Full Wizard Skill Trees - Diabloii.Net

Full Wizard Skill Trees



Here they are. Every DiabloWikiWizard skill in the game, sorted by skill tree. There are 30 of them, and each skill has its full hover text, with info about function, damage type, cool down time, and mana cost. We’ve also added some commentary to all of the skills, many of which we were able to test out in the Blizzcon demo.

While the Wizard had the fewest skills of any character (save the Monk) in the Blizzcon demo, it didn’t seem that way, since almost all the Wizard skills were active, and so many were usable in the game. If I’d had time to play any of the characters a second time, I would definitely have chosen the Wizard, who had more low level active skills than the WD and Barb added together. I put in about an hour on the character, and put points into every skill I could, but there were so many, with such variety in their function and use, that I hardly scratched the surface. And there were numerous skills I didn’t get to try at all. I dearly wanted to play longer, to try and get my Wizard to level 15 so I could have used one of the never-before-seen Tier IV skills).

Click through to see more info about how spell damage is calculated in D3 (much like weapon damage; it’s radically different than spells were D2), learn a bit more about the structure of D3 skill trees, and to read about every Wizard skill in the game, as of Blizzcon 2009.

Spell Damage in D3

When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.

I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.

Here’s an example from early in the game, that was mentioned in the Witch Doctor skills report. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 DiabloWikiWitch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in D2’s infamous LCS style), there are considerably bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.

This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.

D3 Skill Trees

There are now 30 Wizard skills, down from the 57 listed at Blizzcon 2008. Most of the missing skills were only vaguely described, and some were skills that served the same function in all three trees; making 2 of them redundant with the new 3-in-1 skill tree design. Others may return yet, since we do not believe this is anything near the fully final game skill listing.


There are no screenshots of the new skill tree layout (for any character), and we’re not permitted to post any images of the game as seen at Blizzcon, so we made our own, as seen to the right. Only the Barbarian’s is done so far, and we’re certainly open to some graphic design assistance on making these as pretty as they look in the game, especially since Blizzard is extremely unlikely to release full quality versions of them any time ever. Click through this thread to see how that project is going.

Even though this is the Barbarian tree, you can get an idea how the Wizard looks. The three trees, side by side, is identical. The backgrounds are different hues, and the skills are changed around somewhat, but the overall format is the same. All skills can now be mixed and matched freely.  A character must spend 10 points (in any skills in Tier I and II) to start using Tier III skills, 15 points (in any skills in Tiers I-III) to start using Tier IV skills, and so on. However, unlike in D2 or earlier in D3’s development, points in skills count across the entire triple tree. In fact, don’t think of it as 3 skill trees. Think of it as one big tree with the skills sorted into 3 thematic sections. The only reason to use multiple skills from any one tree is because they are prereqs, or work together with the same build. There are a few skills which have another skills as a dependency, but only a few, and none require more than one point in the prerequisite skill(s), leaving players almost total freedom to spend their points however and wherever they see fit.

Conjuring Skill Tree

Tier I

DiabloWikiSpectral Blade
Active Skill
Rank:: 1/5 (projected)
Description:: Summons a spectral blade that strikes each enemy in front of the Wizard 3 times causing 1-2 physical damage with each hit.
Mana Mana Cost:: 4

Rank:: 2/5 (projected)
Description:: Hits 3 times for 2-4 physical damage with each hit.
Mana Mana Cost:: 5

Rank:: 3/5
Description:: Hits 3 times for 3-6 physical damage with each hit.
Mana Mana Cost:: 6

Rank:: 4/5
Description:: Hits 3 times for 4-8 physical damage with each hit.
Mana Cost:: 7

Rank:: 5/5 (projected)
Description:: Hits 3 times for 5-10 physical damage with each hit.
Mana Cost:: 8

This spell was tweaked since last year’s Blizzcon, when it did 1-6 damage per hit, but hit 1-3 times. That allowed a huge spread of damage, from 1-18, and the team must have found it worked better to keep this low level skill a bit more predictable in damage range.

