HardRock
07-09-2011, 02:01
Bola Shot
Base skill: Shoot out an explosive bola that wraps itself around its target. After [{Script Formula 11}] second, the bola explodes dealing [{Script Formula 0} * 100]% weapon damage as Fire to the target and an additional [({Script Formula 14}) * 100]% weapon damage as Fire to all other targets within {Script Formula 5} yards. Cost: {Resource Cost} Hatred
Crimson Rune: Volatile Explosives - Increase the explosion radius to {Script Formula 20} yards.
Indigo Rune: Acid Strike - Shoot {Script Formula 24} poison bolas that deal [{Script Formula 9}*100]% weapon damage each. The bolas no longer explode for area damage to nearby targets.
Obsidian Rune: Thunder Ball - When the bola explodes it deals [{Script Formula 0} * 100]% weapon damage as lightning, and has a [{Script Formula 28} * 100]% chance to stun the target for [{Script Formula 29}|1|] seconds.
Golden Rune: Bitter Pill - After the bola explodes, you have a [{Script Formula 31} * 100]% chance to gain {Script Formula 32} Discipline.
Alabaster Rune: Imminent Doom - Augments the bola to deal [{Script Formula 9}*100]% weapon damage as Arcane to the target and an additional [{Script Formula 6}*100]% weapon damage to all other targets within {Script Formula 20} yards, but increases the explosion delay to {Script Formula 4} seconds.
Caltrops
Base skill: Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movement of enemies within {Script Formula 0} yards by [{Script Formula 6} * 100]%. This trap lasts {Script Formula 2} seconds. Cost: {Script Formula 8} Discipline
Crimson Rune: Jagged Spikes - Enemies in the area also take [{Script Formula 20}*100]% weapon damage per second.
Indigo Rune: Hooked Spines - Increase the slow amount to [{Script Formula 3} * 100]%.
Obsidian Rune: Torturous Ground - Enemies in the area deal [{Script Formula 24}*100]% less damage.
Golden Rune: Punji Stakes - Reduce the cost to [{Script Formula 7}|1|] Discipline.
Alabaster Rune: Come and Get It - Become empowered while standing in the area of effect, gaining an additional [{Script Formula 28}*100]% chance to critical hit with all attacks.
Chakram
Base skill: Fire a swirling Chakram that does {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to enemies along its path. Cost: {Resource Cost} Hatred
Crimson Rune: Twin Chakrams - A second Chakram mirrors the first. Each Chakram deals {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage.
Indigo Rune: Boomerang - The Chakram path turns into a loop, dealing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage to enemies along the path.
Obsidian Rune: Serpentine - The Chakram follows a slow curve, dealing {Script Formula 7} - [{Script Formula 7} + {Script Formula 8}] Poison damage to enemies along the path.
Golden Rune: Razor Disk - The Chakram spirals out from the targeted location dealing {Script Formula 10} - [{Script Formula 10} + {Script Formula 11}] Arcane damage to enemies along the path.
Alabaster Rune: Shuriken Cloud - Surround yourself in spinning Chakrams for {Script Formula 12} seconds, dealing {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] physical damage per second to anybody nearby.
Cluster Arrow
Base skill: Fire a Cluster grenade that explodes for [{Script Formula 0}*100]% weapon damage into a series of additional miniature bombs that explode for [{Script Formula 5}*100]% weapon damage each. Cost: {Resource Cost} Hatred
Crimson Rune: Loaded for Bear - Increases the damage of the explosion at the impact location to [{Script Formula 0}*100]%.
Indigo Rune: Shooting Stars - Instead of releasing grenades, shoots up to {Script Formula 9} rockets at nearby enemies dealing [{Script Formula 19}*100]% weapon damage each.
Obsidian Rune: Cluster Bombs - Launch the cluster through the air, dropping a series of bombs in a straight line that explode for [{Script Formula 8}*100]% weapon damage each.
Golden Rune: Maelstrom - Instead of releasing grenades, the cluster releases Shadow energy that deals [{Script Formula 19}*100]% weapon damage to nearby enemies. You will gain [{Script Formula 18}*100]% of the damage done as Life.
Alabaster Rune: Dazzling Arrow - Enemies hit by grenades have a [{Script Formula 12}*100]% chance to be stunned for [{Script Formula 13}|1|] seconds.
Companion
Base skill: Summon a raven companion. Your raven companion will periodically peck at enemies for {Script Formula 18} - [{Script Formula 18} + {Script Formula 19}] damage. Cost: {Resource Cost} Discipline
Crimson Rune: Spider Companion - Summons a spider instead of a raven. The spiders's attacks also slows the movement of targets by [{Script Formula 12}*100]% for {Script Formula 8} - [{Script Formula 8}+{Script Formula 13}] seconds.
Indigo Rune: Boar Companion - Summon a boar instead of a raven. The boar strikes multiple enemies with every swing for {Script Formula 20} - [{Script Formula 20} + {Script Formula 21}] damage.
Obsidian Rune: Wolf Companion - Summon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for {Script Formula 9} seconds and attacks enemies for {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] damage.
Golden Rune: Bat Companion - Summons a bat instead of a raven. The bat grants you [{Script Formula 10}|1|] Hatred per second.
Alabaster Rune: Ferret Companion - Summons ferrets instead of a raven. The ferrets collect gold for you and increase gold found on monsters by [{Script Formula 11}*100]%.
Elemental Arrow
Base skill: Shoot an elemental charged arrow that deals [{Script Formula 0} * 100]% weapon damage as Fire damage to all targets it passes through. Cost: {Resource Cost} Hatred
Crimson Rune: Frost Arrow - Turns into a frost arrow that explodes out conal damage from the back of the first target hit for [{Script Formula 12}*100]% of weapon damage.
