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BlizzCon > WoW ClassicNov 28, 2023 4:00 pm CT

All of the class-ability runes (so far) in WoW Classic’s Season of Discovery

Season of Discovery, World of Warcraft Classic’latest specialized season of content, has put a new spin on Classic by taking certain class abilities from different expansions throughout World of Warcraft‘s lifetime and applying it to the Classic era setting. These abilities are meant to functionally alter what the class can do, allowing them to operate outside of their traditional tank, DPS, or healer roles.

Want to know more about WoW Classic Season of Discovery? Check out our guide to everything you need to know about Classic’s newest season.

All abilities are earned by finding Discoveries throughout the open world and completing a set of objectives tied to it. Once that Discovery is completed, it then becomes a rune that can be engraved on to a player’s piece of gear, which makes the ability useable.

Initially during the World of Warcraft Classic: What’s Next panel at BlizzCon 2023, Lead Software Engineer Nora Valetta confirmed that there were over 100 runes across all classes in Season of Discovery Phase 1 to start. Thanks to the WoW Classic 2024 roadmap, we learned more runes would be coming to Season of Discovery in each phase and presumably would fill out the other gear slots.

The Phase 1 runes are applied to the Chest, Legs, and Gloves slots, with each slot getting 3 runes for a total of 12 runes per class. Phase 2 brings 3 new runes for both Boots and Belt slots, for a total of 6 new runes for most classes with the exception of Shamans, who get 1 more Chest Rune, and Mages, who get an extra Belt rune for a total of 4 this phase. Phase 3 has mainly added 3 new runes for the Helm and Bracers for each class except for the Paladin appears to get an extra rune for their Helms, Shamans get another extra rune for their Bracers. Out of nowhere, Warriors also get a new Boots rune bringing their total up to 4 for that slot. Phase 4 brought 3 Cloak runes for each class and some new Ring runes that mainly buff stats or adds specializations but they don’t stack with other Ring rune effects or racial specializations. In Phase 5, some classes will see some of their runes shift around and there are a few more Ring specializations added too.

Here are the all of the runes, what they do, and what slot they go in as of Phase 5!

Druid

Phase 1

  • Living Seed (Chest)
    • When you critically heal your target with any healing spell you plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec.
  • Wild Strikes (Chest)
    • While you are in Cat Form, Bear Form, or Dire Bear Form, party members within 20 yards gain increased combat ferocity. Each melee hit has a 20% chance of granting the attacker an extra attack with 20% additional Attack Power. No effect if the party member is already benefitting from Windfury Totem.
  • Fury of Stormrage (Chest)
    • Reduces the mana cost of Wrath by 100% and each time you deal damage with Wrath you have a 12% chance for your next case of Healing Touch within 15 sec to be instant.
  • Survival of the Fittest (Chest)
    • Reduces the chance you’ll be critically hit by melee attacks by 6% and reduces all damage taken by 10%. Damage taken reduced by an additional 10% while in Bear Form or Dire Bear Form.
  • Wild Growth (Gloves)
    • Heals up all friendly party members within 40 yards of the target for (34 / 100 * 7 *) over 7 sec. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.
  • Sunfire (Gloves)
    • Burns the enemy for (130 */ 100) to (152 */ 100) Nature damage and then an additional (65 * 4 */ 100) Nature damage over 12 sec.
  • Lacerate (Gloves)
    • Lacerates the enemy target, making them bleed for (* 20 / 100 * 5) damage over 15 sec plus 20% weapon damage per existing application of Lacerate on the target. Causes a high amount of threat. This effect stacks up to 5 times on the same target.
  • Mangle (Gloves)
    • Mangle the target for 160% normal damage and cause the target to take 30% additional damage from Bleed effects and Shred for 1 min. This ability benefits from and triggers all effects associated with Claw and Maul.
  • Skull Bash (Legs)
    • Charge to a target within 13 yards and bash the target’s skull, interrupting spellcasting and preventing any spell in that school from being cast for 2 sec. Shares a cooldown with Feral Charge.
  • Starsurge (Legs)
    • Launch surging stellar energies that causes (135 / 100 *) to (165 / 100 *) Arcane damage. Starsurge benefits from and triggers most talents and effect that trigger or benefit from Wrath or Starfire.
  • Lifebloom (Legs)
    • Heals the target for (4 / 100 * 7 *) over 7 sec. When Lifebloom completes its duration or is dispelled, the target instantly heals for (57 / 100 *) and the Druid regains half the cost of the spell. This effect can stack up to 3 times on the same target.
  • Savage Roar (Legs)
    • Finishing move that increases physical damage done by 30% while in Cat Form. Lasts longer per combo point:
      • 1 point: 14 seconds
      • 2 points: 19 seconds
      • 3 points: 24 seconds
      • 4 points: 29 seconds
      • 5 points: 34 seconds

Phase 2

  • Berserk (Belt)
    • When activated, this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 sec. Requires Bear Form, Cat Form, or Dire Bear Form to activate.
    • Clears the effect of Fear and makes you immune to Fear for the duration.
  • Eclipse (Belt)
    • Starfire increases the critical strike chance of your next two Wraths by 30%, and Wrath increases the critical strike chance of your next Starfire by 30%, both effects stacking up to 4 charges. Both spells also gain 70% chance at all times to not lose casting time when you take damage.
  • Nourish (Belt)
    • Heals a friendly target for [161 / 100 * (38.949830 + 0.606705 * Level + 0.167780 * Level * Level)] to [189 / 100 * (38.949830 + 0.606705 * Level + 0.167780 * Level * Level)]. Heals for an additional 20% if you have a Rejuvenation, Regrowth, Lifebloom, or Wild Growth effect active on the target. This spell benefits from and triggers all effects associated with Healing Touch.
  • Dreamstate (Boots)
    • Your damaging spell critical strikes grant you 50% of your mana regeneration while casting for 8 sec and increase Nature damage dealt to the target by 20% for 12 sec.
  • King of the Jungle (Boots)
    • Tiger’s Fury now increases all physical damage you deal by 15% instead of by a flat value, and instantly grants you 60 Energy. It is no longer on the global cooldown, but it now has its own 30 sec cooldown.
  • Survival Instincts (Boots)
    • When activated, this grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. Useable in any form.
    • In addition, you regenerate 5 rage every time you dodge while in Bear Form or Dire Bear Form, 10 energy while in Cat Form, or 1% of your maximum mana while in any other form.

Phase 3

  • Efflorescence (Bracers)
    • Your Swiftmend now also causes Efflorescence, healing all party members within 15 yards of the Swiftmend target’s location for [(38.949830 + 0.606705 * Level + 0.167780 * Level * Level) * 21 / 100] every 2 sec for 30 sec.
  • Improved Frenzied Regeneration (Bracers)
    • Your Frenzied Regeneration can now be used in all forms or while not shapeshifted. It now converts your active resource into health every second for 10 sec. Up to 10 Rage, 10 Energy, or 5% base Mana is converted per second into up to 10% health.
  • Elune’s Fires (Bracers as of Phase 5)
    • Some of your spells and abilities extend the duration of your damage and healing over time effects on their target:
      • Starfire extends Moonfire by 6 sec.
      • Wrath extends Sunfire by 3 sec.
      • Regrowth extends Rejuvenation by 6 sec.
      • Shred extends Rip by 1 sec.
  • Gale Winds (Helm)
    • Increases the damage done by your Hurricane by 100%, it no longer has a cooldown, and its mana cost is reduced by 20%.
  • Gore (Helm)
    • Striking a target with Lacerate, Swipe, or Maul has a 15% chance to reset the cooldown on Mangle (Bear). Striking a target with Mangle (Cat) or Shred has a 5% chance to reset the cooldown on Tiger’s Fury.
  • Improved Barkskin (Helm)
    • Your Barkskin can now be cast on allies, no longer penalizes melee combat speed or spellcasting time, and can be cast while shapeshifted.