As for the function, it had the same graphic, sound effect, and casting speed as it did last year. Check the wiki page for a fuller description. There was one noticeable change, though. This skill now does 3 hits every time, a modification that (seemed to) remove some of the technique out of using it. Last year, 3 hits were usually granted on point blank targets, while enemies at the edge of the skill’s range (who were generally not yet in melee range of the Wizard) were most likely to take just a single hit.  I didn’t actually use this one much, with so many other, more interesting spells on offer, (and since I very seldom allowed enemies to get into melee range) so I can’t say if it really does always hit three times, but it was very effectively putting down almost anything I hit with it.

Also note that the level 1 and 2 values are projected, since “new” Wizards in the Blizzcon demo started off at level 12, with all 12 points already placed. Three of which were in this spell. 

Tier II
(Requires 5 points in skills)

DiabloWikiMirror Image
Active Skill
Rank:: 1/5 (projected)
Description:: Creates an illusionary duplicate of yourself that lasts for 8 seconds and has 20% of your health.
Mana Cost:: 15

Rank:: 2/5
Description:: The duplicate lasts for 8 seconds and has 40% of your health.
Mana Cost:: 15

Rank:: 3/5
Description:: The duplicate lasts for 8 seconds and has 60% of your health.
Mana Cost:: 15

This spell created a duplicate of the Wizard that used Wizard spells to ferociously attack the monsters the instant it appeared. The MI’s spells don’t do any damage, so it’s more like an animated Decoy than a Shadow Master. But it works like a tank, with monsters attacking the Mirror Image if it was closer to them than the Wizard, and as anyone who has played artillery characters knows, a tanking (minion or another player) is beyond value.

I didn’t use this one very often during play, since the Wizard was powerful enough to slaughter most attackers without needing the assistance, but the few times I did Mirror Image, against big mobs, it worked marvelously. The mirror doesn’t last for very long, usually dying to the monster onslaught, but it didn’t have to. The Wizard has a number of nice AoE spells, even at low levels, and all the MI had to do was provide a focal point for the DiabloWikiFallen or DiabloWikiDark Cultists to swarm around to turn them into fish in a barrel for Arcane Orbs.

DiabloWikiStability Control
Passive Skill
Rank:: 1/5
Description:: Health globes restore 10% mana when picked up.

Rank:: 2/5
Description:: Health globes restore 20% mana when picked up.

Rank:: 3/5
Description:: Health globes restore 30% mana when picked up.
Prerequisite of: Intensify

This skill also had 2 points in it for new Wizards, and that seemed a more than sufficient number. I was very seldom out of mana despite constant spell casting, and when I got low and didn’t have any health globes in sight, I’d always left a few floating at past battles, and could quickly follow the bodies back.

Note that this spell, and a few others, were added when the D3 Team decided to remove DiabloWikimana globes. Those previously dropped (as far as we know) only when a Wizard (and/or Witch Doctor?) with points in one of the “% chance to drop mana globes” spells were in the game.  Removing them simplified the drop tables, cleared up the question of what mana globes did for the Barbarian, and removed some needless complexity.

Also note that the D3 Team has said they’re going to leave mana as a resource for the Witch Doctor, but will be implementing something else for the Wizard and Monk. Presumably the Monk’s will be something along the lines of the Barbarian’s Fury, but speculation is running rampant about what the Wizard’s might be. (Presumably whatever they switch to from mana will also benefit from health globes, re: skills like this one.)

Tier III
(Requires 10 points in skills)

DiabloWikiExplosive Blast
Active Skill
Rank:: 1/5
Description:: A blast of energy explodes at the target causing 10-16 damage in a small radius.
Mana Cost:: 5

I didn’t get to use this one, but from what I observed it worked something like a short range hand grenade; hitting for considerable damage, but only striking enemies in the immediate area.

DiabloWikiStone Skin
Active Skill
Rank:: 1/5
Requires: 1 point(s) in
Description:: Shield yourself with rock and stone, absorbing 75 damage. Lasts 8 seconds.
Mana Cost:: 12
Cooldown: 19 seconds
Prerequisite of: Magic Weapon

The powerful Wizard had little need of protective skills in the Blizzcon demo. It’s interesting to note the stats on this one; substantial absorbing defense, along the lines of the D2 Necromancer’s Bone Armor, but with quite a limited duration. A clever Wizard would have this and Mirror Image hot keyed and ready to chain cast when any great danger showed itself, but this has to be used wisely, with such a brief duration and long cool down.

