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+ | ==Overview== |
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+ | Skills in ''[[Diablo II]]'' and ''[[Diablo III]]'', unlike the first game, are tied to certain categories. A skill can only be used when learned (equipped or invested [[skill points]] into), and the total number of skills character may have at a time is limited (unlike the first game, where one could, in theory, learn ''all'' spells that exist in the game world). |
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+ | |||
+ | There are many ways to categorize skills, such as by [[Elemental Damage]] type, by being tied to certain game mechanics, etc. They can be divided by the degree of action required to use them: |
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+ | *'''Active''': most numerous skill category; to get an effect, the skill must be activated manually, usually one cast per trigger. |
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+ | **'''Channeled''': must not only be activated, but also maintained for the entire duration, most other actions (especially movement) being unavailable while doing so. Usually the skill is maintained by holding the cast button continuously. |
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+ | **'''[[Pets|Summon]]''': creates a minion, pet, construct or any other independent entity which will fight on player's behalf. Most summoned creatures disappear if their master [[death|dies]], and may be killed by enemy attacks. |
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+ | *'''Passive''': do not need to be activated; once selected or learned, will always provide their benefit. The bonus may either be permanent, or trigger at certain point (such as [[Life]] falling beneath a certain threshold). |
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+ | *'''Active / Passive''': these skills combine traits of both active and passive. |
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+ | **''[[Aura]]s'', Laws, Mantras and other similar traits often have a passive effect, but can be activated manually to receive an extra temporary bonus, usually once in a while. |
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+ | **''Buffs'' are applied manually, but once cast, provide only passive benefits to the player, and do not need to be cast in combat (except for refreshing their duration, which is usually long enough to survive all but longest battles without recasting it). Most Buffs are lost upon death. |
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⚫ | |||
==Diablo II== |
==Diablo II== |
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[[Image:ShapeShiftingSkills.jpg|thumb|300px|The [[Druid]]'s Shape Shifting skill tree]] |
[[Image:ShapeShiftingSkills.jpg|thumb|300px|The [[Druid]]'s Shape Shifting skill tree]] |
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⚫ | |||
⚫ | The tree consists of rows of skills. The row indicates the level requirement to acquire the skill. The first (top) row of skills are available as soon as the character is created. The second row has a level requirement of 6, with each following row's level requirement increasing by 6, up to 30 for the bottom row. |
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⚫ | |||
⚫ | Some skills have one or more arrows pointing to them. Any skill on the tree that points to another skill is a prerequisite. For example, in the image to the right, [[Fire Claws]] [[Image:FireClaws.gif|25px]] has arrows pointing to it from [[Feral Rage]] [[Image:FeralRage.gif|25px]] and [[Maul (Skill)|Maul]] [[Image:MaulSkill.gif|25px]]. This means that in order to get Fire Claws, one must already have at least one skill point in both Feral Rage ''and'' Maul. |
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⚫ | The tree consists of rows of skills. The row indicates the level requirement to acquire the skill. The first (top) row of skills are available as soon as |
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+ | Skills [[synergy|synergize]] with each other, passively enhancing ''other'' skills, usually in the same tree. |
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⚫ | Some skills have one or more arrows pointing to them. Any skill on the tree that points to another skill is a prerequisite. For example, in the image to the right, [[Fire Claws]] [[Image:FireClaws.gif|25px]] has arrows pointing to it from [[Feral Rage]] [[Image:FeralRage.gif|25px]] and [[Maul (Skill)|Maul]] [[Image:MaulSkill.gif|25px]]. This means that in order to get Fire Claws, |
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{{clr}} |
{{clr}} |
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{{Paladin Skills}} |
{{Paladin Skills}} |
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{{Sorceress Skills}} |
{{Sorceress Skills}} |
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+ | |||
+ | ===Development=== |