Phase 4

  • Improved Swipe (Cloak)
    • While in Cat Form, your Swipe ability becomes Swipe (Cat), and while in Bear Form, your Swipe ability strikes up to 3 additional enemies.
    • Swipe nearby enemies, inflicting 250% weapon damage and generating 1 combo point on your current target.
  • Tree of Life (Cloak)
    • Shapeshift into the Tree of Life. While in this form you increase healing received by 10% for all party members within 45 yards, Wild Growth healing is increased by 60%, your heal over time spells cost 20% less, you gain 25% increased Spirit, you gain 200% increased armor, and you cannot cast harmful spells.
    • The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.
  • Starfall (Cloak)
    • You summon a flurry of stars from the sky over 10 sec, striking targets within 30 yards of your location, each dealing 51.301 to 60.223 Arcane damage to its target and 8.922 Arcane damage to all other enemies within 5 yards. Maximum 20 stars.
    • Shapeshifting or mounting cancels the effect. Any effect which causes you to lose control of your character will suppress the Starfall effect.
    • Benefits from and triggers most talents and effects that trigger or benefit from Moonfire.
  • Dagger Specialization (Ring)
    • Skill with Daggers increased by 5.
  • Defense Specialization (Ring)
    • Defense skill increased by 25.
  • Feral Combat Specialization (Ring)
    • Feral Combat skill increased by 5.
  • Fist Weapon Specialization (Ring)
    • Skill with Fist Weapons (Unarmed) increased by 5.
  • Mace Specialization (Ring)
    • Skill with Maces and Two-Handed Maces increased by 5.
  • Nature Specialization (Ring)
    • Chance to hit with Nature spells increased by 6%.
  • Pole Weapon Specialization (Ring)
    • Skill with Staves and Polearms increased by 5.

Hunter

Phase 1

  • Heart of the Lion (Chest)
    • The hunter takes on the aspects of a lion, increasing total stats by 10% for all nearby allies, and increasing total stats for the Hunter by an additional 10%. Only one Aspect can be active at a time.
  • Master Marksman (Chest)
    • Increases your critical strike chance by 5%, and reduces the Mana cost of all your Shot abilities by 25%.
  • Lone Wolf (Chest)
    • You deal 30% increased damage with all attacks while you do not have an active pet.
  • Cobra Strikes (Chest)
    • Your critical hits with Shot abilities cause your pet’s next 2 special attacks to critically hit.
  • Beast Mastery (Chest as of Phase 5)
    • Your pet’s damage and health are increased by 30% and its Focus regeneration by 80%. In addition, your pet’s Growl now also Taunts the target to attack it for 3 seconds.
  • Cobra Slayer (Gloves as of Phase 5)
    • Mongoose Bite now activates when an enemy dodges your attack, and Mongoose Bite deals additional damage equal to 45% of your Attack Power.
  • Explosive Shot (Gloves)
    • You fire an explosive charge into the enemy target, dealing 82-82 Fire damage. The charge will blast the target every second for an additional 2 sec. Cooldown shared with Arcane Shot.
  • Chimera Shot (Gloves)
    • You deal 125% weapon damage, refreshing the current Sting on your target and triggering an effect:
      • Serpent Sting — Instantly deals 40% of the damage done by your Serpent Sting.
      • Viper Sting — Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting.
      • Scorpid Sting — Attempts to Disarm the target for 10 sec. This effect cannot occur more than once per 1 minute.
  • Carve (Gloves)
    • A sweeping attack that strikes all enemies in front of you for 50% weapon damage.
  • Kill Command (Legs)
    • Give the command to kill, increasing your pet’s damage done from special attacks by 60% for 30 sec. Each special attack done by the pet reduces the damage bonus by 20%.
  • Kill Shot (Legs)
    • You attempt to finish off a wounded target, firing a ranged attack dealing 100% weapon damage plus 103.2. Kill Shot has no minimum range. Kill Shot’s cooldown is reset if used on an enemy that has 20% or less health.
  • Sniper Training (Legs)
    • Your Shot abilities gain 10% increased critical strike chance while you have not moved for the last 6 sec.
  • Serpent Spread (Legs)
    • Targets hit by your Multi-Shot are also afflicted by your Serpent Sting for 6 sec.
  • Flanking Strike (Legs)
    • You and your pet deal simultaneous instant 100% melee damage. Afterward, you deal 8% increased damage for 10 sec, stacking up to 3 times. Your pet’s Basic attacks have a 50% chance to reset the cooldown on Flanking Strike.

Phase 2

  • Aspect of the Viper (Belt)
    • The hunter takes on the aspect of the viper, causing your ranged and melee auto attacks to regenerate mana but reducing your total damage done by 10%. In addition, you gain 10% of maximum mana every 3 sec. Mana gained is based on the speed of your weapon. Only one Aspect can be active at a time.
  • Expose Weakness (Belt)
    • Your melee and ranged criticals increase your attack power by 40% of your current Agility for 7 sec.
  • Melee Specialist (Belt)
    • Raptor Strike cooldown reduced to 3 sec and is now instant, Mongoose Bite cooldown removed, and Raptor Strike has a 30% chance on each attack not to trigger its cooldown.
  • Steady Shot (Belt)
    • A steady shot that causes 60% ranged weapon damage.
  • Dual Wield Specialization (Boots)
    • Increases the damage done by your offhand weapon by 50%, causes your Raptor Strike to strike with both weapons when you are dual-wielding, and Raptor Strike deals 30% increased damage when you are wielding two weapons of the same type.
  • Invigoration (Boots)
    • When your pet scores a critical hit with a special ability, you instantly regenerate 5% of your maximum mana.
  • Wyvern Strike (Boots)
    • A stinging strike that deals 100% weapon damage and poisons the target with a Sting for (10 / 100 * 6 * Attack power) Nature damage over 6 sec. Only one Sting per Hunter can be active on the target at a time.
  • Trap Launcher (Boots)
    • Your Traps can now be placed at any location within 40 yards, and can be placed while you are in combat. Additionally, your Fire-based and Frost-based traps now have separate shared cooldowns.

Phase 3

  • Focus Fire (Bracers)
    • Consumes all applications of Frenzy from your pet, increasing your ranged attack speed by 3% and granting 4 Focus to your pet for each application of Frenzy consumed. Lasts 20 sec.
    • Your pet gains Frenzy each time it uses a Basic Attack, increasing its melee attack speed by 6% for 10 sec, stacking up to 5 times.
  • T.N.T. (Bracers)
    • Increases the damage done by Explosive Shot and all your damaging traps by 10%.
  • Raptor Fury (Bracers)
    • Raptor Strike increases damage done by Raptor Strike and Mongoose Bite by 15% for 15 sec, stacking up to 5 times. Subsequent doses do not extend the duration of this effect.
  • Lock and Load (Helm)
    • Each time one of your traps is triggered, your next Shot ability within 20 sec costs no mana and does not incur a cooldown.
  • Catlike Reflexes (Helm)
    • Increases your chance to dodge by 20% and your pet’s chance to dodge by 9%. In addition, reduces the cooldown of your Kill Command and Flanking Strike abilities by 50%.
  • Rapid Killing (Helm)
    • Reduces the cooldown on Rapid Fire by 2 min, and your next Shot ability within 20 sec after killing a target worth experience or honor deals 20% increased damage.

Phase 4

  • Improved Volley (Cloak)
    • Reduces the mana cost of your Volley by 50%, reduces its cooldown by 100%, increases its damage by 100%, and it no longer suffers pushback from damaging attacks. Volley also deals 3% of your ranged Attack Power as additional damage each time it deals damage.
  • Resourcefulness (Cloak)
    • Reduces the mana cost of all traps by 100% and their cooldowns by 6 seconds.
  • Hit and Run (Cloak)
    • Raptor Strike increases movement speed by 30% for 15 seconds.
  • Axe Specialization (Ring)
    • Skill with Axes and Two-Handed Axes increased by 5.
  • Dagger Specialization (Ring)
    • Skill with Daggers increased by 5.
  • Fist Weapon Specialization (Ring)
    • Skill with Fist Weapons (Unarmed) increased by 5.
  • Nature Specialization (Ring)
    • Chance to hit with Nature spells increased by 6%.
  • Ranged Weapon Specialization (Ring)
    • Skill with Bows, Guns, Crossbows, and Thrown weapons increased by 5. This effect is not cumulative with racial bonuses or other ring runes. In Phase 5, this rune now increases the chance for Beast pets to hit by 2%.
  • Pole Weapon Specialization (Ring)
    • Skill with Staves and Polearms increased by 5.
  • Sword Specialization (Ring)
    • Skills with Swords and Two-Handed Swords increased by 5.

Phase 5

  • Frost Specialization (Ring)
    • Now applies to Hunter Trap hit chance,
  • Fire Specialization (Ring)
    • Now applies to Hunter Trap hit chance.