The other low level Wizard defensive skill, Ice Armor, did nothing to raise defense; it just slowed and damaged melee attackers, so the protective skills do not at all overlap in function, though they could compliment each other in use.

This skill was profiled in the Character Panel, where the developers talked about its new and improved, crystalline graphic, which you can see to the right.

Tier IV
(Requires 15 points in skills)

DiabloWikiHydra
Active Skil
Rank:: 0/5
Description:: Creates a hydra that attacks your enemies with bolts of fire.
Hydra deals 6-10 damage per attack.
Mana Cost:: 12

This was too high level to use at Blizzcon, though I sorely wanted to try it out and see the improvements. Graphical, if nothing else.

It’s interesting to contemplate what the Hydra (multi-strike) rune would do to Hydra. More than 3 heads per cast? Plus, Greek Mythology fans could geek out. Especially if they named their character Learnean.

DiabloWikiIntensify
Passive Skill
Rank:: 0/5
Requires: 1 point(s) in Stability Control
Description:: When you pick up a health globe, your critical hit chance increases by 2%.
Duration: 7 seconds

An interesting little bonus, one that would be kicking in all the time during the game. This one should actually be more useful in multiplayer games, since health globes would drop more often and be picked up more often. Watch some of the gameplay footage released this year, and see if you ever count 7 seconds between health globe drops?

Tier V
(Requires 20 points in skills)

DiabloWikiMighty Impact
Passive Skill
Rank:: 0/5
Requires: 1 point(s) in Intensify.
Description:: Increases critical hit damage by 10%.

Critical hits are a major component of damage dealt in Diablo 3.  They’re not just for physical damage anymore, and critical hits of all types deal extra damage, as well as creating bonus magical effects.  That said, some types seem like better bonuses than others, so certain builds of Wizards would probably benefit more from this spell than other builds.

DiabloWikiMagic Weapon
Active Skill
Rank:: 0/5
Requires: 1 point(s) in Stone Skin.
Description:: Imbue your weapon with magical energy granting it increased damage.
Damage: 25-35
Duration: 120 seconds
Mana Cost:: 10

One of the odder Wizard skills, seemingly designed for a melee fighting Wizard.  We don’t know enough about weapon damage in general to have any idea if this is a big bonus or not. Nor do we know if this damage is boosted by attributes and +magical damage item modifiers. If so it’s possible that some Wizard builds could deal very good weapon damage. On the other hand, there are enough limits on which classes can use which weapons that Wizards might be limited in their melee damage no matter what they tried.

Arcane Skill Tree

Tier I

DiabloWikiMagic Missile
Active Skill
Rank:: 1/5
Description:: Fire 1 missile(s) of energy at your enemies causing 3-5 arcane damage to them.
Mana Cost:: 5

This was the default ranged spell at last year’s BlizzCon, but with Arcane Orb and Electrocute available right from the start this year, I hardly touched Magic Missile. It didn’t seem to have changed in function since last year; see the wiki page for more details.

Note that Improved Magic Missile is gone. Perhaps permanently, perhaps just for now. It seemed a bit redundant last year, since the listed function was to increase the number of missiles and boost their damage. And since there are skill runes that do both of those things in spells, and equipment that boosts the damage, Improved MM seemed sort of pointless.

DiabloWikiExpanded Mind
Passive Skill
Rank:: 1/5
Description:: Expands the Wizard’s knowledge increasing the Wizard’s mana by 12%.

Seems like a skill that would be useful early on, but the sort of thing level 80 Wizards would blame on a youthful indiscretion. Of course now that we’ve got respecs in D3, that’s not such an issue.

Tier II
(Requires 5 points in skills)

DiabloWikiWave of Force
Active Skill
Rank:: 1/5
Description:: Project a wave of force outwards, repelling enemies and projectiles and dealing 1-5 damage.
Mana Cost:: 10

I never got around to using this one, since it’s been seen in the past. There were just way too many fun, active skills for the Wizard. (More than the WD and Barb combined, with all of their passives and defensive boosts.) If I’d had more time to play I would have gone through with another Wizard and tried all different skills, since just an hour with one Wizard wasn’t nearly enough to take an adequate survey of the class’ abilities.

