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Name Simple Desc Req Lvl Class Type Runes
 
Arcane Dynamo
When you deal damage with a Signature spell you may gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 75% additional damage.

The following skills are Signature spells:
Magic Missile
Shock Pulse
Spectral Blade
Electrocute
55 Wizard Passive
 
Arcane Orb
Cost: 35 Arcane Power

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

Unleash a barrage of arcane projectiles.
12 Wizard Active
 
Archon
Release the powers of the Archon and return to your natural form. 30 Wizard Active
 
Astral Presence
Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second. 24 Wizard Passive
 
Blizzard
Cost: 40 Arcane Power

Unleash a Blizzard that damages and Slows enemies caught in its grasp.
27 Wizard Active
 
Blur
Decreases melee damage taken by 20%. 10 Wizard Passive
 
Cold Blooded
All damage dealt to chilled and frozen targets is increased by 20%. 30 Wizard Passive
 
Conflagration
Fire damage dealt to enemies applies a burning effect, increasing all damage done to them by 10% for 3 seconds. 34 Wizard Passive
 
Critical Mass
Critical Hits have a chance to reduce the cooldown of your spells by 1 second. 50 Wizard Passive
 
Diamond Skin
Cooldown: 15 seconds

Transform your skin to diamond, temporarily absorbing all damage.
8 Wizard Active
 
Disintegrate
Cost: 18 Arcane Power

Channel a beam of pure energy that pierces through all enemies.
21 Wizard Active
 
Electrocute
Signature Spell

Cast chain lightning that electrocutes up to 3 enemies.
15 Wizard Active
 
Energy Armor
Cost: 25 Arcane Power

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

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

Release a raging tornado that wreaks havoc across the battlefield.
13 Wizard Active
 
Evocation
Reduces all cooldowns by 15%. 13 Wizard Passive
 
Explosive Blast
Cost: 20 Arcane Power
Cooldown: 6 seconds

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

Summon a mystical companion. Your Familiar is immune to damage and will assist you in combat.
22 Wizard Active
 
Frost Nova
Cooldown: 12 seconds

Blast nearby enemies and freeze them in place.
4 Wizard Active
 
Galvanizing Ward
Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, you gain 310.097 Life per second.

The following skills are improved:
Energy Armor
Ice Armor
Storm Armor
40 Wizard Passive
 
Glass Cannon
Increases all damage done by 15%, but decreases Armor and resistances by 10%. 16 Wizard Passive
 
Hydra
Cost: 15 Arcane Power

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

Protect yourself with a barrier of ice that Chills attackers.

Only one Armor spell can be active at a time.
14 Wizard Active
 
Illusionist
Whenever you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image and Teleport are automatically reset. 27 Wizard Passive
 
Magic Missile
Signature Spell

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

Imbue your weapon with magical energy, increasing your weapon's effectiveness.
20 Wizard Active
 
Meteor
Cost: 50 Arcane Power

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

Summon 2 illusions of yourself to distract enemies.
25 Wizard Active
 
Paralysis
Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds. 37 Wizard Passive
 
Power Hungry
Gain 30 Arcane Power whenever you are healed by a health globe. 10 Wizard Passive
 
Prodigy
When you deal damage with a Signature spell, you gain 4 Arcane Power.

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

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

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

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

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

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

Only one Armor spell can be active at a time.
17 Wizard Active
 
Teleport
Cost: 15 Arcane Power
Cooldown: 16 seconds

Teleport instantly to another location.
22 Wizard Active
 
Temporal Flux
Whenever you deal Arcane damage, enemies are slowed by 30% for 2 seconds. 45 Wizard Passive
 
Unstable Anomaly
When reduced below 30% Life, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds. This effect cannot occur more than once every 60 seconds. 60 Wizard Passive
 
Wave of Force
Cost: 25 Arcane Power
Cooldown: 12 seconds

Command the elements to damage and Knockback enemies and projectiles.
9 Wizard Active