from a distance. This trap slows and applies a bleed effect to the target.


Your Concussive Shot now also attaches a rope to enemy targets. If the target is a player it pulls them toward you after a 2 second delay.


If you lure an enemy afflicted by your Concussive Shot into your Barbed Snare Trap they will be severely wounded, causing bonus damage and stunning for 3 seconds.

Unbounded Deathbringer Your damaging abilities have a chance to drain the life force of your target and his nearby allies, dealing additional Shadow damage and returning a portion of it to you. This effect scales with your Drain Life ability.
Purification By Light Your damaging abilities have a chance to Exorcise your target, leaving an ray of light causing Holy damage at the target's location. These effects scale with your Exorcism and Consecration abilities.
Undaunted Your Last Stand now reduces the damage stored in your current Stagger effect to zero, but its health bonus is reduced to 10%. Activating Last Stand allows the use of Victory Rush, and using Victory Rush while Stagger from Tactical Mastery capstone is active reduces the cool-down of your Last Stand by 40 seconds.
Unchained Reduces the cool-down of your Blink spell by 5 seconds and makes it bind nearby enemies to the matter around them, preventing them from moving for 2 seconds. You also learn an alternative way of Blinking by harnessing the Arcane to propel you through space. You are only able to do this while casting an Arcane spell and it shares a cool-down with your normal Blink, but will not interrupt your spell cast.
Unbounded Spell Slinger Your damaging abilities have a chance to strike your opponent and his nearby allies with arcane magic, dealing additional Arcane damage and triggering the Lesser Clearcasting effect.
Amal'thazad's Curse Your damaging abilities have a chance to call forth Amal'thazad's Curse, chilling yourself but granting you 1% critical strike chance per stack. Amal'thazad's Curse also deals frost damage to your target and chills enemies near the target, reducing their movement speed by 5%, stacking 5 times.
Seething Flames Your damaging abilities have a chance to ignite enemies, dealing Fire damage to your target and his nearby allies over time. This effect scales with your Explosive Shot ability.
Holy Supernova Your Holy Nova is transformed into Holy Supernova, giving it a 45 second cool-down, a knock back effect on enemies, and a cleanse effect for allies.
Aimed Explosive Shot Your Explosive Shot is transformed into Explosive Shot (Aimed), making it a targeted spell and giving it an area of effect application.
Zany Zealot Your offensive Priest spell casts have a chance to cast an additional random Priest spell for free.
Crazy Cultist Your offensive Warlock spell casts have a chance to cast an additional random Warlock spell for free.
Deranged Druid Your offensive Druid spell casts have a chance to cast an additional random Druid spell for free.
Eccentric Elementalist Your offensive Shaman spell casts have a chance to cast an additional random Shaman spell for free.
Guardians of the Grove Your Treants now heal your allies instead of dealing damage. These Treants will not heal you if you are above 90%. But have their health reduced by 66%.


Your treants will use your known Druid healing spells, but will not use channeled spells.

Words of Healing Your Borrowed Time now also increases the critical strike chance of your direct healing spells by 20% while active. In addition, Borrowed Time is no longer consumed by spell casting.
Dominant Word: Shield Your Power Word: Shield now absorbs 250% of its normal value when used on a target below 75% health. The additional absorb effect lasts for 5 seconds and reduces the cool-down of your Power World: Shield by 1 second. In addition, the mana returned to you from your Rapture is increased by 100%.
Astral Tempest You gain a stack of Overloaded when dealing direct Nature or Arcane Damage. Upon reaching 20 stacks of Overloaded, you will trigger an Astral Tempest on your target. This spell deals Astral Damage to all nearby enemies over 8 seconds and increases the magic damage you deal by 5% for 8 seconds. Astral Damage is a combination of the Arcane and Nature schools, and will benefit from the highest modifier to either school.
Atonement Dealing direct damage with Smite, Holy Fire or Penance now also heals nearby allies affected by your Grace for 25% of the damage dealt. This effect may not heal the caster and is reduced by 50% when damaging players.
Druid of Rot: Call of Fungarians Your Force of Nature Spell is transformed into Force of Nature (Call Fungarians), causing it to summon Fungarians instead of Treants.
Benevolent Crusader When you cast a direct Holy heal on an ally that does not over-heal, you will be granted a stack of Benevolent Crusader. Benevolent Crusader stacks up to 5 times, and decreases the cast times of your Penance, Holy Fire, and Smite abilities by 12% per stack.
Battlemage Your Warrior abilities now have a chance to trigger either Arcane Barrage, Fire Blast, or Ice Lance. These abilities deal 20% less damage to players. You must know one of these spells to trigger them.
Growing Light When cast on your Beacon of Light, Holy Light also heals up to 5 friendly targets within 8 yards of the Beacon of for an additional 20%. It also infuses you with Growing Light, increasing the healing transferred to your Beacon of Light by an additional 20% for 6 seconds, stacking up to 3 times.