Tier III
(Requires 10 points in skills)

DiabloWikiArcane Orb
Active Skill
Rank:: 1/5
Description:: An orb of pure energy deals 11-16 on contact and an additional 1-2 arcane damage to all enemies in the blast area.
Rank:: 2/5
Description:: An orb of pure energy deals 13-19 on contact and an additional 2-4 arcane damage to all enemies in the blast area.
Mana Cost:: 7

This one very quickly became my skill of choice for ranged attacks. It dealt substantial damage with a big AoE splash, and had a reasonable mana cost. I’m dubious about the listed 1-2 AoE damage, since a few of these into a mob left no survivors.

The drawback to Arcane Orb is that it moves very slowly; more slowly than any other Wizard skill I played with, and this makes it very hard to hit moving targets, or back row enemies. It was not very useful against Dune Dervishes, since those monsters move side to side a lot, and when they’re not walking they’re spinning around in their Whirlwind mode, in which they reflect most projectiles off at odd angles. They certainly reflected every Arcane Orb I fired at them, though that could be fun since my shots weren’t neutralized, just redirected, and the bounces would often head right into some Fallen or other targets.

There was one scenario area in the desert (shown in the gameplay movie) where about five Dune Dervishes burst out of the ground at once. I didn’t think to try it at the time, but in retrospect I wish I could have herded the Dervishes into a cluster, and then tried throwing in some Arcane Orbs. Just to see if my Orbs would have been bounced around like pachinko balls. (Dune Dervishes only reflected floating projectiles, so Electrocute chewed them right up.)

DiabloWikiEnergy Shield
Active Skill
Rank:: 1/5
Description:: A protective barrier absorbs incoming damage using mana. Every point of damage costs 2 mana.
Mana Cost:: 5
Damage absorbed: 75
Duration:120 seconds
Prerequisite of: Arcane Weakness

Not a skill I even considered using, in the easy Blizzcon demo.

Tier IV
(Requires 15 points in skills)

DiabloWikiDisintegrate
Active Skill
Rank:: 0/5
Description:: Emanate a beam of pure energy dealing 12 arcane damage per second. Damage is modified to 80% each time the beam passes through a target.
Mana Cost:: 12 mana per second

This one was about the most fun spell to use in last year’s Blizzcon demo, and its function is described in detail on the wiki page.

Sadly, it was not so usable this time, stuck down on the 4th tier, which required a character to reach level 15 to activate.  The description has been clarified a bit, making it clear that the damage drops to 80% of the max with each target it hits. So it’s not a simple 100%/80%/60%, etc. It’s 80% of whatever damage it was dealing previously, which isn’t as quick a drop. That’s 100%, 80%, 64%, 51%, 41%, 33%, etc, leaving Disintegrate the ability to deal noticeable damage to even the 4th or 5th enemy in line.

DiabloWikiSlow Time
Active Skill
Rank:: 0/5
Description:: Warp space and time, slowing nearby monsters and projectiles.
Cool down: 20 seconds.
Enemy cool down increase: 1 seconds.
Mana Cost:: 20

Another skill I would have enjoyed trying, if I’d had time to clear out the entire huge demo area and reach level 15. It certainly looks fun in the gameplay movies, where it’s so often featured. More details and screens on the wiki page.

Tier V
(Requires 20 points in skills)

DiabloWikiArcane Torrent
Active Skill
Rank:: 0/5
Description:: Meteorites pelt the targeted region dealing 10 to 20 damage per second.
Mana Cost:: 12 mana per second.

Nothing is known about this one, save for what we can read in this description. It sounds like an Arcane version of Blizzard. The key difference there might be the damage type. While cold slows and cold DiabloWikicritical hits freeze, Arcane critical hits “silence” enemies, stopping monsters from using various spell attacks.  Presumably Arcane Torrent would be a good spell to drop on a pack of monster mages, for that critical hit bonus purpose.

We did notice that Meteor Storm is no longer listed as a Wizard skill, so perhaps this one took its place in terms of function, although Meteor Storm was in the Storm tree.

DiabloWikiArcane Weakness
Passive Skill
Rank:: 0/5
Requires: 1 point(s) in Energy Shield
Description:: Enemies damaged by your arcane spells are affected with Arcane Weakness, increasing damage taken by 20% for 5 seconds.

