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Name Simple Desc Req Lvl Class Type Runes
Arcane Dynamo
When you cast a Signature spell, you gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 60% additional damage.

The following skills are Signature spells:
Magic Missile
Shock Pulse
Spectral Blade
55 Wizard Passive
Arcane Orb
Cost: 30 Arcane Power

Cast an orb of pure arcane energy that explodes on contact.
5 Wizard Active
Arcane Torrent
Cost: 16 Arcane Power

Unleash a barrage of arcane projectiles.
12 Wizard Active
Channel a beam of pure energy that pierces through all enemies. 30 Wizard Active
Astral Presence
Increase your maximum Arcane Power by 20 and Arcane Power regeneration by 2.5 per second. 24 Wizard Passive
You deal 30% additional damage to enemies within 15 yards. 66 Wizard Passive
Black Hole
Cost: 20 Arcane Power
Cooldown: 12 seconds

Conjure a Black Hole that draws enemies to it and deals damage.
61 Wizard Active
Cost: 40 Arcane Power

Unleash a Blizzard that damages and Slows enemies caught in its grasp.
27 Wizard Active
Decrease damage taken by 17%. 10 Wizard Passive
Cold Blooded
Enemies chilled or frozen by you take 10% more damage from all sources for the duration of the chill or Freeze. 30 Wizard Passive
Fire damage dealt to enemies applies a burning effect, increasing their chance to be critically hit by 6% for 3 seconds. 34 Wizard Passive
Diamond Skin
Cooldown: 15 seconds

Transform your skin to diamond, temporarily absorbing damage for a short duration.
8 Wizard Active
Cost: 18 Arcane Power

Channel a beam of pure energy that pierces through all enemies.
21 Wizard Active
Killing an enemy grants a shield that absorbs 16092.63 damage for 3 seconds. This effect can stack up to 10 times.

Refreshing Dominance will set the shield to its maximum possible potency and each stack will increase its total duration by 0.5 seconds.
50 Wizard Passive
Signature Spell

Cast chain lightning that electrocutes up to 3 enemies.
15 Wizard Active
Elemental Exposure
Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from all sources for 5 seconds. Each different damage type applies a stack, stacking up to 4 times.

Elemental damage from your weapon contributes to Elemental Exposure.
68 Wizard Passive
Energy Armor
Cost: 25 Arcane Power

Increase your Armor at the cost of decreasing your maximum Arcane Power while Energy Armor is active.

Only one Armor may be active at a time.
28 Wizard Active
Energy Twister
Cost: 35 Arcane Power

Release a raging tornado that wreaks havoc across the battlefield.
13 Wizard Active
Reduce all cooldowns by 20%. 13 Wizard Passive
Explosive Blast
Cost: 20 Arcane Power
Cooldown: 6 seconds

Gather energy and release it as a devastating blast.
19 Wizard Active
Cost: 20 Arcane Power

Summon a mystical Familiar companion. Your Familiar is immune to damage and assists you in combat.
22 Wizard Active
Frost Nova
Cooldown: 11 seconds

Blast nearby enemies and freeze them in place.
4 Wizard Active
Galvanizing Ward
As long as you have not taken damage in the last 5 seconds you gain a protective shield that absorbs the next 81535.992 damage. 40 Wizard Passive
Glass Cannon
Increase all damage done by 15%, but decrease Armor and resistances by 10%. 16 Wizard Passive
Cost: 15 Arcane Power

Summon a magical Hydra that attacks enemies with bursts of fire.
21 Wizard Active
Ice Armor
Cost: 25 Arcane Power

Protect yourself with a barrier of ice that Chills attackers.

Only one Armor may be active at a time.
14 Wizard Active
When you take more than 15% of your maximum Life in damage within 1 second, the cooldowns on Mirror Image, Slow Time, and Teleport are reset.

When you use Mirror Image, Slow Time, or Teleport, your movement speed is increased by 30% for 3 seconds.
27 Wizard Passive
Magic Missile
Signature Spell

Cast a bolt of arcane energy towards an enemy.
1 Wizard Active
Magic Weapon
Cost: 25 Arcane Power

Imbue your weapon with magical energy, increasing your weapon's effectiveness.
20 Wizard Active
Cost: 40 Arcane Power

Unleash a massive Meteor that scorches enemies caught in its blast.
25 Wizard Active
Mirror Image
Cooldown: 15 seconds

Summon illusions of yourself that taunt nearby enemies. Spells cast by your Mirror Images deal limited damage.
25 Wizard Active
37 Wizard Passive
Power Hungry
Being healed by a health globe causes the next Arcane Power Spender you cast to be cast for free.

You can have up to 10 charges of Power Hungry.
10 Wizard Passive
When you cast a Signature spell, you gain 5 Arcane Power.

The following skills are Signature spells:
Magic Missile
Shock Pulse
Spectral Blade
20 Wizard Passive
Ray of Frost
Cost: 16 Arcane Power

Channel a beam of pure cold, chilling your enemies.
2 Wizard Active
Shock Pulse
Signature Spell

Release bursts of uncontrollable electricity across the ground.
3 Wizard Active
Slow Time
Cooldown: 15 seconds

Fracture time and space at your target location, slowing enemies around you while you move unhindered.
16 Wizard Active
Spectral Blade
Signature Spell

Summon mystic blades that slice through enemies.
11 Wizard Active
Storm Armor
Cost: 25 Arcane Power

Surround yourself with a magical storm that electrocutes enemies with lightning.

Only one Armor may be active at a time.
17 Wizard Active
Cooldown: 11 seconds

Teleport instantly to another location.
22 Wizard Active
Temporal Flux
Enemies that take Arcane damage are slowed by 80% for 2 seconds. 45 Wizard Passive
Unstable Anomaly
When you receive fatal damage, you instead gain a shield equal to 400% of your maximum Life for 5 seconds and release a shockwave that knocks enemies back and Stuns them for 3 seconds.

This effect may occur once every 60 seconds.
60 Wizard Passive
Unwavering Will
Standing still for 1.5 seconds increases the following attributes:

Armor: 20%
All Resistances: 20%
Damage: 10%
64 Wizard Passive
Wave of Force
Cost: 25 Arcane Power

Discharge a wave of pure energy that damages nearby enemies.
9 Wizard Active