Casting Holy Light on your Beacon of Light also extends its duration by 10 seconds and reduces the targets physical damage taken by 10% for 10 seconds. This effect does not stack with other similar effects.

Time Warp After casting Blink your spell damage, spell haste, and spell critical chance is increased by 5% for 6 seconds. You will also learn to create a Time Warp, allowing you to return to your original Blink position if cast within 4 seconds.
Blooming Growth Your Regrowth criticals apply its heal over time effect to up to 5 party and raid members within 8 yards.
Total Eclipse Gaining Eclipse triggers your Owlkin Frenzy rank 3 talent and makes your next Wrath or Starfire apply an additional effect:
  • After gaining Solar Eclipse, Wrath will apply Entangling Roots for 6 sec to players or Insect Swarm to monsters. This Entangling Roots effect does not trigger any additional effects.
  • After gaining Lunar Eclipse, Starfire will apply a 2 second stun to players or Moonfire to monsters.

You must know these spells in order to trigger them.

Nature's Fervor When you fully apply Lacerate to a target, your next Feral ability becomes empowered:


Mangle (Bear): Reduces the target's armor by 20% for 12 seconds.


Faerie Fire (Feral): Reduces your physical damage taken by 10% for 8 seconds.


Lacerate: Next application deals 75% increased direct damage and 100% increased threat.

Deadly Bite Your Mongoose Bite and Counterattack abilities applies a bleed effect to the target for 8 seconds which stacks 5 times. This effect also increases the damage the target takes from your Raptor Strike by 15%.
Flame On! Your damaging Fireball, Scorch, and Flamestrike casts increase the critical strike chance by 33% and the damage done by 15% (5% to players) of your next Fire Blast by 33% for 8 seconds, stacking up to 3 times. In addition, increases the range of your Fire Blast by 5 yards.
Ice Barrage Your successful Frostbolt casts have a 15% chance to launch an Ice Lance at the target and you gain 5% increased chance to trigger your Fingers of Frost effect. Also, your Ice Lance deals 50% more damage on frozen targets higher level than you.
Consecrated Strikes Your Crusader Strike, Divine Storm and Hammer of the Righteous abilities have a chance to consecrate the ground beneath your feet. Consecrated Ground deals Holy damage every second to your enemies, increases the Strength of your allies by 5% and increases your Strength by 10% and your spell damage by 30% of your Strength.


Consecrated Ground will also imbue your weapon with pure light, giving your melee abilities a chance to deal additional physical damage. This damage can trigger your Seal of Command. Does not stack with other temporary weapon enchants.

Shadow Visions Dealing damage with Mind Flay grants you a Soul Fragment. Soul Fragments grant you 1% increased casting speed for 12 sec, stacking up to 9 times. Upon reaching 9 stacks you gain Shadow Visions for the next 8 seconds. Shadow Visions empowers your next ability:


Shadow Word: Pain - Afflicts up to 3 additional nearby enemies. Costs no mana.


Mind Blast - Causes the target to take 5% more Shadow damage from you for 10 seconds.


Devouring Plague - Reduces the periodic interval by 33%.