Indigo Rune: Ball Lightning - Fire a lightning arrow that electrocutes nearby enemies as it passes by for [{Script Formula 26}*100]% of weapon damage.
Obsidian Rune: Screaming Skull - Grants a [{Script Formula 5}*100]% chance to shoot a skull that will fear affected enemies for {Script Formula 6}-[{Script Formula 6}+{Script Formula 7}] seconds.
Golden Rune: Nether Tentacles - Shoot tentacles that deal [{Script Formula 32}*100]% weapon damage and return [{Script Formula 33}*100]% of damage dealt as Life for you.
Alabaster Rune: Lightning Bolts - Fire giant bolts of lightning that stun enemies for [{Script Formula 38}|1|] seconds when they critically hit.
Entangling Shot
Base skill: Release a sticky adhesive that deals [{Script Formula 5} * 100]% weapon damage and entangles up to {Script Formula 14} enemies, slowing their movement by [{Script Formula 0} * 100]% for {Script Formula 9} seconds. Cost: {Script Formula 1} Hatred
Crimson Rune: Heavy Burden - Increase the movement slow duration to {Script Formula 4} seconds.
Indigo Rune: Chain Gang - Hit up to {Script Formula 3} targets.
Obsidian Rune: Electrified Chain{/c_gold} Strike with electrical chains that do an additional {Script Formula 8} damage over {Script Formula 4} seconds.
Golden Rune: Justice is Served{/c_gold} Reduce cost to [{Script Formula 2}|1|] Hatred.
Alabaster Rune: Bounty Hunter{/c_gold} Gain [{Script Formula 11} * 100]% of the damage dealt as Life.
Fan of Knives
Base skill: Throw knives out in a spiral around you, doing {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] physical damage to all enemies within {Script Formula 19} yards of you. Your knives will also slow the movement of enemies by [{Script Formula 20} * 100}]% for {Script Formula 5} seconds. Cost: {Resource Cost} Hatred
Crimson Rune: Hail of Knives - Increase the radius to deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 2} yards.
Indigo Rune: Knives for a Pro - Throw long-range knives that deal [{Script Formula 16}*100%]% weapon damage to {Script Formula 13} additional targets.
Obsidian Rune: Fan of Daggers - Imbue your knives with a [{Script Formula 10}*100%]% chance to stun enemies for [{Script Formula 11}|1|] seconds.
Golden Rune: Crippling Knives - Increase the slow amount to [{Script Formula 6}*100]% for {Script Formula 5} seconds.
Alabaster Rune: Backlash - Instead of throwing the knives immediately, the knives will release automatically dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies if you are struck in the next {Script Formula 15} seconds.
Grenades
Base skill: Throw out three grenades that explode for {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] Fire damage. Cost: {Script Formula 19} Hatred
Crimson Rune: Gas Grenades - Toss poison gas grenades that explode for {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage and leaves a cloud that deals an additional {Script Formula 6} damage per second for {Script Formula 7} seconds to enemies who stand in the area.
Indigo Rune: Cluster Grenades - Throw a large cluster of mini-grenades that deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}]{/c-green} Fire damage over an {Script Formula 4} yard radius.
Obsidian Rune: Fire Bomb - Throw a single large grenade that deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and knocks enemies back.
Golden Rune: Tinkerer - Reduce cost to [{Script Formula 25}|2|] Hatred.
Alabaster Rune: Stun Grenades - Hurl grenades that have a [{Script Formula 9} * 100]% chance to stun enemies for [{Script Formula 10}|1|] seconds.
Hungering Arrow
Base skill: Fire a magically imbued arrow that seeks out targets for [{Script Formula 0} * 100]% weapon damage and has a [{Script Formula 5} * 100]% chance to pierce through targets. Cost: {Resource Cost} Hatred
Crimson Rune: Heat Seeker - Light the arrow on fire, dealing [{Script Formula 8}*100%]% additional weapon damage as Fire damage over {Script Formula 13} seconds.
Indigo Rune: Shatter Shot - If the arrow successfully pierces the first target, the arrow splits into [{Script Formula 9} + 1] arrows.
Obsidian Rune: Devouring Arrow - Each consecutive pierce increases the damage of the arrow by [{Script Formula 10} * 100]%.
Golden Rune: Piercing Arrow - Increase the chance for the arrow to pierce to [{Script Formula 5} * 100]%.
Alabaster Rune: Spray of Teeth - Successful crits cause a burst of bone to explode from the target dealing [{Script Formula 11} * 100]% of weapon damage to enemies in that area.
Impale
Base skill: Fire a massive shot to impale a target for [{Script Formula 10} * 100]% weapon damage. Cost: {Resource Cost} Hatred
Crimson Rune: Overpenetration - The shot will pierce through all enemies in a straight line for [{Script Formula 0} * 100]% weapon damage.
Indigo Rune: Impact - Shots knock the target back and stun them for [{Script Formula 6}|2|] seconds.
Obsidian Rune: Liquid Flame - Fire an explosive shell that deals an additional [{Script Formula 9} * 100]% weapon damage over {Script Formula 8} seconds.
Golden Rune: Recoil - Every shot releases a shockwave of energy centered on you dealing [{Script Formula 12} * 100]% weapon damage to all enemies within {Script Formula 11} yards.
Alabaster Rune: Grievous Wounds - Critical hits deal an additional [{Script Formula 13} * 100]% weapon damage.
Marked for Death
Base skill: Marks an enemy. The marked enemy will take [{Script Formula 1} * 100]% additional damage for the next {Script Formula 0} seconds.
Crimson Rune: Grim Reaper - An additional [{Script Formula 2} * 100]% of damage done to the target is also divided among all enemies within {Script Formula 3} yards.