An interesting sort of Arcane Mastery. It sounds almost like a Curse, weakening monsters against all types of attacks, from all characters.  It was far too high level to test out at Blizzcon, so there’s no telling if it actually does what the description hints at.

Tier VI
(Requires 25 points in skills)
DiabloWikiTeleport
Active Skill
Rank:: 0/5
Description:: Teleport to the selected location up to 100 feet away. Teleport can only be used every 9 seconds.
Mana Cost:: 23

This one has been seen in videos, but has not been testable for players in either Blizzcon. The main difference in the D3 version is that the Wizard leaps up into the air when casting it, and appears in the air at the other end, falling to the ground after they appear. This makes the spell less of an instant escape/movement option. Just in case that wasn’t clear enough, the developers have added a fairly huge 9 second cool down. They appear to be serious about not letting Teleport be the queen of all fast moving, item run spells!

Storm Skill Tree

Tier I

DiabloWikiCharged Bolt
Active Skill
Rank:: 0/5
Description:: Launch a volley of 3 electric bolts that deal 1-2 lightning damage each.
Mana Cost:: 2
Critical lightning damage stun targets for 2 seconds.

Charged Bolt is still basically the same spell as ever. I didn’t try it at Blizzcon since it wasn’t one of the skills that came with a point already placed, and I wanted to enable new, higher level spells with the points I earned from leveling up. It’s described in detail from testing done last year, on the wiki page.

DiabloWikiIce Armor
Active skill
Rank:: 2/5
Description:: A field of ice slows movement and attack speed of enemies that attack you at close range, and causes 2 cold damage.
Mana Cost:: 10
Prerequisite of: Empowered Armor

Rank:: 3/5
Description:: Increases Freezing effect on nearby enemies and to enemies striking the caster.

As with the other defensive skills, this was just not needed at Blizzcon. I cast it a few times between battles, but never took any hits when I had it active.

Tier II
(Requires 5 points in skills)

DiabloWikiFrost Nova
Active skill
Rank:: 1/5
Description:: An explosion of ice pelts nearby enemies for 1-2 cold damage. Has an additional 50% chance of a critical hit.
Critical hits from cold damage freeze targets.
Mana Cost:: 8
Cooldown: 12.0 seconds

Rank:: 2/5
Description:: Increases damage to 2-3 cold damage. Has an additional 60% chance of a critical hit.
Cooldown: 11.5 seconds
Prerequisite of: Bonechilling Cold

Frost Nova is improved over the D2 version, in several ways. It freezes, rather than chills, and it casts very quickly; so fast you can hardly even see the ring expanding out. It looked much faster and less detailed in this build than it has in previous screenshots, which I found disappointing.

Note also that Frost Nova has a substantial cool down time, though it decreases slightly with higher skill levels, Still while that sounds like an eternity after the zero cool down on this spell in D2, it’s not so bad if you use it wisely. Cast Frost Nova at the start of a battle, giving yourself some time/space to back up and pelt the enemy with projectiles, or hold it back for emergencies. Few battles in the Blizzcon 2009 demo lasted longer than 8 seconds, and not more than once or twice was my Wizard actually swarmed to the point that he needed this kind of freezing escape spell.

DiabloWikiElectrocute
Active skill
Rank:: 1/5
Description:: Lightning arcs from the Wizard’s fingertips towards an enemy, electrocuting it for 5-15 lightning damage.
Mana Cost:: 8
Critical lightning damage stun targets for 2 seconds.

The description of this one is incomplete, since it’s got a hefty mana-per-second cost, and that makes it awesome for quick hits, especially to finish off moving targets, but not very suitable for big enemies.

Electrocute was not enabled to start with, but once I hit level 13 and earned a skill point, I stuck it right in. It’s great fun to use, and very useful too. Electrocute is basically a beam weapon, one that the Wizard fires as long as he keeps the mouse clicked. You can not move while using Electrocute, but you’re unlikely to want to, since it locks on and keeps zapping the target until it’s dead, or you’re out of mana. The second happens before the first more often than you’d like, and I found this one unusable on bosses, or even moderately tough targets like Dune Dervishes and Dark Demons, since my mana would run out long before their hit points. Other Wizard spells deal far more damage per mana, but few are as much fun to use as this one.