Festering Wound Your Mutilate criticals increase the damage the target takes from your Rogue poisons by 2% for 12 seconds. This effect stacks 10 times. Mutilate critical strikes also restore 15 energy.
Booming Thunder Your damaging Lightning Bolt and Chain Lightning spells grant you a stack of Booming Thunder, stacking up to 20 times. Each stack empowers your Earth Shock, increasing its damage by 15% (6% to players) and critical strike chance by 3%.
Molten Earth Your Lava Lashes increase your bonus spell damage by 10% of your attack power and leave a patch of fire on the ground which deals fire damage to all enemies within. This effect scales with your Fire Nova ability.
Mending Tide Your Riptide create a healing effect at the feet of the target ally. All allies standing within will be healed every 2 seconds for 6 seconds, and Chain Heals cast on these targets will be 15% more powerful.
Demonic Influence After entering Metamorphosis your summoned demons deal 50% additional damage and they generate 3000 mana over 30 seconds. In addition your Metamorphosis cool-down is reduced by 50% but the bonus armor is reduced to 90%, and you no longer benefit from reduced chance to be critically hit or reduced duration of stuns and snares.
Wild Felfire Your Chaos Bolt spawns a Rain of Fire-like effect above the target. In addition, your Chaos Bolt has a 10% increased chance to critically strike and will dispel the player casted absorbs on the target hit.
Righteous Flames Your non-periodic Fire damage is increased by 1% for each charge of Inner Fire but the charges granted by Inner Fire is reduced by 50%. Dealing non-periodic Fire damage consumes a charge of Inner Fire.


Consuming a charge this way will grant a stack of Righteous Flames, increasing the damage of your next Holy Fire by 8%, stacking up to five times.


Upon reaching max stacks, your next Holy Fire will deal Radiant Damage to 5 targets within 8 yards and restore your Inner Fire to max charges.


Radiant Damage is a combination of Fire and Holy schools, and will benefit from the highest modifier to either school.

Assuaging Shadows Shadow Dance now triggers a Shadow Nova which slows all targets within 8 yards by 80% for 3 sec and applies 1 Shadow Mark (5 to creatures) to them for 8 sec. When you Ambush a marked target your Shadowstep cool-down is refreshed, a Shadow Mark stack is removed, and you gain Shadow's Embrace. Shadow's Embrace increases all damage you deal by 4%, stacking up to 5 times, and lasts 15 seconds.
Warcry Your Battle Shout also increases your melee and ranged critical strike chance by 100% for 4 seconds. This effect has a 2 minute cool-down.
Overflow Your Healing Touch overflows and also heals the lowest percentage health friendly party or raid target within 8 yards for 20% of the amount healed. In addition, Healing Touch can now trigger Living seed also on non-criticals.
Pure Shadow Your Shadow Bolt casts draw power from your enemies, increasing the critical strike chance of your Shadow spells by 1%, stacking up to 10 times. When fully stacked, your Shadowfury will send pure Shadow crashing down at the target area, dealing massive Shadow damage spread between affected enemies.
Whispers of the Old Gods Damage from your Shadow Word: Pain spell has a chance to summon a Tentacle of the Old Gods which will wreak havoc on your enemies and increase your spell power by 15% of your Spirit.
Ice Lash Your Lava Lash is transformed into Ice Lash, dealing Frost damage and increasing the damage of your Frostbolt and Ice Lance based on your attack power. If cast while Fingers of Frost is active, Ice Lash is guaranteed to critically hit and restore your Fingers of Frost charges.
Deathbringer Your damaging abilities have a chance to drain the life force of your target, dealing a significant amount of additional Shadow damage and returning a portion of it to you. This powerful effect scales with your Drain Life ability. This powerful effect cannot occur more than once every 4.5 seconds.
Righteous Zealot Your damaging abilities have a chance to Smite your target, dealing a significant amount of additional Holy damage and healing nearby party members for a small amount. This powerful effect scales with your Smite ability. Damage reduced by 80% against players. This powerful effect cannot occur more than once every 4.5 seconds.
Spell Slinger Your damaging abilities have a chance to strike your opponent with arcane magic, dealing a significant amount of additional Arcane damage and triggering the Clearcasting effect. This powerful effect cannot occur more than once every 10 seconds.
Frost Lich Your damaging abilities have a chance to chill your target, dealing Frost damage and slowing the target by 50% for 4 seconds. This effect cannot occur more than once every 9 seconds.
Harbinger of Flame Your damaging abilities have a chance to ignite enemies, dealing a significant amount of Fire damage to your target and enemies within 8 yards and setting them ablaze, dealing additional Fire damage over 4 seconds and increasing your Fire damage done to the targets by 3%. This powerful effect cannot occur more than once every 5 seconds.
Predator's Wrath Your Predatory Strikes effect now lets you cast Wrath without leaving Cat Form. Wraths cast this way are unable to miss or crit, restore 30 energy and 15% of your base mana, and gives you Predator's Wrath. Predator's Wrath causes all your Cat Form abilities to deal additional Nature damage, this effect lasts for 6 seconds.
Fury of the Titans Your maximum rage is increased to 300. You learn Titanic Strike, a finishing move that strikes with both of your weapons. When used at full rage, Titanic Strike makes you go into a Titanic Fury, increasing your physical damage dealt with all attacks by 20% (5% against players), removing all rage costs and making your auto-attacks generate Combo Points for 10 seconds. When this effect ends, your rage is lost. Requires Titan's Grip.
Carnage Incarnate Transforms your Rend into Rend (Carnage), which is usable in Bear Form.