Indigo Rune: Contagion - When the target is killed the ability spreads to {Script Formula 6} other nearby targets. This effect can chain repeatedly.
Obsidian Rune: Valley of Death - Mark an area on the ground {Script Formula 7} yards wide for {Script Formula 9} seconds. Enemies in the area take [{Script Formula 1} * 100]% additional damage.
Golden Rune: Mortal Enemy - Attacks by the Demon Hunter against the Marked target have a [{Script Formula 13} * 100]% chance to generate {Script Formula 11} Hatred. This effect cannot occur more than once every {Script Formula 12} second.
Alabaster Rune: Death Toll - [{Script Formula 14} * 100]% of damage done to the marked target heals the attacker.
Multishot
Base skill: Fire a massive volley of arrows dealing [{Script Formula 12}*100]% weapon damage to all enemies in the area. Cost: {Script Formula 13} Hatred
Crimson Rune: Full Broadside - Increases the damage done to [{Script Formula 0}*100]% weapon damage.
Indigo Rune: Burst Fire - Everytime you fire, generate a shock pulse that damages all nearby enemies for [{Script Formula 1}*100]% weapon damage.
Obsidian Rune: Arsenal - Every use also fires {Script Formula 3} rockets at nearby enemies that deal [{Script Formula 6}*100]% weapon damage each.
Golden Rune: Let'em Have It - Cost reduced to [{Script Formula 14}] Hatred.
Alabaster Rune: Supression Fire - Every enemy hit grants {Script Formula 9} Discipline. Each volley can gain up to {Script Formula 10} Discipline in this way.
Preparation
Base skill: Instantly restore all Discipline. Cooldown: {Cooldown Time} seconds
Crimson Rune: Punishment - Removes cooldown. Skill now costs {Resource Cost} Discipline to cast but restores all Hatred instead of all Discipline.
Indigo Rune: Ready for Anything - When activated, increases your maximum Discipline by {Script Formula 1} for {Script Formula 2} seconds.
Obsidian Rune: Focused Mind - Instead of replenishing Discipline immediately, you will gain {Script Formula 4} Discipline over {Script Formula 5} seconds.
Golden Rune: Battle Scars - Also restores [{Script Formula 6}*100]% of your Life when used.
Alabaster Rune: Backup Plan - Grants a [{Script Formula 7}*100]% chance that the cooldown will not be triggered when used.
Rain of Arrows
Base skill: Fire a massive volley of arrows around you. Arrows fall from the sky for {Script Formula 6} seconds dealing an average of [{Script Formula 10} * {Script Formula 1}*100 / {Script Formula 5}]% weapon damage per second. Cooldown: {Cooldown Time} seconds
Crimson Rune: Bombing Run - Summon {Script Formula 23} Shadow Beasts to drop bombs on nearby enemies, dealing [{Script Formula 26}*100]% weapon damage each.
Indigo Rune: Dark Cloud - Launch a massive volley of guided arrows that rain down on enemies for the next {Script Formula 16} seconds for [{Script Formula 0}*100]% weapon damage.
Obsidian Rune: Anathema - Summon a Shadow Beast that drops grenades from the sky for {Script Formula 30} seconds dealing [{Script Formula 0}*100]% weapon damage.
Golden Rune: Kamikaze Strike - A group of {Script Formula 14} Shadow Beasts plummet from the sky at a targeted location dealing [{Script Formula 12} * 100]% weapon damage and stunning enemies for {Script Formula 37} seconds.
Alabaster Rune: Stampede - Summon a wave of {Script Formula 15} Shadow Beasts to tear across the ground, knocking back enemies and dealing [{Script Formula 11} * 100]% weapon damage.
Rapid Fire
Base skill: Rapidly fire a stream of arrows that deal [{Script Formula 0}*100%]% weapon damage each. Cost: [{Resource Cost} / {Script Formula 1} |1|] Hatred per second
Crimson Rune: Bombardment - Rapidly fire Grenades instead of arrows that do [{Script Formula 6}*100%]% weapon damage to all enemies within {Script Formula 5} yard radius.
Indigo Rune: High Velocity - Adds an additional [{Script Formula 7}*100%]% pierce chance to the projectiles fired.
Obsidian Rune: Fire Support - While channeling Rapid Fire launch {Script Formula 16} homing |4missile:missiles; every second that |4deals:deal; [{Script Formula 17}*100%]% weapon damage each to nearby targets.
Golden Rune: Overcharge - After shooting for {Script Formula 4} seconds, damage from arrows increases to inflict a maximum of [{Script Formula 3}*100]% weapon damage as Fire damage.
Alabaster Rune: Web Shot - Slows the movement of affected targets by [{Script Formula 8}*100%]% for [{Script Formula 9}|1|] seconds.
Evasive Fire
Base skill: Shoot for [{Script Formula 9} * 100]% of weapon damage. If an enemy is at close range, you will also backflip away {Script Formula 1} yards. Cost: {Resource Cost} Hatred to shoot and an additional {Script Formula 11} Discipline if you backflip.
Crimson Rune: Hot Shot - Fire exploding bullets that also deal [{Script Formula 20}*100]% weapon damage to all enemies within [{Script Formula 21}|1|] yards of the primary target.
Indigo Rune: Withering Fire - Fire a spread of bullets that hit up to {Script Formula 24} targets for [{Script Formula 3} * 100]% weapon damage each.
Obsidian Rune: Backup Plan - Shoot for [{Script Formula 3} * 100]% of weapon damage as Poison damage. Whenever a backflip is triggered, leave a poison bomb behind that explodes for [{Script Formula 28}*100]% of weapon damage as poison in a {Script Formula 29} yard radius after [{Script Formula 30}|1|] seconds.