Paladin

Phase 1

  • Seal of Martyrdom (Skill book as of Phase 4)
    • Fills you with holy spirit for 30 sec, causing each of your melee attacks to deal 30% weapon damage to your target, but you lose health equal to 10% of the damage inflicted. While this seal is active, your party members within 40 yards each gain mana equal to 10% of damage you take from this seal.
    • Unleashing this Seal’s energy will judge an enemy, instantly causing 70 weapon damage at the cost of health equal to 10% of the damage inflicted.
  • Divine Storm (Chest)
    • An instant weapon attack that causes 110% of weapon damage to up to 4 enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused.
  • Hallowed Ground (Chest)
    • Your Consecration now also heals party members within its area for 200% as much as it damages enemies.
  • Aegis (Chest)
    • Increases your block value by 30% and damaging melee and ranged attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks. Effect not cumulative with Redoubt.
    • Proc chance: 10%
  • Beacon of Light (Gloves)
    • The target becomes a Beacon of Light to all members of your party or raid within a 40 yard radius. Any heals you cast on party or raid members will also heal the Beacon for 75% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 1 min.
  • Crusader Strike (Gloves)
    • An instant strike that causes 75% weapon damage and regenerates 2% of your maximum mana.
  • Hand of Reckoning (Gloves)
    • Taunts the target to attack you but has no effect if the target is already attacking you.
    • While you know this ability, the threat bonus from Righteous Fury is increased to 80% and Righteous Fury causes you to gain mana when heled by others equal to 25% of the amount healed. Additionally, while Righteous Fury is active, damage which takes you below 35% health is reduced by 20%. Righteous Fury will remain active until cancelled.
  • Divine Sacrifice (Legs)
    • 30% of all damage taken by party members within 30 yards is redirected to the Paladin for 10 sec. Damage which reduces the Paladin below 20% health will break the effect and grant the paladin 10% increased damage and healing done for 10 sec. Divine Sacrifice cannot be used while you are under the effects of Blessing of Protection, Divine Shield, or Divine Protection, and prevents you from being targeted by those abilities while it is active.
  • Inspiration Exemplar (Legs)
    • Your inspiring presence periodically dispels Fear and Sleep effects on nearby party members.
  • Avenger’s Shield (Legs)
    • Hurls a holy shield at the enemy, dealing (366 */ 100 + 0.091 * Spell power + 0.091 * Attack power) to (448 */ 100 + 0.091 * Spell power + 0.091 * Attack power) Holy damage, Dazing them and then jumping to additional nearby enemies. Affects 3 total targets. Lasts 10 sec.
  • Rebuke (Legs)
    • Interrupts spellcasting and prevents any spell in that school from being cast for 2 sec.
  • Aura Mastery (Legs as of Phase 5)
    • Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improves the effect of all other auras by 100%. Lasts 6 sec.

Phase 2

  • Enlightened Judgements (Belt)
    • Increases the range on your Judgement by 30 yards and your spell hit with all spells by 17%.
  • Malleable Protection (Belt as of Phase 4)
    • You can now take actions during Divine Protection and its duration is increased by 50%, but it only reduces damage you take by 50% instead of making you immune.
  • Infusion of Light (Belt as of Phase 5)
    • Increases the damage done by your Holy Shock by 20%, and your damaging critical strikes with Holy Shock refund its mana cost and reduce its remaining cooldown by 3 sec.
  • Sheath of Light (Belt)
    • Dealing damage with your melee weapon increases your spell power by an amount equal to 30% of your attack power for 1 min. In addition, your critical healing spells heal the target for 60% of the healed amount over 12 sec.
  • Guarded by the Light (Boots)
    • Each time you hit a target with your melee weapon, you gain 5% of your maximum mana per 3 sec for 15 sec, but the amount healed by your Flash of Light, Holy Light, and Holy Shock spells is reduced by 50% during this mana regeneration.
  • Sacred Shield (Boots)
    • Each time the target takes damage they gain a Sacred Shield, absorbing 500 damage and increasing the Paladin’s chance to critically hit with Flash of Light by 50% for up to 6 sec. In addition, causes your Flash of Light to heal targets with Sacred Shield for an additional 100% over 12 sec. They cannot gain this effect more than once every 6 sec. Lasts 30 sec. This spell cannot be on more than one target at any one time.
  • The Art of War Engrave (Boots)
    • Your melee critical strikes reset the cooldowns on Holy Shock and Exorcism.

Phase 3

  • Hammer of the Righteous (Bracers)
    • Hammer the current target and up to 2 additional nearby targets, causing 4 times your main hand damage per second as Holy damage.
  • Improved Hammer of Wrath (Bracers)
    • The cooldown on Hammer of Wrath is reset each time it damages an enemy below 10% health.
  • Purifying Power (Bracers)
    • Reduces the cooldown on Exorcism and Holy Wrath by 50%, and Holy Wrath can now be cast at any target and will Stun Undead and Demon targets for 2 sec.
  • Fanaticism (Helm)
    • Increases your critical strike chance with Holy spells by 18%.
  • Improved Sanctuary (Helm)
    • Increases the damage prevented by your Blessing of Sanctuary by 100%, and increases damage done by your Blessing of Sanctuary by 30% of your shield block value.
  • Light’s Grace (Helm)
    • Your Holy Light spell reduces the cast time of your next Holy Light spell by 0.5 sec. Lasts 15 sec.
  • Wrath (Helm)
    • Your Consecration damage can now be critical strikes, and damage from your Exorcism, Holy Shock, Holy Wrath, and Consecration spells gains additional critical strike chance equal to your melee critical strike chance.

Phase 4

  • Shield of Righteousness (Cloak)
    • Slam the target with your shield, causing Holy damage based on your block value plus an additional 163.332.
  • Vindicator (Cloak)
    • You gain 200% of your Intellect as Spell Damage for 1 min when you cast Holy Shock.
  • Righteous Vengeance (Cloak)
    • When your Judgement, Crusader Strike, or Divine Storm deals a critical strike, your target will take 50% additional damage over until cancelled.
  • Divine Light (Cloak as of Phase 4)
    • Heals a friendly target for 2387 to 2637. 50% of any excess healing on the target is converted into an absorption shield that lasts 15 sec. Multiple casts of Divine Light do not accumulate this shield.
    • Divine Light benefits from all talents and effects that trigger from or modify Holy Light.
  • Axe Specialization (Ring)
    • Skill with Axes and Two-Handed Axes increased by 5.
  • Holy Specialization (Ring)
    • Chance to hit with Holy spells increased by 6%.
  • Mace Specialization (Ring)
    • Skill with Maces and Two-Handed Maces increased by 5.
  • Sword Specialization (Ring)
    • Skills with Swords and Two-Handed Swords increased by 5.
  • Exorcist (Skill book as of Phase 4)
    • Exorcism can now be cast on any target and has 100% increased critical strike chance against Undead and Demons.

Phase 5

  • Horn of Lordaeron (Skill book as of Phase 5)
    • The Paladin blows the Horn of Lordaeron, which increases total Strength and Agility of all party members within 30 yards by 6. Lasts 2 min. Exclusive with Blessing of Might

