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Crafted By: Blacksmith
(Level 1)
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Crafted By: Blacksmith
(Level 1)
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Crafted By: Blacksmith
(Level 2)
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Crafted By: Blacksmith
(Level 3)
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(2) Set: Attack Speed Increased by 2.0% (3) Set: 10% Better Chance of Finding Magical Items +50% Experience. (5.0% at level 70)
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Crafted By: Blacksmith
(Level 4)
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Crafted By: Blacksmith
(Level 4)
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Crafted By: Blacksmith
(Level 5)
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Crafted By: Blacksmith
(Level 6)
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Crafted By: Blacksmith
(Level 6)
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Crafted By: Blacksmith
(Level 7)
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Crafted By: Blacksmith
(Level 8)
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(2) Set: +30 Resistance to All Elements (3) Set: 2.50% of Damage Dealt Is Converted to Life +300 Holy Thorns Damage
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Crafted By: Blacksmith
(Level 7)
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Crafted By: Blacksmith
(Level 9)
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(2) Set: Your Fetish Army lasts until they die and the cooldown of your Fetish Army is reduced by 80%. (4) Set: You and your pets take 3% less damage for every Fetish you have alive. (6) Set: Enemies hit by your Mana spenders take 15,000% increased damage from your pets for 8 seconds.
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(2) Set: +35 Strength +35 Dexterity +35 Intelligence +35 Vitality
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Crafted By: Blacksmith
(Level 10)
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(2) Set: Spike Trap deals 100% increased damage to enemies affected by Caltrops. Spike Trap now instantly refreshes charges on use, no longer costs resources, and each detonation restores 2 Discipline. (4) Set: Spike Trap explosions will blast affected enemies towards the nearest set Caltrops. Laying a Spike Trap grants 75% damage reduction. The duration of this bonus is always equal to the number of already laid traps in seconds. (6) Set: Spike Trap deals 10,000% increased damage, and each consecutive explosion from the detonated chain reaction will deal 25% more damage than the previous blast.
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(2) Set: Call of the Ancients last until they die. (4) Set: Reduce the cooldown of Wrath of the Berserker and Call of the Ancients by 3 seconds for every 10 Fury you spend with an attack. (6) Set: While both Wrath of the Berserker and Call of the Ancients is active, you deal 4000% increased damage.
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Crafted By: Blacksmith
(Level 10)
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(2) Set: Increase the passive effect of your Mystic Ally and the base passive effect of your Mantra by 100%. (4) Set: Gain the base effect of all four Mantras at all times. You gain 5% damage reduction for each Mystic Ally you have out. Your Mystic Allies no longer take damage. (6) Set: Gain the passive abilities of the five runed Mystic Allies at all times. Attacking enemies creates your chosen Mystic Ally that lasts 15 seconds, up to 10 Mystic Allies. The damage of your Mystic Allies is increased by 900% for each Mystic Ally you have out.
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(2) Set: Damaging enemies with Arcane, Cold, Fire or Lightning will grant immunity to that element and cause a Meteor of the same damage type to fall from the sky. This only occurs if the Wizard has Meteor on their action bar, and the same meteor cannot happen twice in a row. (4) Set: Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 100% for 8 seconds. Attacking with Meteor reduces the cooldown of Teleport by 1 second. (6) Set: Attacks increase your damage by 2000% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds.
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Crafted By: Blacksmith
(Level 11)
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(2) Set: Attack Speed Increased by 8.0% +50% Experience. (5.0% at level 70) (3) Set: When a Greater Rift Keystone drops, there is a 25% chance for an extra one to drop. (Emanates)
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Crafted By: Blacksmith
(Level 12)
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(2) Set: While equipped with a melee weapon, the damage of your Bolas, Chakram, Fan of Knives, and Impale is increased by 6000%. (4) Set: Shadow Power gains the effect of every rune and lasts forever. (6) Set: Impale deals an additional 75,000% weapon damage to the first enemy hit, and 25,000% to subsequent enemies.
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Crafted By: Blacksmith
(Level 12)
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(2) Set: Your damage taken is reduced by 50% while Sweeping Wind is active. (4) Set: Every second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 1000% weapon damage for each stack of Sweeping Wind you have. (6) Set: Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 1500% for each stack of Sweeping Wind you have.
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(2) Set: +100 Resistance to All Elements (3) Set: +20% Life (4) Set: Attacks cause your followers to occasionally come to your aid.
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Crafted By: Blacksmith
(Level 12)
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(2) Set: Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 90% for 2 seconds. This effect stacks up to 10 times. (4) Set: You take 50% less damage for 20 seconds after damaging an enemy with Bombardment. (6) Set: The attack speed of Punish and Slash are increased by 100% and deal 67,500% of your Thorns damage.