Golden Rune: Surge - Shoot for [{Script Formula 9} * 100]% of weapon damage as lightning. Reduces the Discipline cost of the backflip component down to {Script Formula 8}.
Alabaster Rune: Tumble - Increase the distance of the backflip to {Script Formula 7} yards.
Sentry
Base skill: Drop a turret on the ground. The turret begins firing at nearby enemies for [{Script Formula 2}*100%]% of weapon damage. Lasts {Script Formula 0} seconds. Cost: {Resource Cost} Discipline.
Crimson Rune: Choke Chain - Create a tether between you and the sentry that does [{Script Formula 6}*100%]% of weapon damage every second to every enemy it touches.
Indigo Rune: Vigilant Watcher - Increases duration of the turret to {Script Formula 0} seconds.
Obsidian Rune: Spitfire Turret - The turret will also fire homing missiles every [{Script Formula 12}|1|] seconds aimed at random nearby targets for [{Script Formula 16}*100]% weapon damage.
Golden Rune: Aid Station - Heals nearby allies for [{Script Formula 11}*100%]% of their maximum Life per second.
Alabaster Rune: Guardian Turret - The turret also creates a shield that reduces damage taken by allies by [{Script Formula 10}*100%]%.
[B]
Shadow Power
Base skill: Draw in the power of the shadows, increasing attack speed by [{Script Formula 1}*100]% for [{Script Formula 0}] seconds. Cost: {Script Formula 6} Discipline
Crimson Rune: Night Bane - While active, gain {Script Formula 3} Hatred per second.
Indigo Rune: Shadow Glide - While active, gain [{Script Formula 2}*100]% movement speed.
Obsidian Rune: Gloom - While active, you have a [{Script Formula 4}*100]% increased chance to dodge incoming attacks.
Golden Rune: Well of Darkness - Reduces Discipline cost to {Resource Cost}.
Alabaster Rune: Blood Moon - While active, gain [{Script Formula 5}*100]% of all damage as Life.
[CENTER]Smoke Screen
Base skill: Vanish behind a wall of smoke, becoming momentarily invisible for [{Script Formula 14}|1|] seconds. Cost: {Script Formula 13} Discipline
Crimson Rune: Choking Gas - Leave behind a cloud of gas that deals {Script Formula 5} physical damage per second to enemies in the area for {Script Formula 4} seconds.
Indigo Rune: Catch Me If You Can - Increase the duration of the effect to [{Script Formula 0}|2|] seconds.
Obsidian Rune: Breathe Deep - While invisible you also gain {Script Formula 10} Hatred per second.
Golden Rune: Special Recipe - Reduce the skill cost to [{Script Formula 2}|1|] Discipline.
Alabaster Rune: Long Gone - Gain [{Script Formula 12} * 100]% run speed when activated.
Spike Trap
Base skill: Lay a trap that arms after [{Script Formula 20}|1|] seconds and triggers when an enemy approaches. The trap does {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] physical damage all enemies within {Script Formula 7} yards. You can have a maximum of {Script Formula 19} Spike Traps active at one time. Cost: {Resource Cost} Hatred
Crimson Rune: Long Fuse - Increases the arming time to [{Script Formula 3}|1|] seconds but increases damage to {Script Formula 0}-[{Script Formula 0} + {Script Formula 1}].
Indigo Rune: Bandolier - Increase the maximum number of traps that can be out simultaneously to {Script Formula 2}.
Obsidian Rune: Sticky Trap - Plant an explosive on an enemy target rather than on the ground. If the target dies within {Script Formula 4} seconds the trap explodes dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 6} yards.
Golden Rune: Scatter - A single cast of Spike Trap lays all 3 traps at once and increases the damage of the traps to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage.
Alabaster Rune: Lightning Rod - When the trap is triggered, rather than exploding, it releases a pulse of lightning that will bounce to up to {Script Formula 25} enemies for {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] Lightning damage.
Strafe
Base skill: Shoot {Script Formula 0} times per second at random nearby enemies while moving at [{Script Formula 7}*100]% of normal movement speed. Every shot deals [{Script Formula 9}*100]% of weapon damage. Cost: {Resource Cost} Hatred per second
Crimson Rune: Demolition - Throw out bouncy grenades rather than arrows that explode for [{Script Formula 9}*{Script Formula 26}*100]% weapon damage to targets within {Script Formula 25} yards.
Indigo Rune: Equilibrium - Increase arrows fired to {Script Formula 5} additional arrows per second.
Obsidian Rune: Rocket Storm - In addition to regular firing, fire off homing rockets that hit for [{Script Formula 31}*100]% of weapon damage.
Golden Rune: Drifting Shadow - Movement speed increased to [{Script Formula 8}*100]% of normal running speed while strafing.
Alabaster Rune: Stinging Steel - Throw out knives rather than arrows that do an extra [{Script Formula 17}*100]% more weapon damage on successful critical hits.
Vault
Base skill: Tumble acrobatically {Script Formula 10} yards. Cost: {Resource Cost} Discipline
Crimson Rune: Trail of Cinders - Ignite with fire dealing [{Script Formula 1} * 100]% weapon damage to everything along your path.
Indigo Rune: Acrobatics - Increases your Vault distance to {Script Formula 0} yards.
Obsidian Rune: Covering Fire - As you travel, shoot arrows for [{Script Formula 4} * 100]% weapon damage at nearby targets.
Golden Rune: Tumble - After using Vault, your next Vault within {Script Formula 9} seconds has its Discipline cost reduced by [{Script Formula 6} * 100]%
Alabaster Rune: Rattle and Roll - All enemies within {Script Formula 7} yards of your destination are knocked back and stunned for [{Script Formula 8}|1|] seconds.