Mage

Phase 1

  • Regeneration (Chest)
    • Heals the target for (* 82 / 100 * 3) health over 3 sec and applies Temporal Beacon for 30 sec. After casting this spell, you will suffer from Tangled Causality for 5 min, reducing your Fire and Frost spell damage done by 50% and preventing the use of Ice Block.
    • Temporal Beacon: Records the subject’s space-time position. 100% of all Arcane damage done by the caster will be converted to chronomantic healing and divided among the caster’s current Temporal Beacon targets.
  • Burnout (Chest)
    • Increases your spell critical strike chance with all spells by 15%, but your non-periodic spell critical strikes now have an additional mana cost of 1% of your base mana.
  • Fingers of Frost (Chest)
    • Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 2 spells cast as if the target were Frozen. Lasts 15 sec.
  • Enlightenment (Chest)
    • You deal 10% more damage while you have more than 70% mana. While below 30% mana 10% of your mana regeneration continues while casting.
  • Arcane Blast (Gloves)
    • Blasts the target with energy, dealing (* 453 / 100) to (* 527 / 100) Arcane damage. Each time you cast Arcane Blast, the damage and healing of all other Arcane spells is increased by 15% and mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 6 sec or until any other Arcane damage or healing spell is cast.
  • Ice Lance (Gloves)
    • Deals (* 55 / 100) to (* 65 / 100) Frost damage to an enemy target. Causes triple damage against Frozen targets.
  • Rewind Time (Gloves)
    • Your current target with your Temporal Beacon instantly heals all damage taken over the last 5 seconds. Ineffective on targets that did not have a Temporal Beacon 5 seconds ago.
  • Living Bomb (Gloves)
    • The target becomes a Living Bomb, taking (* 85 / 100 * 4) Fire damage over 12 sec. After 12 sec or when the spell is dispelled, the target explodes dealing (* 171 / 100) Fire damage to all enemies within 10 yards
  • Icy Veins (Legs)
    • Hastens your spellcasting, increasing spell casting speed by 20% and reduces the pushback suffered from damaging attacks while casting by 100%. Lasts 20 sec.
  • Arcane Surge (Legs)
    • Unleash all of your remaining mana in a surge of energy focused at the target dealing (* 226 / 100) to (* 264 / 100) Arcane damage, increased by up to 300% based on your mana remaining. Afterward, your normal mana regeneration is activated and increased by 300% for 8 sec.
  • Mass Regeneration (Legs)
    • Heals all of target player’s party members within 15 yards of target player for (* 42 / 100 * 3) health over 3 sec and applies Temporal Beacon to each target for 15 sec. After casting this spell, you will suffer from Tangled Causality for 5 min, reducing your Fire and Frost spell damage done by 50% and preventing the use of Ice Block.
    • Temporal Beacon: Records the subject’s space-time position. 40% of all Arcane damage done by the caster will be converted to chronomantic healing and divided among the caster’s current Temporal Beacon targets.
  • Living Flame (Gloves)
    • Summons a spellfire flame that moves toward the target, leaving a trail of spellfire. This trail deals (* 100 / 100) spellfire damage every second to nearby enemies. Lasts 20 sec.

Phase 2

  • Frostfire Bolt (Belt)
    • Launches a bolt of frostfire at the enemy, causing [(13.828124 + 0.018012 * Level + 0.044141 * Level * Level) * 258 / 100] to [(13.828124 + 0.018012 * Level + 0.044141 * Level * Level) * 300 / 100] Frostfire damage, slowing movement speed by 40% and causing an additional [(13.828124 + 0.018012 * Level + 0.044141 * Level * Level) * 8 / 100 * 3] Frostfire damage over 9 sec. This spell will be checked against the lower of the target’s Frost and Fire resists and counts as both Frost and Fire damage.
  • Hot Streak (Belt)
    • Any time you score 2 non-periodic spell criticals in a row using Fireball, Fire Blast, Scorch, or Living Bomb, your next Pyroblast spell cast within 10 sec will be instant cast.
  • Missile Barrage (Belt)
    • Gives your Arcane Blast a 40% chance, and your Fireball and Frostbolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the mana cost by 100%, and missiles will fire every 0.5 secs.
  • Spellfrost Bolt (Belt)
    • Launches a bolt of spellfrost at the enemy, causing [(13.828124 + 0.018012 * Level + 0.044141 * Level * Level) * 203 / 100] to [(13.828124 + 0.018012 * Level + 0.044141 * Level * Level) * 237 / 100] Spellfrost damage and slowing movement speed by 40% for 9 sec. This spell will be checked against the lower of the target’s Frost and Arcane resists and counts as both Frost and Arcane damage.
  • Brain Freeze (Boots)
    • Your Frost damage spells with chilling effects have a 15% chance to cause your next Fireball, Spellfrost Bolt, or Frostfire Bolt spell to be instant cast and cost no mana.
  • Chronostatic Preservation (Boots)
    • Heals a friendly target for [(38.258376 + 0.904195 * Level + 0.161311 * Level * Level) * 200 / 100] to [(38.258376 + 0.904195 * Level + 0.161311 * Level * Level) * 300 / 100].] [Fuses Arcane, Fire, and Frost magic to freeze chronomantic energy into a stored state for later use. You can hold this energy for up to 15 sec before it combusts and expires. When unleashed, heals a friendly target for [(38.258376 + 0.904195 * Level + 0.161311 * Level * Level) * 200 / 100] to [(38.258376 + 0.904195 * Level + 0.161311 * Level * Level) * 300 / 100].
    • This spell is considered Arcane, Fire, and Frost for interactions with other spells, talents, and effects.
  • Spell Power (Boots)
    • Increases critical strike damage bonus of all spells by 50%.

Phase 3

  • Balefire Bolt (Bracers)
    • Unleash a reality-distorting burst of raw magic at your enemy, dealing 486.686 to 730.029 Chimeric damage. Each time you cast Balefire Bolt, the damage of your next Balefire Bolt within 30 sec will be increased by 20% and your Spirit will be decreased by 20% for 30 sec, both stacking up to 5 times. If your Spirit reaches 0 as consequence, you will immediately die. This spell will be checked against the lower of the target’s Arcane, Fire, and Frost resists.
  • Displacement (Bracers)
    • Teleports back to where you last cast Blink from and resets the cooldown on Blink. Only usable within 10 sec of casting Blink.
  • Molten Armor (Bracers)
    • Causes [10 / 100 * (13.828124 + 0.018012 * Level + 0.044141 * Level * Level)] Fire damage when hit, increases your spell critical strike chance by 5%, and reduces the chance you are critically hit by 5%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
  • Advanced Warding (Helm)
    • Increases the magnitude of your Mana Shield, Frost Ward, and Fire Ward by 100%, and decreases mana drained by Mana Shield by 50% per damage done.
  • Deep Freeze (Helm)
    • Stuns the target for 5 sec. Only usable on Frozen targets. Deals [462 * (13.828124 + 0.018012 * Level + 0.044141 * Level * Level) / 100] to [538 * (13.828124 + 0.018012 * Level + 0.044141 * Level * Level) / 100] damage to targets permanently immune to Stun.
  • Temporal Anomaly (Helm)
    • Launches an orb of temporal energy which slowly moves forward and every 2 sec grants all nearby party members a shield absorbing [100 * (13.828124 + 0.018012 * Level + 0.044141 * Level * Level) / 100] damage for 15 sec.

Phase 4

  • Arcane Barrage (Cloak)
    • Launches several missiles at the enemy target, causing 25 to 31 Arcane damage. This spell also has a 20% to trigger Missile Barrage.
  • Overheat (Cloak)
    • Fire Blast will always deal a critical strike, can be cast while casting another spell, and is not affected by the global cooldown.
  • Frozen Orb (Cloak)
    • Launches an orb of swirling ice which rapidly moves forward over 16 sec. While it is moving, every 1 sec the orb deals 112.573 Frost Damage and applies a Chill for 30% movement speed reduction to all enemies it passes through. The first time it damages an enemy, its movement will slow and it will have a 100% chance to trigger the Fingers of Frost rune.
  • Arcane Specialization (Ring)
    • Chance to hit with Arcane spells increased by 6%.
  • Dagger Specialization (Ring)
    • Skill with Daggers increased by 5.
  • Fire Specialization (Ring)
    • Chance to hit with Fire spells increased by 6%.
  • Frost Specialization (Ring)
    • Chance to hit with Frost spells increased by 6%.
  • Pole Weapon Specialization (Ring)
    • Skill with Staves and Polearms increased by 5.
  • Sword Specialization (Ring)
    • Skills with Swords and Two-Handed Swords increased by 5.