Taste for Blood now empowers your next Swipe to generate additional threat and draw blood from all enemies hit, stacking up to 12 times. Rend (Carnage) ticks also have a chance to draw blood. If you get hit below 50% health, you will consume some of this blood to heal yourself. This effect can only occur once every 10 seconds.


If you reach max stacks you become Carnage Incarnate, encasing yourself in a shield of your enemies' blood and bones that protect you from damage, heal you and damage all nearby enemies.

Twilight Paragon Dealing damage with Smite and Holy Fire grants you Paragon of Light, increasing your critical strike chance by 1%, stacking up to 10 times. But darkness lurks within...


Casting Exorcism reveals your true form, consuming the stacks to inflict massive Twilight damage and making you a Paragon of Darkness for 1 second per stack consumed. While active your Mind Flay is empowered and deals additional Twilight damage.


Twilight damage is a combination of the Shadow and Holy schools, and will benefit from the highest modifier to either school.

Demolisher Your Mortal Strike is transformed into Demolishing Strike, an ability that deals 150% weapon damage and scales with Mortal Strike modifiers. In addition, it demolishes the target's defenses, increasing the physical damage they take from your attacks by 1%. Demolish stacks up every time the target is critically hit in melee, and upon reaching 10 stacks empowers your next ability:


Expose Armor: Reduces the targets' armor by an additional 10% and increases your armor penetration by 20% for 20 seconds.


Riposte: Generates 2 additional combo points and slows the targets attack speed by an additional 10%.


Mongoose Bite: Doesn't trigger its cool-down and is guaranteed to critically strike.

Mana Fiend Increases your Intellect by 25% and makes your Arcane direct damage spells replace your next melee auto-attack with an attack that consumes mana to deal Arcane damage.


Dealing damage this way has a 50% chance to make you go into a Mana-crazed Delirium, increasing your arcane spell power by 10% of your Intellect, stacking up every second. While active your Arcane spells cost no mana, but maintaining the effect prevents you from gaining mana from other sources and drains your mana every second.
When you drop below 20% mana the Delirium ends. The mana drained is restored to you over 12 seconds as you come back to your senses.

Evoker Casting Arcane Missiles while Missile Barrage is active increases the chance to proc your next Brain Freeze by 50%.


Casting Fireball while Brain Freeze is active increases the chance to proc your next Missile Barrage by 50%.


Consuming these effects grant you a stack of Evoker which decreases the cast time of Frostbolt by 3%, increases the damage by 3% and critical strike chance by 2% of Fireball and Arcane Missiles. This effect stacks to 5 times.

Blood And Guts Transforms your Eviscerate into Eviscerate (Disembowel), a finishing move that uses a Dagger to make a swift incision, causing your target to take bleed damage over 6 seconds. This damage scales with modifiers to Eviscerate and can critically strike.


Your Mutilate deals bonus damage against Disemboweled targets. Casting Execute attempts to finish the target off, consuming Disembowel to deal bonus damage and triggering Remorseless Attacks (if known).