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(2) Set: When Haunt lands on an enemy already affected by Haunt, it instantly deals 3500 seconds worth of Haunt damage. (4) Set: Soul Harvest gains the effect of every rune and has its cooldown reduced by 1 second every time you cast Haunt or Locust Swarm. (6) Set: Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 10,000 seconds worth of remaining damage.
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(2) Set: Reduce the cooldown of Earthquake, Avalanche, Leap, and Ground Stomp by 1 second for every 30 Fury you spend with an attack. (4) Set: Leap causes an Earthquake when you land. Additionally, Leap gains the effect of the Iron Impact rune and the rune's effect and duration are increased by 150%. (6) Set: Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 20,000%.
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(2) Set: Archon gains the effect of every rune. (4) Set: Archon stacks also increase your Attack Speed, Armor, and Resistances by 1%. (6) Set: You gain 1 Archon stack when you hit with an Archon ability and Archon stacks also reduce damage taken by 0.15% and have their damage bonus increased to 100%.
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Crafted By: Blacksmith
(Level 12)
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(2) Set: +250 Strength +250 Dexterity +250 Intelligence +250 Vitality (3) Set: Double the amount of Death's Breath that drop. (Emanates)
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Crafted By: Blacksmith
(Level 12)
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(2) Set: Furious Charge refunds a charge if it hits only 1 enemy. (4) Set: Furious Charge gains the effect of every rune and deals 1000% increased damage. For every 1% Life you are missing, the damage of your Ancient Spear is increased by 2%. (6) Set: Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 5500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks.
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(2) Set: Increase the damage per second of Rend by 500% and its duration to 15 seconds. (4) Set: During Whirlwind and for 3 seconds after, you gain 50% damage reduction and your applied Rends deal triple damage. (6) Set: Whirlwind gains the effect of the Dust Devils rune and all Whirlwind and Rend damage is increased by 10,000%.
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(2) Set: Double the effectiveness of shouts. You deal double damage to Feared, Frozen, or Stunned enemies. (4) Set: Each Frenzy stack reduces damage taken by 6%. Frenzy lasts twice as long. (6) Set: Frenzy deals 2000% increased damage per stack.
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(2) Set: Attacking with Fists of the Heavens empowers you, allowing Heaven's Fury to deal 125% increased damage for 5 seconds. Stacks up to 3 times. (4) Set: Hitting with Fist of the Heavens returns 5 Wrath and reduces damage taken by 1% for 10 seconds. Stacks up to 50 times. (6) Set: Increase the damage of Fist of the Heavens and Heaven's Fury by 20,000%.
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(2) Set: Every use of Shield Bash and Sweep Attack reduces the cooldowns of your Laws and Defensive Skills by 1 second. (4) Set: Increase the damage of Shield Bash and Sweep Attack by 17,500%. (6) Set: Every use of Shield Bash or Sweep Attack that hits an enemy grants 75% increased Attack Speed and 15% damage reduction for 8 seconds. This effect stacks up to 5 times.
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(2) Set: Judgment has no cooldown and gains the effect of every rune. (4) Set: Attacks from Phalanx Avatars reduce the cooldown of Akarat's Champion by 0.5 seconds, and also apply Condemn when attacking enemies that are affected by Judgment. (6) Set: While Akarat's Champion is active, you deal 1500% increased damage and take 50% less damage.
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(2) Set: Every use of Blessed Hammer that hits an enemy reduces the cooldown of Falling Sword and Provoke by 1 second. (4) Set: You take 50% less damage for 8 seconds after landing with Falling Sword. (6) Set: Increase the damage of Blessed Hammer by 15,000% and Falling Sword by 1000%.
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(2) Set: Your generators generate 2 additional Hatred and 1 Discipline. (4) Set: Gain 60% damage reduction and deal 60% increased damage for 8 seconds if no enemy is within 10 yards of you. (6) Set: Your generators, Multishot, and Vengeance deal 1700% increased damage for every point of Discipline you have.
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(2) Set: Gain 4 seconds of Momentum when attacking with a Primary skill, at a maximum duration of 20 seconds. This duration begins counting down after a delay of 5 seconds after each application. Your Primary skills deal 10% increased damage per second of Momentum. (4) Set: Strafing against enemies will automatically shoot your last used primary skill, and also give 60% damage reduction while strafing and for 5 seconds after. While Strafing, you gain 8% increased movement speed for each second of Momentum. (6) Set: Your primary skills deal 27,500% increased damage.
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(2) Set: Companion calls all companions to your side. (4) Set: Sentries cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do, as well as automatically cast your equipped Hatred spenders. (6) Set: Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries deal 12,000% increased damage for every active Sentry.
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(2) Set: Every third hit of your Spirit Generators applies Exploding Palm. (4) Set: Your Seven-Sided Strike deals 777% its total damage with each hit. All damage taken is reduced by 77% for 7 seconds after applying Exploding Palm to an enemy. (6) Set: Increase the damage of your Exploding Palm by 9000% and your Seven-Sided Strike detonates your Exploding Palm.