Shaman

Phase 1

  • Healing Rain (Chest)
    • Selects the area 15 yards around target player, and heals all of target player’s party members within that area for (* 15 / 100) every second.
  • Dual Wield Specialization (Chest)
    • Increases your chance to hit with both spells and melee attacks by 5% while dual wielding and your Stormstrike ability now hits with both weapons while dual wielding.
  • Shield Mastery (Chest)
    • Each time you Block, you regenerate mana equal to 8% of your maximum mana and you gain Armor equal to 30% of your shield’s armor value, stacking up to 5 times. You also always gain 10% increased chance to Block and 15% increased Block value.
  • Overload (Chest)
    • Gives your Lightning Bolt, Chain Lightning, Chain Heal, Healing Wave, and Lava Burst spells a 33% chance to cast a second, similar spell on the same target at no additional cost that causes half damage or healing and no threat.
    • Proc chance: 60%
  • Lava Lash (Gloves)
    • You charge your off-hand weapon with lava, instantly dealing 100% off-hand weapon damage. Damage is increased by 20% if your off-hand weapon is enchanted with Flametongue.
  • Water Shield (Gloves)
    • The caster is surrounded by 3 globes of water, granting 1% of your maximum mana per 5 sec. When a spell, melee or ranged attack hits the caster, 4% of maximum mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.
  • Lava Burst (Gloves)
    • You hurl molten lava at the target, dealing (469 / 100 *) to (605 / 100 *) Fire damage. If your Flame Shock is on the target, Lava Burst will deal a critical strike.
  • Molten Blast (Gloves)
    • Blast up to 0 enemies in a cone in front of you for (* 72 / 100 + 5 / 100 * Attack power) to (* 108 / 100 + 5 / 100 * Attack power) Fire damage. This ability generates a high amount of threat. Flame Shock periodic damage has a 10% chance to reset the cooldown on Molten Blast.
  • Way of Earth (Legs)
    • While Rockbiter Weapon is active on your main hand weapon, you deal 50% increased threat, gain 30% increased health, take 10% reduced damage, and gain 6% reduced chance to be critically hit by melee attacks, and Earth Shock taunts targets to attack you and has a separate cooldown from other Shock spells but has its range reduced to melee energy.
  • Ancestral Guidance (Legs)
    • For the next 10 sec, 25% of your damage is converted to healing on up to 3 nearby party members, and 100% of your healing is converted to damage on your most recent Flame Shock target.
  • Earth Shield (Legs)
    • Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target for 100. This effect can only occur once every few seconds. 3 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.
  • Shamanistic Rage (Legs)
    • Reduces all damage you take by 20% and you regenerate mana every second for 15 sec. Mana regenerated per second is equal to 15% of your Attack Power, 10% of your spell power, or 6% of your healing power, whichever value is greatest. Your party members within 40 yards will also receive 10% of the mana you receive this way.

Phase 2

  • Two-Handed Mastery (Chest)
    • Each time you strike an enemy with a two-handed weapon, you gain 50% attack speed with two-handed weapons, 15% increased Attack Power, and 10% increased chance to hit with spells for 10 sec. This effect is lost if you strike an enemy with a one-handed weapon.
  • Fire Nova (Belt)
    • Your Fire Nova Totem spell is replaced with Fire Nova, which causes your current Fire totem to emit damage at its location.
  • Maelstrom Weapon (Belt)
    • When you deal damage with a melee attack, you have a chance to reduce the cast time of your next Lightning Bolt, Chain Lightning, Lesser Healing Wave, Healing Wave, Chain Heal, or Lava Burst spell by 20%. Stacks up to 5 times. Lasts 30 sec.
  • Power Surge (Belt as of Phase 5)
    • Flame Shock’s periodic damage can no longer make the Shaman’s next Chain Heal instant, and Riptide periodic healing can no longer reset the cooldown on Lava Burst and Chain Lightning and can no longer make those spells instant.
  • Ancestral Awakening (Boots)
    • When you critically heal with your Healing Wave or Lesser Healing Wave you summon an Ancestral spirit to aid you, instantly healing the lowest percentage health party member within 40 yards for 30% of the amount healed.
  • Decoy Totem (Boots)
    • Summons a Decoy Totem for 10 sec with 5 health at the feet of the target that will redirect the next melee or ranged attack made against the target to the totem instead. The totem also grants the target immunity to movement impairing effects for 10 sec.
  • Spirit of the Alpha (Boots)
    • Infuses the target with the spirit of an alpha wolf, increasing all threat generated by the target by 45% for 30 min. Limit 1 target.

Phase 3

  • Overcharged (Bracers)
    • Your Lightning Shield never loses charges, now has a 1 sec cooldown, and deals damage to all enemies within 8 yards.
  • Riptide (Bracers)
    • Heals a friendly target for [113 / 100 * (29.888200 + 0.690312 * 60 + 0.136267 * 60 * 60)]634.911 to [123 / 100 * (29.888200 + 0.690312 * 60 + 0.136267 * 60 * 60)]691.098 and another [5 * 24 / 100 * (29.888200 + 0.690312 * 60 + 0.136267 * 60 * 60)]674.242 over 15 sec.
    • Your next Chain Heal cast on that primary target within 15 sec will consume the healing over time effect and increase the amount of the Chain Heal by 25%. This spell also triggers Ancestral Awakening.
  • Rolling Thunder (Bracers)
    • Lightning Bolt and Chain Lightning have a 30% chance to add an additional charge to your active Lightning Shield, up to a maximum of 9 Charges.
      Earth Shock now releases all Lightning Shield charges above 3, dealing their damage to the target, and energizing you for 2% of your maximum mana per charge released.
  • Static Shock (Bracers)
    • Your Lightning Shield now has 9 charges, and your melee attacks have a 6% chance to trigger one of those charges, immediately damaging your target.
  • Burn (Helm as of Phase 5)
    • Your Flame Shock now strikes up to 5 targets, gains 6 sec increased duration, and deals 100% increased damage. In addition, while you have Flametongue Weapon imbued on your main hand equipped weapon, you gain increased 1 spell damage per Intellect.
  • Mental Dexterity (Helm)
    • Dealing damage with your melee weapons increases your Attack Power by 100% of your Intellect, and your spell damage by 35% of your total Attack Power for 10 sec.
  • Tidal Waves (Helm)
    • When you cast Chain Heal or Riptide you gain 2 charges of Tidal Waves, which reduces the cast time of your Healing Wave by 30% and increases the critical effect chance of your Lesser Healing Wave by 25%.

Phase 4

  • Storm, Earth, and Fire (Cloak)
    • Reduces the cooldown of your Chain Lightning by 100%, causes your Earthbind Totem to root targets for 5 sec when cast, and increases the periodic damage done by your Flame Shock by 60%.
  • Feral Spirit (Cloak)
    • Summons two Spirit Wolves under the command of the Shaman, lasting 45 sec.
  • Coherence (Cloak)
    • Causes Chain heal effectiveness to only reduce by 35% per jump, and Chain Lightning effectiveness to only reduce by 20% per jump. Each also jumps to 1 additional target.
  • Greater Ghost Wolf (Legs as of Phase 4)
    • Your Ghost Wolf ability can now be used indoors, and reduces all damage you take by 10% while active.
  • Axe Specialization (Ring)
    • Skill with Axes and Two-Handed Axes increased by 5.
  • Dagger Specialization (Ring)
    • Skill with Daggers increased by 5.
  • Fire Specialization (Ring)
    • Chance to hit with Fire spells increased by 6%.
  • Fist Weapon Specialization (Ring)
    • Skill with Fist Weapons (Unarmed) increased by 5.
  • Frost Specialization (Ring)
    • Chance to hit with Frost spells increased by 6%.
  • Mace Specialization (Ring)
    • Skill with Maces and Two-Handed Maces increased by 5.
  • Nature Specialization (Ring)
    • Chance to hit with Nature spells increased by 6%.
  • Pole Weapon Specialization (Ring)
    • Skill with Staves and Polearms increased by 5.

Warrior

Phase 1

  • Raging Blow (Chest)
    • A ferocious strike that deals 100% weapon damage, but can only be used while Enrage, Berserker Rage, or Bloodrage is active.
  • Flagellation (Chest)
    • Gain a 25% bonus to Physical damage done for 12 sec after activating Bloodrage or Berserker Rage.
  • Blood Frenzy (Chest)
    • Each time you deal Bleed damage, you gain 3 Rage.
  • Warbringer (Chest)
    • Your Charge, Intercept, and Intervene abilities are now usable while in combat and in any stance, and will all remove movement impairing effects when activated.
  • Victory Rush (Gloves)
    • Instantly attack the target causing 151 damage and healing you for 10% of your maximum health. Only useable 20 sec after you kill an enemy that yields experience or honor.
  • Devastate (Gloves)
    • Sunder Armor also deals 150% weapon damage, increased by 10% per application of Sunder Armor already on the target.
  • Quick Strike (Gloves)
    • A reckless instant melee attack with your two-handed weapon dealing (Attack power * 25 / 100) to (Attack power * 35 / 100) physical damage. This ability benefits from and triggers all effects associated with Heroic Strike.
  • Endless Rage (Gloves)
    • You generate 25% more Rage from all damage you deal.
  • Single-Minded Fury (Gloves)
    • While dual-wielding, your Physical damage and movement speed are increased by 10%.
  • Furious Thunder (Legs)
    • Thunder Clap now increases the time between attacks by an additional 6%, can be used in any stance, and deals 50% increased threat.
  • Consumed by Rage (Legs)
    • Enrages you and grants you a 20% melee damage bonus for 12 sec or up to a maximum of 12 swings after you exceed 80 Rage.
  • Frenzied Assault (Legs)
    • While wielding 2-handed weapons, your attack speed is increased by 30% and your successful melee hits generate 2 additional Rage, or 4 additional Rage if they are critical hits.