Holy Penance Healing with Penance leaves a lingering Holy Spirit on the target, increasing the healing and critical effect chance of your next Holy Shock on the target by 15%, stacking up to 4 times. In addition, effective healing with Holy Light reduces the cool-down of Penance by 3 second, and Penance now channels for 1 extra second, shooting and extra volley of light.
Stormhammer Your Concussion Blow is transformed into Concussion Blow (Stormhammer), an attack with 15 yard range that deals Nature damage. This attack does not stun the target, but increases your spell damage by 30% of your Stamina and reduces your physical damage taken by 10% for 8 seconds.


Dealing damage with Thunder Clap empowers your Lightning Bolt and Chain Lightning for 8 seconds, increasing their threat by 100% and making them reduce the cool-down of Concussion Blow (Stormhammer) by 8 seconds.

Champion Of Justice Dealing damage with Judgement or Crusader Strike increases your Holy healing power by 10% of your Strength for 15 seconds, stacking up to 3 times.


When fully stacked, effectively healing an ally triggers a bonus heal and adorns them for 15 seconds. While active, your damaging melee abilities restore 5% of base mana to you and heals targetes you have adorned.

Shadow Counter If you know Shadowstep you learn a more advanced form of this magic: Shadow Warp. This spell envelops the caster in shadows for up to 2 seconds.


While channeling, the caster is immune to any effects that would cause them to lose control of their actions. If struck by a direct damage attack while active, the shadows absorb the hit, harnessing the energy to Shadowstep to the attacker and making them take 10% increased damage from your attacks for 3 seconds.


This ability is affected by modifiers to Shadowstep and shares an irreducable 20 second cool-down with Shadowstep, Feral Charge, Intercept and Intervene. It only works against players.

Temporal Shift Teaches you Temporal Blast, a casted spell dealing Arcane damage to the target and reducing the cast time of your next other direct damaging spell by 40%.


Cancelling a Temporal Blast before it finishes stores the time invested into the cast, reducing the cast time of your next Temporal Blast by the same amount.


Temporal Blast damage scales with modifiers to Arcane Blast.

Unbounded Drain Life Your Drain Life is transformed into Drain Life (Unbounded Drain Life), giving it a conal targetting type.
Master Of Shadows Your Sinister Strike, Eviscerate, Garrote, and Rupture now deal extra Shadow damage, scaling with your spell damage. Your Sinister Strike criticals grant you Apprentice of Shadows, increasing your spell haste by 8% and your Shadow spell damage by 20% of your Agility for 8 sec, stacking up to 3 times. When fully stacked, your Eviscerate or Rupture consume Apprentice of Shadows to increase your Shadow spell damage by 60% of your Agility and increase your Shadow damage done and your Shadow spell critical strike chance by 10% for 10 sec.
Prophet Of Wrath Your Arcane Blast and Arcane Missiles increase the duration of Divine Illumination by 0.5 seconds each time they damage an enemy. Your Smite and Holy Fire spells reduce the cool-down of Divine Illumination by 6 seconds.


While Divine Illumination is active, Arcane Blast and Arcane Missiles are infused with Holy power, causing them to deal Divine damage.


Divine damage is a combination of the Arcane and Holy schools, and will benefit from the highest modifier to either school.

Hot Hands Increases your spell critical strike chance by 3% on targets affected by your Living Bomb. Your Hot Streak can now trigger from Pyroblast.
By Fire Be Purged Your Fire Nova will now purge all enemies hit by the blast, removing a beneficial spell effect. This effect can only trigger once every 20 seconds.
One With The Light Deep spiritual unity allows you to transcend the physical plane. Your Physical damage done is halved but your Holy spell damage is increased by 30% of your Strength. Crusader Strike and Divine Storm now also deal Holy damage and scale with your Holy spell damage.
Compound Power Your successful Steady Shots and Arcane Shots now award a combo point, and Slice and Dice now also increases your Ranged Attack Speed.


If you know Aimed Shot, you will now also learn Compound Shot, which consumes your combo points to fire an empowered Aimed Shot. This ability scales with your Aimed Shot ability, and also shares a cool-down with it.