Base skill: Shoot out an explosive bola that wraps itself around its target. After [{Script Formula 11}] second, the bola explodes dealing [{Script Formula 0} * 100]% weapon damage as Fire to the target and an additional [({Script Formula 14}) * 100]% weapon damage as Fire to all other targets within {Script Formula 5} yards. Cost: {Resource Cost} Hatred
Crimson Rune: Volatile Explosives - Increase the explosion radius to {Script Formula 20} yards.
Indigo Rune: Acid Strike - Shoot {Script Formula 24} poison bolas that deal [{Script Formula 9}*100]% weapon damage each. The bolas no longer explode for area damage to nearby targets.
Obsidian Rune: Thunder Ball - When the bola explodes it deals [{Script Formula 0} * 100]% weapon damage as lightning, and has a [{Script Formula 28} * 100]% chance to stun the target for [{Script Formula 29}|1|] seconds.
Golden Rune: Bitter Pill - After the bola explodes, you have a [{Script Formula 31} * 100]% chance to gain {Script Formula 32} Discipline.
Alabaster Rune: Imminent Doom - Augments the bola to deal [{Script Formula 9}*100]% weapon damage as Arcane to the target and an additional [{Script Formula 6}*100]% weapon damage to all other targets within {Script Formula 20} yards, but increases the explosion delay to {Script Formula 4} seconds.
Caltrops
Base skill: Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movement of enemies within {Script Formula 0} yards by [{Script Formula 6} * 100]%. This trap lasts {Script Formula 2} seconds. Cost: {Script Formula 8} Discipline
Crimson Rune: Jagged Spikes - Enemies in the area also take [{Script Formula 20}*100]% weapon damage per second.
Indigo Rune: Hooked Spines - Increase the slow amount to [{Script Formula 3} * 100]%.
Obsidian Rune: Torturous Ground - Enemies in the area deal [{Script Formula 24}*100]% less damage.
Golden Rune: Punji Stakes - Reduce the cost to [{Script Formula 7}|1|] Discipline.
Alabaster Rune: Come and Get It - Become empowered while standing in the area of effect, gaining an additional [{Script Formula 28}*100]% chance to critical hit with all attacks.
Chakram
Base skill: Fire a swirling Chakram that does {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to enemies along its path. Cost: {Resource Cost} Hatred
Crimson Rune: Twin Chakrams - A second Chakram mirrors the first. Each Chakram deals {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage.
Indigo Rune: Boomerang - The Chakram path turns into a loop, dealing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage to enemies along the path.
Obsidian Rune: Serpentine - The Chakram follows a slow curve, dealing {Script Formula 7} - [{Script Formula 7} + {Script Formula 8}] Poison damage to enemies along the path.
Golden Rune: Razor Disk - The Chakram spirals out from the targeted location dealing {Script Formula 10} - [{Script Formula 10} + {Script Formula 11}] Arcane damage to enemies along the path.
Alabaster Rune: Shuriken Cloud - Surround yourself in spinning Chakrams for {Script Formula 12} seconds, dealing {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] physical damage per second to anybody nearby.
Cluster Arrow
Base skill: Fire a Cluster grenade that explodes for [{Script Formula 0}*100]% weapon damage into a series of additional miniature bombs that explode for [{Script Formula 5}*100]% weapon damage each. Cost: {Resource Cost} Hatred
Crimson Rune: Loaded for Bear - Increases the damage of the explosion at the impact location to [{Script Formula 0}*100]%.
Indigo Rune: Shooting Stars - Instead of releasing grenades, shoots up to {Script Formula 9} rockets at nearby enemies dealing [{Script Formula 19}*100]% weapon damage each.
Obsidian Rune: Cluster Bombs - Launch the cluster through the air, dropping a series of bombs in a straight line that explode for [{Script Formula 8}*100]% weapon damage each.
Golden Rune: Maelstrom - Instead of releasing grenades, the cluster releases Shadow energy that deals [{Script Formula 19}*100]% weapon damage to nearby enemies. You will gain [{Script Formula 18}*100]% of the damage done as Life.
Alabaster Rune: Dazzling Arrow - Enemies hit by grenades have a [{Script Formula 12}*100]% chance to be stunned for [{Script Formula 13}|1|] seconds.
Companion
Base skill: Summon a raven companion. Your raven companion will periodically peck at enemies for {Script Formula 18} - [{Script Formula 18} + {Script Formula 19}] damage. Cost: {Resource Cost} Discipline
Crimson Rune: Spider Companion - Summons a spider instead of a raven. The spiders's attacks also slows the movement of targets by [{Script Formula 12}*100]% for {Script Formula 8} - [{Script Formula 8}+{Script Formula 13}] seconds.
Indigo Rune: Boar Companion - Summon a boar instead of a raven. The boar strikes multiple enemies with every swing for {Script Formula 20} - [{Script Formula 20} + {Script Formula 21}] damage.
Obsidian Rune: Wolf Companion - Summon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for {Script Formula 9} seconds and attacks enemies for {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] damage.
Golden Rune: Bat Companion - Summons a bat instead of a raven. The bat grants you [{Script Formula 10}|1|] Hatred per second.
Alabaster Rune: Ferret Companion - Summons ferrets instead of a raven. The ferrets collect gold for you and increase gold found on monsters by [{Script Formula 11}*100]%.
Elemental Arrow
Base skill: Shoot an elemental charged arrow that deals [{Script Formula 0} * 100]% weapon damage as Fire damage to all targets it passes through. Cost: {Resource Cost} Hatred
Crimson Rune: Frost Arrow - Turns into a frost arrow that explodes out conal damage from the back of the first target hit for [{Script Formula 12}*100]% of weapon damage.