Phase 2

  • Blood Surge (Belt)
    • Heroic Strike, Bloodthirst, and Whirlwind have a 30% chance to make your next Slam within 15 sec instant and cost no Rage.
  • Focused Rage (Belt)
    • Reduces the rage cost of your offensive abilities by 3.
  • Precise Timing (Belt)
    • Slam is now instant but has a 6 sec cooldown.
  • Enraged Regeneration (Boots)
    • Heals you for 30% of your maximum health over 10 sec, but can only be used while Enrage, Berserker Rage, or Bloodrage is active. Useable while Stunned.
  • Intervene (Boots)
    • Run at high speed towards a party member, intercepting the next melee or ranged attack made against them as well as reducing their total threat by 10%.
  • Rallying Cry (Boots)
    • Let loose a rallying cry, granting all party and raid members within 40 yards 15% increased maximum health for 10 sec.

Phase 3

  • Gladiator Stance (Boots)
    • An aggressive stance that increases damage while you are wearing a shield by 10% and increases block chance by 10%, but reduces armor by 30% and threat generated by 10%.
      While wearing a shield in Gladiator Stance, you may use all abilities that are restricted to other stances.
  • Rampage (Bracers)
    • Warrior goes on a rampage, increasing attack power by 2% and causing most successful melee attacks to increase attack power by an additional 2%. This effect will stack up to 5 times. Lasts 30 sec. This ability can only be used after scoring a critical hit.
  • Sword and Board (Bracers)
    • When your Devastate and Revenge abilities deal damage they have a 30% chance of refreshing the cooldown of your Shield Slam ability and reducing its Rage cost by 100% for 5 sec.
  • Wrecking Crew (Bracers)
    • Your melee critical hits Enrage you, increasing all physical damage caused by 10% for 12 sec. This effect does not stack with Enrage.
  • Shield Mastery (Helm)
    • Increases all physical damage you deal by 10% while you have a shield equipped, and reduces the duration of all Disarm effects used against you by 50%. This does not stack with other Disarm duration reducing effects.
  • Taste for Blood (Helm)
    • Whenever your Rend ability causes damage, your Overpower ability will activate for 9 sec or 1 attack. This effect will not occur more than once every 6 sec.
  • Vigilance (Helm)
    • Focus your protective gaze on a party or raid member, reducing their damage taken by 3% and transferring 10% of the threat they cause to you. In addition, each time they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 min. This effect can only be on one target at a time.

Phase 4

  • Fresh Meat (Cloak)
    • Damaging a target with Bloodthirst, Mortal Strike, or Shield Slam has a 100% chance the first time and a 10% chance each subsequent time to Enrage you (activating abilities which requiring being Enraged), and cause you to deal 10% increased Physical damage for 12 sec.
  • Sudden Death (Cloak)
    • Your melee hits have a 10% chance to grant Sudden Death. Sudden Death allows one use of Execute regardless of the target’s health state. When Execute is enabled by Sudden Death, you will retain 10 rage after using Execute.
  • Shockwave (Cloak)
    • Sends a wave of force in front of the warrior, causing (50 / 100 * Attack power) damage and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.
  • Axe Specialization (Ring)
    • Skill with Axes and Two-Handed Axes increased by 5.
  • Dagger Specialization (Ring)
    • Skill with Daggers increased by 5.
  • Fist Weapon Specialization (Ring)
    • Skill with Fist Weapons (Unarmed) increased by 5.
  • Mace Specialization (Ring)
    • Skill with Maces and Two-Handed Maces increased by 5.
  • Ranged Weapon Specialization (Ring)
    • Skill with Bows, Guns, Crossbows, and Thrown weapons increased by 5. This effect is not cumulative with racial bonuses or other ring runes. In Phase 5, this rune now increases the chance for Beast pets to hit by 2%.
  • Pole Weapon Specialization (Ring)
    • Skill with Staves and Polearms increased by 5.
  • Sword Specialization (Ring)
    • Skills with Swords and Two-Handed Swords increased by 5.

Warlock

Phase 1

  • Lake of Fire (Chest)
    • Rain of Fire also leaves a Lake of Fire on the ground that increases all Fire damage you deal and your Demon pet deals to affected enemies by 40% for 15 sec.
  • Master Channeler (Chest)
    • Your Drain Life is no longer channeled, lasts 15 sec with a 15 sec cooldown, costs 100% more mana, and heals you for 50% more each time it deals damage.
  • Soul Siphon (Chest)
    • Increases the amount drained by your Drain Life and Drain Soul spells by an additional 6% for each of your Warlock Shadow effects afflicting the target, up to a maximum of 18% additional effect.
  • Demonic Tactics (Chest)
    • Increases the melee and spell critical strike chance of you and your pet by 10%.
  • Haunt (Gloves)
    • Unleash a ghostly soul on an enemy, dealing 108 to 127 damage, and increasing all Shadow damage over time you deal to that target by 20%. When Haunt ends or is dispelled, you will be healed for all the damage it dealt to your target.
  • Shadow Bolt Volley (Gloves)
    • Your Shadow Bolt now strikes up to 5 targets within a chain distance of 10 yards, but for 20% reduced damage.
  • Chaos Bolt (Gloves)
    • Sends a bolt of chaotic fire at the enemy, dealing 225 to 286 Fire damage. Chaos bolt always hits, cannot be resisted, and its knowledge causes all your Fire spells to pierce through absorption effects.
  • Metamorphosis (Gloves)
    • Transform into a Demon, increasing Armor by 500%, reducing the chance you will be critically hit by 6%, increasing your threat by 77%, increasing mana gained from Life Tap by 100%, but reducing all damage you deal by 15%. Metamorphosis transforms the functionality of some abilities and grants new ones:
      • Searing Pain: Now instant.
      • Shadow Bolt: Becomes a Shadow Cleave, a Shadowy melee attack that hits up to 3 nearby enemies, but has a 6 sec cooldown.
      • Menace: Taunts the target to attack you, but has no effect if the target is already attacking you.
      • Demon Charge: Charge an enemy and stun it for 1 sec. Cannot be used in combat.
      • Demon Howl: Forces all nearby enemies to focus attacks on you for 6 sec.
  • Everlasting Affliction (Legs)
    • Drain Life, Drain Soul, Shadowbolt, Shadow Cleave, Searing Pain, Incinerate, and Haunt refresh the duration of your Corruption on the target back to its maximum duration.
  • Demonic Grace (Legs)
    • Surge with Fel energy, increasing your pet’s and your own dodge chance by 20%, and your chance to critically strike with all attacks by 30%. Lasts 6 sec.
  • Demonic Pact (Legs as of Phase 5)
    • Your Fire and Shadow spells deal 10% more damage, and your pet’s critical strikes apply the Demonic Pact effect to your party or raid members for 45 sec. Demonic Pact increases all damage by 10%. Does not work on Subjugated demons.

Phase 2

  • Grimoire of Synergy (Belt)
    • Recite from a dark tome, granting damage done by you or your summoned demon a 5% chance to increase the damage done by the other by 5% for 15 sec. Recitation lasts 30 min.
  • Invocation (Belt)
    • Refreshing Corruption, Immolate, Curse of Agony, or Siphon Life when it has less than 6 seconds duration remaining will cause you to deal instant damage to the target equal to one period of that spell’s periodic damage.
  • Shadow and Flame (Belt)
    • Your critical strikes with Fire and Shadow spells increase your Fire and Shadow damage done by 10% for 10 sec.
  • Dance of the Wicked (Boots)
    • You and your demon pet gain dodge chance equal to your spell critical strike chance each time you deal a critical strike to an enemy, and also both regain 2% of maximum mana.
  • Demonic Knowledge (Boots)
    • Increases your spell damage and healing by a value equal to 10% of your Demon pet’s total Stamina plus Intellect.
  • Shadowflame (Boots)
    • Targets in a cone in front of the caster take [64 * (6.568597 + 0.672028 * Level + 0.031721 * Level * Level) / 100] Shadow damage and an additional [24 * 4 * (6.568597 + 0.672028 * Level + 0.031721 * Level * Level) / 100] Fire damage over 8 sec. This effect can be consumed with Conflagrate.