Social Distancing You gain 20% disease resistance while no other player is within 6 yards of you.
Double Down Your Sinister Strike now hits with both weapons, but no longer generates combo points. Does not work with Titan's Grip.
Bulwark Your Shield Block is replaced with an improved, channeled version. While active, you will Shield Slam nearby enemies every second and the damage reduction effect of your Critical Block is increased by 8%. Channeling reduces your movement speed by 50% and drains more and more energy. When your energy is depleted, the effect ends and cannot be recast until your energy is restored.
Razor Claws Your Claw ability costs 10 energy, gains additional damage equal to 20% of your attack power, and now extends the duration of your Rake by 6 seconds and Rip by 2 seconds. Using it also sharpens your claws, increasing your physical damage by 2% and the damage of your next Rip by 5%. This effect stacks up to 3 times, and is consumed when you cast Rip.
Ambidextrous Your Single-Minded Fury off-hand attacks have a 50% chance to trigger an instant attack with your main-hand weapon and increase your attack power by 10% for 6 seconds.


Your Bloodthirst and Execute and Rend casts have a chance to trigger an instant attack with your off-hand weapon and increase your off-hand damage by 40% for 6 seconds.


These effects have separate internal cool-downs lasting 12 seconds and cannot occur simultaneously.

Crimson Champion Your Holy Shield ability is transformed into Holy Shield (Crimson Champion) which permanently increases your chance to block by 10% and deals Holy damage when blocking an attack. This damage can only occur once per second, and rather than consuming a charge of the buff it instead grants one. Three charges are consumed to empower your next ability:
Shield Slam - Deals Holy damage to up to five nearby enemies.
Avenger's Shield - Increases your block value by 15% and threat by 10% for 10 seconds.


Power Word: Shield - Reduces all damage taken by 50% for 3 seconds.

Primordial Fury During Shamanistic Rage your Shaman non-periodic spell and ability criticals consume 50 rage to deal extra Elemental damage and empower you with Primordial Fury, increasing your spell damage by 30% of your Agility for 15 seconds.


Elemental damage is a combination of the Nature, Fire and Frost schools, and will benefit from the highest modifier to either of these schools.

Heavyweight Dealing weapon damage with any Warrior attack reduces your attack speed by 5% but increases your physical damage by 2%, stacking up to 5 times. Normal auto attacks reset this effect.


If you reach five stacks, your next melee swing will crush targets in front of you, dealing 110% unnormalized weapon damage. This damage is tripled and always crits against non-players, cannot crit against players.

Blademaster When you parry you gain 3% armor for 20 sec, stacking 5 times. At 5 stacks you empower the next ability you use, consuming the stacks and granting it an additional effect on hit:
Devastate: Deals 50% additional damage and reduces the target's armor by an additional 10% for 10 seconds.


Riposte: Increases the damage staggered by Tactical Mastery capstone by 10% for 10 seconds.


Shield Slam: Increases your block value by 15% for 15 seconds.

Seed Of Life Your periodic heals from Regrowth and Rejuvenation plant a Seed of Life in the target, healing them each second for 4 seconds and stacking up to 8 times. Upon reaching 8 stacks the seed blooms and heals the target and up to 5 nearby allies.
Holy Ascension Reduces the cool-down of your Holy Fire by 3 seconds. After casting Holy Fire your next spell is empowered:
Smite: Deals 50% (20% to players) additional damage.


Exorcism: Increases all Holy damage you deal to the target by 5% for 15 seconds.


Holy Shock: Guaranteed to critically strike and increases its damage and healing done by 20%.

Stormbringer Your damaging abilities have a chance to strike your target's location with lightning, dealing additional Nature damage to the target and leaving an electrified area slowing enemies by 50% and dealing damage every second for 4 seconds.
Blessing Of The Divines Your healing spells have a chance to cast an additional beneficial effect on you or your allies.
Holy Radiance Your Greater Heal, Flash Heal and Penance spells now also heal all targets affected by your Renew for 25% of the amount. Also reduces the mana cost of Renew by 30%.
Wacky Wizard Your offensive Mage spell casts have a chance to cast an additional random Mage spell for free.
Divine Purpose When you heal with Penance, the damage of your next Penance spell is increased by 50%, and when you deal damage with Penance, the healing of your next Penance spell is increased by 75%. In addition, the cool-down of Penance is reduced by 2 seconds.
Endless Agony Each time your Curse of Agony ability deals damage it increases the damage the target takes from your Curse of Agony ability by 3%. Stacks 50 times.