Indigo Rune: Ball Lightning - Fire a lightning arrow that electrocutes nearby enemies as it passes by for [{Script Formula 26}*100]% of weapon damage.
Obsidian Rune: Screaming Skull - Grants a [{Script Formula 5}*100]% chance to shoot a skull that will fear affected enemies for {Script Formula 6}-[{Script Formula 6}+{Script Formula 7}] seconds.
Golden Rune: Nether Tentacles - Shoot tentacles that deal [{Script Formula 32}*100]% weapon damage and return [{Script Formula 33}*100]% of damage dealt as Life for you.
Alabaster Rune: Lightning Bolts - Fire giant bolts of lightning that stun enemies for [{Script Formula 38}|1|] seconds when they critically hit.
Entangling Shot
Base skill: Release a sticky adhesive that deals [{Script Formula 5} * 100]% weapon damage and entangles up to {Script Formula 14} enemies, slowing their movement by [{Script Formula 0} * 100]% for {Script Formula 9} seconds. Cost: {Script Formula 1} Hatred
Crimson Rune: Heavy Burden - Increase the movement slow duration to {Script Formula 4} seconds.
Indigo Rune: Chain Gang - Hit up to {Script Formula 3} targets.
Obsidian Rune: Electrified Chain{/c_gold} Strike with electrical chains that do an additional {Script Formula 8} damage over {Script Formula 4} seconds.
Golden Rune: Justice is Served{/c_gold} Reduce cost to [{Script Formula 2}|1|] Hatred.
Alabaster Rune: Bounty Hunter{/c_gold} Gain [{Script Formula 11} * 100]% of the damage dealt as Life.
Fan of Knives
Base skill: Throw knives out in a spiral around you, doing {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] physical damage to all enemies within {Script Formula 19} yards of you. Your knives will also slow the movement of enemies by [{Script Formula 20} * 100}]% for {Script Formula 5} seconds. Cost: {Resource Cost} Hatred
Crimson Rune: Hail of Knives - Increase the radius to deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 2} yards.
Indigo Rune: Knives for a Pro - Throw long-range knives that deal [{Script Formula 16}*100%]% weapon damage to {Script Formula 13} additional targets.
Obsidian Rune: Fan of Daggers - Imbue your knives with a [{Script Formula 10}*100%]% chance to stun enemies for [{Script Formula 11}|1|] seconds.
Golden Rune: Crippling Knives - Increase the slow amount to [{Script Formula 6}*100]% for {Script Formula 5} seconds.
Alabaster Rune: Backlash - Instead of throwing the knives immediately, the knives will release automatically dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies if you are struck in the next {Script Formula 15} seconds.
Grenades
Base skill: Throw out three grenades that explode for {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] Fire damage. Cost: {Script Formula 19} Hatred
Crimson Rune: Gas Grenades - Toss poison gas grenades that explode for {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage and leaves a cloud that deals an additional {Script Formula 6} damage per second for {Script Formula 7} seconds to enemies who stand in the area.
Indigo Rune: Cluster Grenades - Throw a large cluster of mini-grenades that deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}]{/c-green} Fire damage over an {Script Formula 4} yard radius.
Obsidian Rune: Fire Bomb - Throw a single large grenade that deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and knocks enemies back.
Golden Rune: Tinkerer - Reduce cost to [{Script Formula 25}|2|] Hatred.
Alabaster Rune: Stun Grenades - Hurl grenades that have a [{Script Formula 9} * 100]% chance to stun enemies for [{Script Formula 10}|1|] seconds.
Hungering Arrow
Base skill: Fire a magically imbued arrow that seeks out targets for [{Script Formula 0} * 100]% weapon damage and has a [{Script Formula 5} * 100]% chance to pierce through targets. Cost: {Resource Cost} Hatred
Crimson Rune: Heat Seeker - Light the arrow on fire, dealing [{Script Formula 8}*100%]% additional weapon damage as Fire damage over {Script Formula 13} seconds.
Indigo Rune: Shatter Shot - If the arrow successfully pierces the first target, the arrow splits into [{Script Formula 9} + 1] arrows.
Obsidian Rune: Devouring Arrow - Each consecutive pierce increases the damage of the arrow by [{Script Formula 10} * 100]%.
Golden Rune: Piercing Arrow - Increase the chance for the arrow to pierce to [{Script Formula 5} * 100]%.
Alabaster Rune: Spray of Teeth - Successful crits cause a burst of bone to explode from the target dealing [{Script Formula 11} * 100]% of weapon damage to enemies in that area.
Impale
Base skill: Fire a massive shot to impale a target for [{Script Formula 10} * 100]% weapon damage. Cost: {Resource Cost} Hatred
Crimson Rune: Overpenetration - The shot will pierce through all enemies in a straight line for [{Script Formula 0} * 100]% weapon damage.
Indigo Rune: Impact - Shots knock the target back and stun them for [{Script Formula 6}|2|] seconds.
Obsidian Rune: Liquid Flame - Fire an explosive shell that deals an additional [{Script Formula 9} * 100]% weapon damage over {Script Formula 8} seconds.
Golden Rune: Recoil - Every shot releases a shockwave of energy centered on you dealing [{Script Formula 12} * 100]% weapon damage to all enemies within {Script Formula 11} yards.
Alabaster Rune: Grievous Wounds - Critical hits deal an additional [{Script Formula 13} * 100]% weapon damage.
Marked for Death
Base skill: Marks an enemy. The marked enemy will take [{Script Formula 1} * 100]% additional damage for the next {Script Formula 0} seconds.
Crimson Rune: Grim Reaper - An additional [{Script Formula 2} * 100]% of damage done to the target is also divided among all enemies within {Script Formula 3} yards.