Phase 3

  • Immolation Aura (Bracers)
    • Burns nearby enemies for [(6.568597 + 0.672028 * Level + 0.031721 * Level * Level) * 20 / 100] damage every 2 seconds, and reduces all magic damage taken by 10%. Lasts until cancelled.
  • Summon Felguard (Bracers)
    • Summons a Felguard under the command of the Warlock. The Felguard benefits from all talents and effects that trigger from or benefit any of your other Demon minions.
  • Unstable Affliction (Bracers)
    • Shadow energy slowly destroys the target, causing [60 * 5 * (6.568597 + 0.672028 * Level + 0.031721 * Level * Level) / 100] damage over 15 sec. In addition, if the Unstable Affliction is dispelled it will cause [60 * 9 * (6.568597 + 0.672028 * Level + 0.031721 * Level * Level) / 100] damage to the dispeller and silence them for 5 sec. Only one Unstable Affliction or Immolate per Warlock can be active on any one target.
  • Incinerate (Bracers as of Phase 5)
    • Burn your enemy for [222 / 100 * (6.568597 + 0.672028 * 60 + 0.031721 * 60 * 60)] to [258 / 100 * (6.568597 + 0.672028 * 60 + 0.031721 * 60 * 60)] damage and increase all Fire damage you deal by 40% for the next 15 sec.
  • Backdraft (Helm)
    • Your Conflagrate ability also grants 30% spellcasting haste for 10 sec.
  • Pandemic (Helm)
    • Periodic damage from your Corruption, Unstable Affliction, Curse of Agony, Immolate, Curse of Doom, and Siphon Life abilities can now be critical strikes.
  • Vengeance (Helm)
    • When activated, this ability temporarily grants you a 30% increase to your maximum health for 20 sec. After the effect expires, the health is lost.
    • Additionally, while in Metamorphosis, Vengeance causes your wings to slow your falling speed.

Phase 4

  • Decimation (Cloak)
    • Your Soul Fire spell no longer has a cooldown. Additionally, when you Shadow Bolt, Shadow Cleave, Incinerate, or Soul Fire a target that is at or below 35% health, the cast time of your Soul Fire spell is reduced by 40% for 10 sec. Soul Fires cast under the effect of Decimation cost no shard.
  • Mark of Chaos (Cloak)
    • After striking a target with Shadowburn, your next single-target non-periodic spell gains 100% increased critical strike chance.
  • Infernal Armor (Cloak)
    • Your spirit becomes infused with demonic energy, reducing all Magic damage you take by a percentage equal to your Physical damage reduction from armor. Lasts 10 sec.
  • Dagger Specialization (Ring)
    • Skill with Daggers increased by 5.
  • Fire Specialization (Ring)
    • Chance to hit with Fire spells increased by 6%.
  • Shadow Specialization (Ring)
    • Chance to hit with Shadow spells increased by 6%.
  • Pole Weapon Specialization (Ring)
    • Skill with Staves and Polearms increased by 5.
  • Sword Specialization (Ring)
    • Skills with Swords and Two-Handed Swords increased by 5.

Rogue

Phase 1

  • Just a Flesh Wound (Chest)
    • You take 20% reduced Physical damage while Blade Dance is active. Additionally, you have 6% reduced chance to be critically hit by melee attacks, the threat generated by all your actions is massively increased, and your Feint ability is replaced with Tease, which Taunts the target to attack you.
  • Deadly Brew (Chest)
    • When you inflict any other poison on a target, you also inflict Deadly Poison.
  • Quick Draw (Chest)
    • Draw your ranged weapon and fire a quick shot at an enemy, causing normal ranged weapon damage and reducing the target’s movement speed by 50% for 6 sec. Awards 1 combo point.
    • Quick Draw benefits from all talents and effects that trigger from or modify Sinister Strike.
  • Slaughter from the Shadows (Chest as of Phase 5)
    • Reduces the Energy cost of your Backstab and Ambush abilities by 30 and increases the damage they deal to non-player controlled targets by 50%.
    • Does not apply to abilities learned from other runes.
  • Shadowstrike (Gloves)
    • Teleport behind your target and strike, causing 150% weapon damage to the target. Must be stealthed. Awards 1 combo point.
  • Saber Slash (Gloves)
    • Viciously slash an enemy for 130% weapon damage, and cause the target to bleed for (Attack power * 5 / 100) damage every 2 sec for 12 sec, stacking up to 3 times. Awards 1 combo point.
    • Saber Slash benefits from all talents and effects that trigger from or modify Sinister Strike.
  • Shiv (Gloves)
    • Instantly attack with your off-hand weapon with a 100% chance to apply the poison from your off-hand weapon to the target. Slower weapons require more energy. Awards 1 combo point.
  • Main Gauche (Gloves)
    • Instantly strike with your off-hand weapon for normal off-hand weapon damage and increase your chance to parry by 10% for 10 sec. Awards 1 combo point.
    • Main Gauche benefits from all talents and effects that trigger from or modify Sinister Strike.
  • Between the Eyes (Legs)
    • Ranged Finishing move that causes damage per combo point, increased by Attack Power, and Stuns the target:
      • 1 point: [53 / 100 * ( + )] to [81 / 100 * ( + )] damage, 1 sec Stun
      • 2 points: [53 / 100 * ( +* 2)] to [81 / 100 * ( +* 2)] damage, 2 sec Stun
      • 3 points: [53 / 100 * ( +* 3)] to [81 / 100 * ( +* 3)] damage, 3 sec Stun
      • 4 points: [53 / 100 * ( +* 4)] to [81 / 100 * ( +* 4)] damage, 4 sec Stun
      • 5 points: [53 / 100 * ( +* 5)] to [81 / 100 * ( +* 5)] damage, 5 sec Stun
    • Cooldown shared with Kidney Shot.
  • Blade Dance Rune (Legs)
    • Finishing move that increases your Parry chance. Lasts longer and grants more Parry chance per combo point:
      • 1 point : 14 seconds, 6% Parry
      • 2 points: 18 seconds, 7% Parry
      • 3 points: 22 seconds, 8% Parry
      • 4 points: 26 seconds, 9% Parry
      • 5 points: 30 seconds, 10% Parry
  • Envenom (Legs)
    • Finishing move that deals instant poison damage based on your Deadly Poison doses on the target. Following the Envenom attack you have a 75% increased frequency of applying Instant Poison for 1 sec plus an additional 1 sec per combo point:
      • 1 dose: 40 damage
      • 2 doses: 81 damage
      • 3 doses: 121 damage
      • 4 doses: 161 damage
      • 5 doses: 201 damage
  • Mutilate (Legs)
    • Instantly attacks with both weapons for 100% weapon damage plus additional (100 / 100 *) with each weapon. Damage is increased by 20% against Poisoned targets. Awards 2 combo points.

Phase 2

  • Poisoned Knife (Belt)
    • Instantly throw your off-hand weapon to deal normal off-hand weapon damage with a 100% chance to apply the poison from your off-hand weapon to the target. Awards 1 combo point. Poisoned Knife benefits from all talents and effects that trigger from or modify Sinister Strike.
  • Shadowstep (Belt)
    • Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 sec.
  • Shuriken Toss (Belt)
    • Throw a shuriken at your enemy dealing damage equal to 25% of your Attack Power, and also strike up to 4 additional nearby targets. Awards 1 combo point.
  • Master of Subtlety (Boots)
    • Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage.
  • Waylay (Boots)
    • Your Ambush and Backstab hits unbalance your target, increasing the time between their melee attacks by 10%, and reducing movement speed by 50% for 8 sec.
  • Rolling with the Punches (Boots)
    • Each time you Dodge or Parry, you gain 6% increased Health, stacking up to 5 times.

Phase 3

  • Carnage (Bracers)
    • Your abilities deal 8% increased damage to targets afflicted by one of your Bleed effects.
  • Cut to the Chase (Bracers)
    • Your Eviscerate and Envenom abilities refresh either your Slice and Dice or your Blade Dance duration to its 5 combo point maximum. If both are active, only the one with shortest remaining duration will be refreshed.
  • Unfair Advantage (Bracers)
    • Whenever you dodge an attack you gain an Unfair Advantage, striking back for 100% of your main hand weapon’s damage. This cannot occur more than once per second.
  • Combat Potency (Helm)
    • You have a 20% chance to gain 15 Energy every time you deal melee damage with your off-hand weapon.
  • Focused Attacks (Helm)
    • You gain 2 Energy every time you deal a melee or ranged critical strike.
  • Honor Among Thieves (Helm)
    • When any player in your party critically hits with a spell or ability, you gain a combo point on your current target. This effect cannot occur more than once every second.