Electrocute was simply awesome for small stuff, especially on evasive enemies like the fluttering Sand Wasps, or those last one or two Fallen Imps who always scattered away from the battle when their Overseers and Shamans went down.  Just aim at the monster, or anywhere near it, and the beam locks on, draining that monster steadily. Smaller monsters usually died in less than a second, and I found this one far quicker than the higher damage Arcane Orb to clean up groups of weak enemies. Some screenshots show this one chaining to multiple targets, but that’s apparently a bonus from a skill rune, since higher levels in this spell only listed more damage.

Note that lightning critical hits stun targets. This one stuns (very briefly) at least every two seconds, so there must be a lot of hit checks going on, to trigger the critical hit so frequently.  That stunning is, of course, highly useful when you’re locked onto an enemy trying to charge into melee range.

Tier III
(Requires 10 points in skills)

DiabloWikiEmpowered Armor
Active Skill
Rank::
Requires: 1 point(s) in Ice Armor
Description:: Increases your armor by 5%.

Not high on the list to try out at Blizzcon, where my Wizard hardly got hit at all.

DiabloWikiEnergy Twister
Active Skill
Rank:: 1/5
Description:: Summon an Energy Twister that deals 10 damage per second to everything in its path.
Mana Cost:: 18

This one was impressive, but very unpredictable. The graphic is great; you can see that in the Blizzcon 2009 gameplay movie, and it does more in more or less a straight line, but without some sort of tank I didn’t find it very easy to hit enemies with. Arcane Orb was nearly as damaging, far easier to aim, and cheaper on the mana. This Wizard just has so many cool active spells to try out it’s impossible to get a handle on everything in a short play time.

Tier IV
(Requires 15 points in skills)

DiabloWikiBonechilling Cold
Passive
Rank:: 1/5
Requires: 1 point(s) in Frost Nova
Description:: Frozen targets take 25% additional damage from all attacks.

Too low level to try out at Blizzcon, this cold mastery has an odd twist, in that only “frozen” targets are given extra damage. That makes it sound like something of a specialty attack, only of use to Wizards who were really going to maximize their freezing capabilities. It’s unknown if some items will have freezing monster bonuses, or ways to raise critical hit %, since cold critical hits cause freezing.

More generally, bosses can’t be frozen, and monsters that are frozen are pretty much helpless and sitting ducks anyway, so would boosting your damage, just to them, be worth the skill points?

DiabloWikiRay of Frost
Active
Rank:: 1/5
Description:: Project a beam of cold energy that deals 8 cold damage per second.
Mana Cost:: 16 mana per second.
Critical hits from cold damage freeze targets.

This one sounds like a cold based Disintegrate, minus the piercing ability, but it’s never been seen in use since the very first gameplay movie, from WWI in June 2008. It was too high level to tryout at Blizzcon 2009.

Tier V
(Requires 20 points in skills)

DiabloWikiBlizzard
Active
Rank:: 1/5
Description:: Call down shards of ice to pelt an area dealing 6-10 cold damage per second for 3 seconds.
Mana Cost:: 70
Critical hits from cold damage freeze targets.

Like a lot of other neat high level skills (most of them owned by the Barbarian) this one has been seen in videos, but never used by anyone other than Blizzard.

DiabloWikiStorm Armor
Active
Rank:: 1/5
Description:: Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for 1 to 8 damage.
Armor spells affect you and all nearby allies and you can only be affected by one armor spell at a time.
Mana Cost:: 15

This spell looks to be under construction, with no duration listed. Also note that lightning critical hits stun enemies, which would make this a lot more useful as a defensive spell, if your wizard had a higher % chance of criticals with lighting.

Tier VI
(Requires 25 points in skills)

DiabloWikiStorm Power
Passive
Rank:: 1/5
Description:: Increase damage of all lightning and ice spells.
Prerequisite of:
***Not Yet Implemented***

The mighty Storm tree mastery, not usable or even enabled.

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  1. Haha acjohnso yes I was the first commenter. I couldn’t leave without correcting that idiot. I like writing and journalism and hate when someone makes it crappy.

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