Indigo Rune: Contagion - When the target is killed the ability spreads to {Script Formula 6} other nearby targets. This effect can chain repeatedly.
Obsidian Rune: Valley of Death - Mark an area on the ground {Script Formula 7} yards wide for {Script Formula 9} seconds. Enemies in the area take [{Script Formula 1} * 100]% additional damage.
Golden Rune: Mortal Enemy - Attacks by the Demon Hunter against the Marked target have a [{Script Formula 13} * 100]% chance to generate {Script Formula 11} Hatred. This effect cannot occur more than once every {Script Formula 12} second.
Alabaster Rune: Death Toll - [{Script Formula 14} * 100]% of damage done to the marked target heals the attacker.
Multishot
Base skill: Fire a massive volley of arrows dealing [{Script Formula 12}*100]% weapon damage to all enemies in the area. Cost: {Script Formula 13} Hatred
Crimson Rune: Full Broadside - Increases the damage done to [{Script Formula 0}*100]% weapon damage.
Indigo Rune: Burst Fire - Everytime you fire, generate a shock pulse that damages all nearby enemies for [{Script Formula 1}*100]% weapon damage.
Obsidian Rune: Arsenal - Every use also fires {Script Formula 3} rockets at nearby enemies that deal [{Script Formula 6}*100]% weapon damage each.
Golden Rune: Let'em Have It - Cost reduced to [{Script Formula 14}] Hatred.
Alabaster Rune: Supression Fire - Every enemy hit grants {Script Formula 9} Discipline. Each volley can gain up to {Script Formula 10} Discipline in this way.
Preparation
Base skill: Instantly restore all Discipline. Cooldown: {Cooldown Time} seconds
Crimson Rune: Punishment - Removes cooldown. Skill now costs {Resource Cost} Discipline to cast but restores all Hatred instead of all Discipline.
Indigo Rune: Ready for Anything - When activated, increases your maximum Discipline by {Script Formula 1} for {Script Formula 2} seconds.
Obsidian Rune: Focused Mind - Instead of replenishing Discipline immediately, you will gain {Script Formula 4} Discipline over {Script Formula 5} seconds.
Golden Rune: Battle Scars - Also restores [{Script Formula 6}*100]% of your Life when used.
Alabaster Rune: Backup Plan - Grants a [{Script Formula 7}*100]% chance that the cooldown will not be triggered when used.
Rain of Arrows
Base skill: Fire a massive volley of arrows around you. Arrows fall from the sky for {Script Formula 6} seconds dealing an average of [{Script Formula 10} * {Script Formula 1}*100 / {Script Formula 5}]% weapon damage per second. Cooldown: {Cooldown Time} seconds
Crimson Rune: Bombing Run - Summon {Script Formula 23} Shadow Beasts to drop bombs on nearby enemies, dealing [{Script Formula 26}*100]% weapon damage each.
Indigo Rune: Dark Cloud - Launch a massive volley of guided arrows that rain down on enemies for the next {Script Formula 16} seconds for [{Script Formula 0}*100]% weapon damage.
Obsidian Rune: Anathema - Summon a Shadow Beast that drops grenades from the sky for {Script Formula 30} seconds dealing [{Script Formula 0}*100]% weapon damage.
Golden Rune: Kamikaze Strike - A group of {Script Formula 14} Shadow Beasts plummet from the sky at a targeted location dealing [{Script Formula 12} * 100]% weapon damage and stunning enemies for {Script Formula 37} seconds.
Alabaster Rune: Stampede - Summon a wave of {Script Formula 15} Shadow Beasts to tear across the ground, knocking back enemies and dealing [{Script Formula 11} * 100]% weapon damage.
Rapid Fire
Base skill: Rapidly fire a stream of arrows that deal [{Script Formula 0}*100%]% weapon damage each. Cost: [{Resource Cost} / {Script Formula 1} |1|] Hatred per second
Crimson Rune: Bombardment - Rapidly fire Grenades instead of arrows that do [{Script Formula 6}*100%]% weapon damage to all enemies within {Script Formula 5} yard radius.
Indigo Rune: High Velocity - Adds an additional [{Script Formula 7}*100%]% pierce chance to the projectiles fired.
Obsidian Rune: Fire Support - While channeling Rapid Fire launch {Script Formula 16} homing |4missile:missiles; every second that |4deals:deal; [{Script Formula 17}*100%]% weapon damage each to nearby targets.
Golden Rune: Overcharge - After shooting for {Script Formula 4} seconds, damage from arrows increases to inflict a maximum of [{Script Formula 3}*100]% weapon damage as Fire damage.
Alabaster Rune: Web Shot - Slows the movement of affected targets by [{Script Formula 8}*100%]% for [{Script Formula 9}|1|] seconds.
Evasive Fire
Base skill: Shoot for [{Script Formula 9} * 100]% of weapon damage. If an enemy is at close range, you will also backflip away {Script Formula 1} yards. Cost: {Resource Cost} Hatred to shoot and an additional {Script Formula 11} Discipline if you backflip.
Crimson Rune: Hot Shot - Fire exploding bullets that also deal [{Script Formula 20}*100]% weapon damage to all enemies within [{Script Formula 21}|1|] yards of the primary target.
Indigo Rune: Withering Fire - Fire a spread of bullets that hit up to {Script Formula 24} targets for [{Script Formula 3} * 100]% weapon damage each.
Obsidian Rune: Backup Plan - Shoot for [{Script Formula 3} * 100]% of weapon damage as Poison damage. Whenever a backflip is triggered, leave a poison bomb behind that explodes for [{Script Formula 28}*100]% of weapon damage as poison in a {Script Formula 29} yard radius after [{Script Formula 30}|1|] seconds.