Phase 4

  • Blunderbuss (Cloak)
    • Fire a musket blast at up to 4 enemies in a cone in front of you for [(5.741530 – 0.255683 * 50 + 0.032656 * 50 * 50) * 720 / 100 + 48 / 100 * Attack power] to [(5.741530 – 0.255683 * 50 + 0.032656 * 50 * 50) * 1080 / 100 + 48 / 100 * Attack power] Physical damage.
  • Crimson Tempest (Cloak)
    • Finishing move that slashes all enemies within 8 yards, causing victims to Bleed over time. Lasts longer and deals more damage per combo point:
      • 1 point: (Attack power * 0.30) damage over 4 sec.
      • 2 points: (Attack power * 0.45) damage over 6 sec.
      • 3 points: (Attack power * 0.60) damage over 8 sec.
      • 4 points: (Attack power * 0.75) damage over 10 sec.
      • 5 points: (Attack power * 0.90) damage over 12 sec.
    • Crimson Tempest benefits from all talents and effects that trigger from or modify Rupture.
  • Fan of Knives (Cloak)
    • Instantly throw both weapons at all targets within 8 yards, causing 105% weapon damage with daggers, and 70% weapon damage with all other weapons.
  • Dagger Specialization (Ring)
    • Skill with Daggers increased by 5.
  • Fist Weapon Specialization (Ring)
    • Skill with Fist Weapons (Unarmed) increased by 5.
  • Mace Specialization (Ring)
    • Skill with Maces and Two-Handed Maces increased by 5.
  • Nature Specialization (Ring)
    • Chance to hit with Nature spells increased by 6%.
  • Ranged Weapon Specialization (Ring)
    • Skill with Bows, Guns, Crossbows, and Thrown weapons increased by 5. This effect is not cumulative with racial bonuses or other ring runes. In Phase 5, this rune now increases the chance for Beast pets to hit by 2%.
  • Sword Specialization (Ring)
    • Skills with Swords and Two-Handed Swords increased by 5.

Priest

Phase 1

  • Void Plague (Chest as of Phase 5)
    • Afflicts the target with a disease that causes [(9.456667 + 0.635108 * 60 + 0.039063 * 60 * 60) * 129 / 100 * 6] Shadow damage over 18 sec.
  • Serendipity (Chest)
    • Healing with Flash Heal reduces the cast time of your next Lesser Heal, Heal, Greater Heal, or Prayer of Healing by 20% for 20 sec, stacking up to 3 times.
  • Strength of Soul (Chest)
    • Lesser Heal, Heal, Greater Heal, and Flash Heal reduce the remaining duration of Weakened Soul on targets they heal by 4 sec. In addition, targets of your Power Word: Shield will gain Rage from taking damage despite the damage being absorbed, and Righteous Fury will trigger from damage absorbed by your Power Word: Shield as if it were a heal.
  • Twisted Faith (Chest)
    • Mind Flay and Mind Blast deal 20% increased damage to targets afflicted with your Shadow Word: Pain.
  • Penance (Gloves)
    • Launches a volley of holy light at the target, causing 64 Holy damage to an enemy, or 171 healing to an ally, instantly and every 1 sec for 2 sec.
  • Circle of Healing (Gloves)
    • Heals all of target player’s party members within 40 yards of target player for (* 162 / 100) to (* 180 / 100).
  • Shared Word: Death (Gloves)
    • A word of dark binding that inflicts (* 261 / 100) to (* 305 / 100) Shadow damage to the target. If the target is not killed by Shadow Word: Death, the caster takes damage equal to the damage inflicted upon the target.
  • Mind Sear (Gloves)
    • Causes an explosion of shadow magic around the enemy target, causing (70 / 100 *) to (78 / 100 *) Shadow damage every 1 sec for 5 sec to all enemies within 10 yards around the target.
  • Power Word: Barrier (Legs)
    • Summons a holy barrier to protect all party members at the target location for 10 sec, reducing all damage taken by 25% and preventing damage from delaying spellcasting.
  • Prayer of Mending (Legs)
    • Places a spell on the target that heals them for 150 the next time they take damage or receive healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 years. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time.
  • Shared Pain (Legs)
    • Your Shadow Word: Pain now also afflicts up to 2 additional nearby targets within 15 yards.
  • Homunculi (Legs)
    • Break off splinters of your soul to animate 3 miniature copies of yourself that attempt to attack your current target with a mace, sword, and axe reducing the attack speed, attack power, and armor respectively of any target they hit.

Phase 2

  • Empowered Renew (Belt)
    • Your Renew now heals one extra time immediately when applied, and gains 15% increased benefit each time it heals from your bonus healing effects. In addition, your Renew can now be active on targets affected by another Priest’s Renew.
  • Mind Spike (Belt)
    • Blasts the target for [111 * (9.456667 + 0.635108 * Level + 0.039063 * Level * Level) / 100] to [129 * (9.456667 + 0.635108 * Level + 0.039063 * Level * Level) / 100] Shadowfrost damage, and increases the critical strike chance of your next Mind Blast on the target by 30%, stacking up to 3 times.
  • Renewed Hope (Belt)
    • Your heals from Flash Heal, Lesser Heal, Heal, Greater Heal, and Penance have 10% increased critical effect chance when cast on targets with Weakened Soul.
  • Dispersion (Boots)
    • You disperse into pure Shadow energy, reducing all damage taken by 90%. You are unable to attack or cast spells, but you regenerate 6% mana every 1 sec for 6 sec. Dispersion can be cast while stunned, feared or silenced and clears all snare and movement impairing effects when cast, and makes you immune to them while dispersed.
  • Pain Suppression (Boots)
    • Instantly reduces all damage taken by a friendly target by 40% and increases resistance to Dispel mechanics by 65% for 8 sec.
  • Spirit of the Redeemer (Boots)
    • Activate to become the Spirit of Redemption for 30 sec. While in this form, you can cast any healing spell free of cost, but you cannot move, attack, be attacked, or be targeted by any spells or effects. Requires Spirit of Redemption talent to activate, and you will no longer enter Spirit of Redemption upon dying.

Phase 3

  • Despair (Bracers)
    • Periodic damage from your spells can now be critical strikes and all your damaging spell critical strikes deal 200% damage.
  • Surge of Light (Bracers)
    • Critical spellcasts cause your next Smite, Flash Heal, or Binding Heal cast within 15 sec to be instant cast.
  • Void Zone (Bracers)
    • Summons a void zone in the target area that deals [(9.456667 + 0.635108 * Level + 0.039063 * Level * Level) * 16 / 100] Shadow damage to enemies that stand within it every second for 10 sec.
  • Divine Aegis (Helm)
    • Critical heals create a protective shield on the target, absorbing 30% of the amount healed. Lasts 12 sec.
  • Eye of the Void (Helm)
    • Call an eye of the void to fight for you for 30 sec. The eye can cast a variety of curses on your target.
  • Pain and Suffering (Helm)
    • Mind Blast refreshes the duration of your Shadow Word: Pain on the target back to its maximum duration.

Phase 4

  • Binding Heal (Cloak)
    • Heals a friendly target and the caster for 783.66 to 958.889. Low threat. This spell benefits from and triggers all effects associated with Flash Heal.
  • Soul Warding (Cloak)
    • Power Word: Shield no longer has a cooldown, costs 15% less mana, gains 15% additional base value, and gains an additional 50% of your healing power.
  • Vampiric Touch (Cloak)
    • Causes 451.326 Shadow damage over 15 sec to your target and causes all party members to gain mana equal to 2% of any Shadow spell damage you deal to the target.
  • Priest Racial Ability (Unknown Rune slot)
    • Learn a Priest spell from another race to activate an ability in this slot.
  • Dagger Specialization (Ring)
    • Skill with Daggers increased by 5.
  • Holy Specialization (Ring)
    • Chance to hit with Holy spells increased by 6%
  • Mace Specialization (Ring)
    • Skill with Maces and Two-Handed Maces increased by 5.
  • Shadow Specialization (Ring)
    • Chance to hit with Shadow spells increased by 6%.
  • Pole Weapon Specialization (Ring)
    • Skill with Staves and Polearms increased by 5.

Originally published on November 3, 2023. Updated September 25, 2024.

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