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(2) Set: Your Spirit Generators have 25% increased attack speed and 400% increased damage. (4) Set: Dashing Strike spends 25 Spirit, but refunds a Charge when it does. (6) Set: Your Spirit Generators increase the weapon damage of Dashing Strike to 60,000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 6000% for 6 seconds.
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(2) Set: Sweeping Wind gains the effect of every rune, and movement speed is increased by 5% for each stack of Sweeping Wind. (4) Set: Attacking with Tempest Rush reduces your damage taken by 50% and increases Spirit Regeneration by 50. (6) Set: Hitting with Tempest Rush while Sweeping Wind is active increases the size of Sweeping Wind and also increases all damage dealt by 20,000%.
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(2) Set: Hitting an enemy with Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, or Arcane Torrent also casts Slow Time at them. This effect will not trigger if the target is already inside a Slow Time bubble. The cooldown of Teleport will reset while you're inside bubbles generated from this set or cast by you. (4) Set: You take 75% reduced damage while you have a Slow Time active. Allies inside your Slow Time gain half benefit. (6) Set: Enemies affected by your Slow Time and for 5 seconds after exiting take 12,500% increased damage from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities.
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(2) Set: Double the duration of Hydras and increase the number of heads on multi-headed Hydras by two. (4) Set: Damage taken is reduced by 8% for each Hydra head alive. Each time you take damage, a head dies. A head cannot die more than once every 2 seconds. (6) Set: Hydras deal 4000% increased damage for each Hydra head alive.
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(2) Set: Disintegrate Ignites enemies, causing them to take 3000% weapon damage per second until they die. When you die, a meteor falls from the sky and revives you. This effect has a 60 second cooldown. (4) Set: Casting Disintegrate adds Combustion stacks that reduce the cooldown of Teleport by 2% per stack. Stacks up to 50 times. You gain 80% damage reduction while maintaining Combustion stacks. (6) Set: You gain 5000% increased damage while Ignite is applied to a target. Hitting an Ignited enemy with a non-channeling fire spell deals Ignite damage multiplied by Combustion stacks. Pets cannot trigger this effect.
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(2) Set: Summon a permanent Spider Queen connected to you by an infested thread. Enemies caught in the thread are infested. Corpse Spider attacks against infested enemies inflict the same damage to all infested enemies. The Spider Queen is commanded to move to where you cast your Corpse Spiders. Corpse Spiders now spawns with health. (4) Set: The Spider Queen now leaves behind webs that lasts for 15 seconds and Slows enemies. Infested enemies remain infested while on the web. You take 75% reduced damage while in the web and for 4 seconds after. (6) Set: The damage of your creature skills is increased by 25,000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.
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(2) Set: Big Bad Voodoo now follows you and lasts twice as long. (4) Set: Gain 60% damage reduction for 30 seconds when you enter the spirit realm. (6) Set: Spirit Barrage deals 20,000% increased damage plus an additional % equal to 5 times your Mana Regeneration/Second.
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(2) Set: Enemies hit by your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, or Wall of Death are afflicted by Necrosis, becoming Slowed and taking 3000% weapon damage every second for 10 seconds. (4) Set: After applying Necrosis to an enemy, you take 60% reduced damage for 10 seconds. (6) Set: After casting Wall of Death, gain 17,500% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death.
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(2) Set: Blood Rush and Siphon Blood gain the effect of every rune. Your Life-spending abilities no longer cost Essence. (4) Set: While at full Life, your healing from skills is added to your maximum Life for 45 seconds, up to 300% more. (6) Set: Your Life-spending abilities deal 10,000% increased damage and your healing from skills is increased by 100%.
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(2) Set: Simulacrums no longer take damage, gains all runes, and its cooldown is refreshed when you die. (4) Set: While you have a Simulacrum, damage is reduced by 50%. Damage you take is split with your Simulacrums as well. (6) Set: Bone Spear cast by you and your Simulacrums deals 9000% increased damage. Simulacrums gain triple this bonus.
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(2) Set: Each corpse you consume fires a Corpse Lance at a nearby enemy. (4) Set: Each enemy you hit with Bone Spear, Corpse Lance and Corpse Explosion reduces your damage taken by 2%, up to a maximum of 50%. Lasts 15 seconds. (6) Set: Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 3300%.
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(2) Set: Your permanent minions reduce the cooldown of Army of the Dead by 0.50 seconds each time they deal damage. Your skeletal warriors spawn faster, and your revived minions no longer expire. (4) Set: Your minions no longer take damage. You gain 1% damage reduction for 15 seconds each time one of your minions deal damage. Max 75 stacks. (6) Set: Each permanent active minion increases the damage of Army of the Dead by 1750%, up to 31,500%.
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(2) Set: Bone Armor damage is increased by 1000%. (4) Set: Bone Armor grants an additional 3% damage reduction per enemy hit. (6) Set: Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer by 10,000%.
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