In addition, for 12 seconds after using Mind Blast or Shadow Word: Death your Shadow spell casts increases the duration of your Curse of Agony by 1 second.

Unrelenting Wrath Your Hunter ability critical strikes have a chance to cause your pet to enrage, increasing its damage by 30% for 5 seconds. Also increases the duration of your Bestial Wrath and The Beast Within by 2 seconds.
Paratrooper Your Disengage now launches you higher into the air and activates a Combat Parachute. While airborne, the high vantage point increases the critical strike chance of your Hunter shots by 25%. When the parachute is detached you gain 80% ranged attack speed for 6 seconds.
Tidecaller Your Healing Wave heals for 25% more and applies 3 stacks of Tidecaller's Boon on the target. This effect increases the healing they take from your periodic Nature healing spells by 20% per stack, but reduces the healing they take from your Healing Wave by 3% per stack. Tidecaller's Boon stacks up to 15 times and your periodic Nature healing removes one stack.
Astral Storm Your Thunderstorm is transformed into Astral Storm, a single-target spell dealing Astral damage. This spell is castable while moving and benefits from modifiers to Thunderstorm.
Astral Storm forcefully knocks players back. If cast on a player afflicted by your Unrelenting Storm it will knock their soul out of their body, forcing your target and yourself into an alternate dimension for 8 seconds.


Astral damage is a combination of the Arcane and Nature schools, and will benefit from the highest modifier to either school.

Consumed By Fire Your Soul Fire can trigger Hot Streak. When your Pyroblast deals damage it refreshes the duration of your Corruption and Decimation now also increases the damage of your Pyroblast by 50% against monsters. In addition, your Immolate now triggers Backdraft.
Felborne You are infused with fel power. When you deal damage you have a chance to call down a fel meteor to the target area, dealing Chaos damage and increasing your chance to score a critical strike on the targets hiy by 5% for 8 seconds.
Fingers Of Death Your Fingers of Frost now also grants 2 stacks of Fingers of Death for 15 seconds, which causes your next Ice Lance to also launch a Shadow Lance.
Shadow Lance hits grants a stack of Touch of Death for 15 seconds, which increases the damage of your next Vampiric Touch by 75%, stacking 2 times.


In addition, your Frostbolt now applies Dark Winter to the target for 15 seconds, stacking 3 times, causing you to deal 3% increased periodic Shadow damage to the target.

Overheating Your melee abilities inflict additional Fire damage and apply a stack of Overheating to your target.


Your Fire Mage spell cause Heat Stroke on targets inflicted with 3 stack of Overheating, dealing Fire damanage and reducing their movement speed by -40%.

Overloaded Froststorm You gain a stack of Overloaded when dealing direct Nature or Frost Damage. Upon reaching 20 stacks of Overloaded, you will trigger an Overloaded Froststorm on your target. This spell deals Froststorm damage over 8 seconds and increases your spell casting speed by 10% for 8 seconds.


Froststorm damage is a combination of the Nature and Frost schools, and will benefit from the highest modifier to either school.

Tooth And Nail Your Devastate has a 25% chance to give a buff lowering the cool-down of your Shockwave by 18 seconds for 8 seconds. This effect cannot occur more than once every minute.
Ready, Set, Go! You gain 7% movement speed when standing still for 3 seconds, and gain additional movement speed the longer you remain standing still. This effect only works while in combat and stacks 5 times.
Lost Knowledge: Raise Dead Teaches you how to Raise Dead.
Soul Siphon Your Haunt ability heals everyone in your party.
Plague Bearer You learn the Festering Strike ability. Your Mangle (Bear) ability now applies Rabies. Your Swipe (Bear) ability now spreads Infected Blood and Rabies.
Low Tide Your nature healing abilities on a target affected by your Riptide have %20 increased critical effect chance and have a %60 chance to spread the Riptide to another nearby ally.


It addiition, it allows the periodic healing from Riptide to critically heal.

Eldritch Knight Your successful melee hits generate mana.
Controlled Burn Your Conflagrate spell no longer consumes Immolate. In addition, your Chaos Bolt will increase the duration of Immolate on the target by 6 seconds.
Battle Fervor Your Charge ability triggers Improved Victory Rush.