Golden Rune: Surge - Shoot for [{Script Formula 9} * 100]% of weapon damage as lightning. Reduces the Discipline cost of the backflip component down to {Script Formula 8}.
Alabaster Rune: Tumble - Increase the distance of the backflip to {Script Formula 7} yards.
Sentry
Base skill: Drop a turret on the ground. The turret begins firing at nearby enemies for [{Script Formula 2}*100%]% of weapon damage. Lasts {Script Formula 0} seconds. Cost: {Resource Cost} Discipline.
Crimson Rune: Choke Chain - Create a tether between you and the sentry that does [{Script Formula 6}*100%]% of weapon damage every second to every enemy it touches.
Indigo Rune: Vigilant Watcher - Increases duration of the turret to {Script Formula 0} seconds.
Obsidian Rune: Spitfire Turret - The turret will also fire homing missiles every [{Script Formula 12}|1|] seconds aimed at random nearby targets for [{Script Formula 16}*100]% weapon damage.
Golden Rune: Aid Station - Heals nearby allies for [{Script Formula 11}*100%]% of their maximum Life per second.
Alabaster Rune: Guardian Turret - The turret also creates a shield that reduces damage taken by allies by [{Script Formula 10}*100%]%.
[B]
Shadow Power
Base skill: Draw in the power of the shadows, increasing attack speed by [{Script Formula 1}*100]% for [{Script Formula 0}] seconds. Cost: {Script Formula 6} Discipline
Crimson Rune: Night Bane - While active, gain {Script Formula 3} Hatred per second.
Indigo Rune: Shadow Glide - While active, gain [{Script Formula 2}*100]% movement speed.
Obsidian Rune: Gloom - While active, you have a [{Script Formula 4}*100]% increased chance to dodge incoming attacks.
Golden Rune: Well of Darkness - Reduces Discipline cost to {Resource Cost}.
Alabaster Rune: Blood Moon - While active, gain [{Script Formula 5}*100]% of all damage as Life.
[CENTER]Smoke Screen
Base skill: Vanish behind a wall of smoke, becoming momentarily invisible for [{Script Formula 14}|1|] seconds. Cost: {Script Formula 13} Discipline
Crimson Rune: Choking Gas - Leave behind a cloud of gas that deals {Script Formula 5} physical damage per second to enemies in the area for {Script Formula 4} seconds.
Indigo Rune: Catch Me If You Can - Increase the duration of the effect to [{Script Formula 0}|2|] seconds.
Obsidian Rune: Breathe Deep - While invisible you also gain {Script Formula 10} Hatred per second.
Golden Rune: Special Recipe - Reduce the skill cost to [{Script Formula 2}|1|] Discipline.
Alabaster Rune: Long Gone - Gain [{Script Formula 12} * 100]% run speed when activated.
Spike Trap
Base skill: Lay a trap that arms after [{Script Formula 20}|1|] seconds and triggers when an enemy approaches. The trap does {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] physical damage all enemies within {Script Formula 7} yards. You can have a maximum of {Script Formula 19} Spike Traps active at one time. Cost: {Resource Cost} Hatred
Crimson Rune: Long Fuse - Increases the arming time to [{Script Formula 3}|1|] seconds but increases damage to {Script Formula 0}-[{Script Formula 0} + {Script Formula 1}].
Indigo Rune: Bandolier - Increase the maximum number of traps that can be out simultaneously to {Script Formula 2}.
Obsidian Rune: Sticky Trap - Plant an explosive on an enemy target rather than on the ground. If the target dies within {Script Formula 4} seconds the trap explodes dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 6} yards.
Golden Rune: Scatter - A single cast of Spike Trap lays all 3 traps at once and increases the damage of the traps to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage.
Alabaster Rune: Lightning Rod - When the trap is triggered, rather than exploding, it releases a pulse of lightning that will bounce to up to {Script Formula 25} enemies for {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] Lightning damage.
Strafe
Base skill: Shoot {Script Formula 0} times per second at random nearby enemies while moving at [{Script Formula 7}*100]% of normal movement speed. Every shot deals [{Script Formula 9}*100]% of weapon damage. Cost: {Resource Cost} Hatred per second
Crimson Rune: Demolition - Throw out bouncy grenades rather than arrows that explode for [{Script Formula 9}*{Script Formula 26}*100]% weapon damage to targets within {Script Formula 25} yards.
Indigo Rune: Equilibrium - Increase arrows fired to {Script Formula 5} additional arrows per second.
Obsidian Rune: Rocket Storm - In addition to regular firing, fire off homing rockets that hit for [{Script Formula 31}*100]% of weapon damage.
Golden Rune: Drifting Shadow - Movement speed increased to [{Script Formula 8}*100]% of normal running speed while strafing.
Alabaster Rune: Stinging Steel - Throw out knives rather than arrows that do an extra [{Script Formula 17}*100]% more weapon damage on successful critical hits.
Vault
Base skill: Tumble acrobatically {Script Formula 10} yards. Cost: {Resource Cost} Discipline
Crimson Rune: Trail of Cinders - Ignite with fire dealing [{Script Formula 1} * 100]% weapon damage to everything along your path.
Indigo Rune: Acrobatics - Increases your Vault distance to {Script Formula 0} yards.
Obsidian Rune: Covering Fire - As you travel, shoot arrows for [{Script Formula 4} * 100]% weapon damage at nearby targets.
Golden Rune: Tumble - After using Vault, your next Vault within {Script Formula 9} seconds has its Discipline cost reduced by [{Script Formula 6} * 100]%
Alabaster Rune: Rattle and Roll - All enemies within {Script Formula 7} yards of your destination are knocked back and stunned for [{Script Formula 8}|1|] seconds.