Battle Shout increases attack speed and movement speed by 30% for 3 seconds while in Battle Stance. This effect cannot occur more than once every 10 seconds.

Unbounded Mind Flay Your Mind Flay is transformed into Mind Flay (Unbounded Mind Flay), giving it a conal targetting type.
Stormborn Elemental Mastery now also increases your melee haste by 15% and halves the cool-down of your Stormstrike. While Elemental Mastery or Shamanistic Rage are active, your Stormstrike deals additional Nature damage to all enemies in front of you.


In addition, the damage of your Lightning Bolt and Chain Lightning spells is now increased by 20% your attack power, and your Lightning Shield orbs by 10% of your attack power.

Frost Bomb Transforms your Living Bomb into Frost Bomb, a 1.5 sec cast time spell which places a Frost Bomb on the target for 6 sec. Your Frostbolts trigger the release of a wave of freezing ice, dealing Frost damage and slowing the target and all other enemies within 10 yards by 30%.


When the effect ends or is dispelled, another stronger wave will release, dealing increased damage and reducing enemy movement speed by 60%, and grants 1% haste for each enemy hit for 6 sec, stacking up to 10 times.


Casting Frost Bomb triggers the Flash Freeze talent. Its cool-down is reduced by the Cold as Ice talent.

Prayer of Preservation Transforms your Prayer of Healing into a channeled healing spell that when placed reduces the damage all allies inside the effect take from area of effect attacks by 30% and heals up to five low health allies every second. The heal scales with modifiers to Prayer of Healing.


The final heal is extra powerful and grants a buff to its targets giving your next direct heal on that target 20% increased critical effect chance, making it trigger an additional heal and reduce the cool-down of your Prayer of Preservation by 3 seconds.

Dragon Warrior Death Wish is transformed into Dragon Roar which slows nearby enemies for 2 sec and deals armor-piercing damage. Also increases your physical damage done by 15% for 10 seconds.


Your Bloodthirst and Execute hits empower your Slam to be instant cast and trigger extra weapon-based damage. These empowered Slams also reduce the cool-down of your Dragon Roar by 5 seconds and increase the damage of your Dragon Roar by 25%, stacking up to 3 times. On 3 stacks, your Dragon Roar also stuns nearby enemies for 2 sec.


If you know Intercept you also learn Dragon Charge, which propels you forward at 100% increased speed and makes you immune to movement impairing effects for up to 2 seconds or until you impact with an enemy. Upon impact you deal Fire damage in front of you.

Forbidden Technique Replaces your Shadow Dance with Forbidden Technique, firing a projectile dealing 130% Ranged Weapon damage as Shadow, teleporting you to the target and activating Shadow Dance. Your Shadow remains behind.


While Shadow Dance is active, your Ambush costs 30 less energy and causes your Shadow to throw a Shadow Dagger at your target. When Shadow Dance ends you teleport back to your Shadow, absorbing some of its power. This gives you a chance to follow up your Ranged weapon attacks by throwing a Shadow Dagger at the target, dealing bonus damage and reducing the cool-down of your Forbidden Technique by 2 seconds.

Corrupted Bear Form Corrupts your Bear Form, reducing your Physical damage by 30% but making your melee attacks deal additional high-threat Shadow damage. While in Corrupted Bear Form, your Maul and Mangle (Bear) have a chance to apply Corruption and your Swipe (Bear) drains life from targets afflicted by your Corruption.


In addition, Shadow Bolts made instant by Nightfall or Backlash can be cast without leaving Corrupted Bear Form and will hit up to two additional targets, dealing reduced damage.

Harbinger of Pestilence Your Insect Swarm is transformed into Insect Swarm (Plague), a disease spell dealing Plague damage, and benefiting from the damage increase from Haunt. Your Wrath now grants you a stack of Plaguebringer which increases the damage of your diseases by 20% while active for 5 seconds, stacking 3 times.


In addition, casting Haunt while you have Plaguebringer stacks causes an explosion around the target, shooting bile on nearby enemies dealing Plague damage to up to 5 targets based on the number of stacks you have. Plague damage is a combination of the Shadow and Nature schools and will benefit from the highest modifiers to either school.

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