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+ | The idea for skill trees in Diablo II came from [[David Brevik]]; according to Brevik himself, the idea came to him while he was in the shower. He likened the idea to the tech trees of ''[http://civilization.wikia.com/wiki/Civilization_II Civilization II]''.<ref name = "Oral2">2015-09-08, [http://www.usgamer.net/articles/in-their-own-words-an-oral-history-of-diablo-ii-with-david-brevik-max-schaefer-and-erich-schaefer/page-2 Page 2: In Their Own Words: An Oral History of Diablo II With David Brevik, Max Schaefer, and Erich Schaefer]. ''US Gamer'', accessed on 2015-09-13</ref> |
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+ | |||
==Diablo III== |
==Diablo III== |
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+ | ===Development=== |
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− | In Diablo III, skill trees were instead replaced with skill categories. Each class has six, and each category includes three to five skills: |
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+ | {{obsolete}} |
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+ | [[File:D3SkillsWindow.png|thumb|Original design of the skill trees]] |
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+ | In the early versions of Diablo III, skill trees were working in the same way they did in Diablo II: three separate trees, unlocking more passive and active skills as players invest more skill points in them (also similar to ''[[World of Warcraft]]'' pre-MoP design). However, eventually this concept has been canceled, although most of the skills were more or less transferred to the new system of skill categories (see below). This allowed making mixed builds and prevented players from wasting points on skills they do not want just to get to the next skill in the category. However, details about two older skill trees (Barbarian and Wizard) still exist: |
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+ | {{clr}} |
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+ | {{Barb skills D3}}{{Wizard skills}} |
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+ | ===Current System=== |
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+ | In Diablo III, skill trees were replaced with skill categories. Each class has six, and each category includes three to five skills. The system below is approximate, in fact, [[Demon Hunter]]s and [[Witch Doctor]]s have their categories slightly different from those of other classes. {{3|Necromancer}}s have their categories totally different, and grouped mostly by the type of resource these skills use. |
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*'''Primary''' (default LMB): basic skills that do not waste resources, or even generate them with every attack, have no [[cooldown]], but deal less damage than other skills. [[Pants]], [[Class-specific Items]] and [[Belts]] may enhance the damage done by these skills. |
*'''Primary''' (default LMB): basic skills that do not waste resources, or even generate them with every attack, have no [[cooldown]], but deal less damage than other skills. [[Pants]], [[Class-specific Items]] and [[Belts]] may enhance the damage done by these skills. |
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− | *'''Secondary '''(default RMB): advanced skills that usually waste resources, but generally have no cooldown as well; basically, they are the main combat skills. [[Boots]] and Class-specific items may enhance the damage done by these skills. |
+ | *'''Secondary '''(default RMB): advanced skills that usually waste resources, but generally have no cooldown as well; basically, they are the main combat skills. [[Helms]], [[Boots]] and Class-specific items may enhance the damage done by these skills. |
− | *'''Defensive '''(default 1): protective skills that are focused on disabling enemies (i.e. [[Crowd Control]]) rather than dealing damage. They usually cost no resources (or even generate them), but have cooldowns, and while some of them deal minor damage, their main purpose is survival. |
+ | *'''Defensive '''(default 1): protective skills that are focused on protection or on disabling enemies (i.e. [[Crowd Control]]) rather than dealing damage. They usually cost no resources (or even generate them), but have cooldowns, and while some of them deal minor damage, their main purpose is survival. |
*'''Tertiary''' (default 2, name of the category varies by class): powerful skills, usually they cost more resources than Secondary, and / or have cooldowns. These skills mostly deal damage, are considerably more potent than Secondary skills, but players won't be able to use them as often as they can use Secondary skills. Boots, Class-specific items, [[Pauldrons]] and [[Chest Armor]]s may enhance these skills. |
*'''Tertiary''' (default 2, name of the category varies by class): powerful skills, usually they cost more resources than Secondary, and / or have cooldowns. These skills mostly deal damage, are considerably more potent than Secondary skills, but players won't be able to use them as often as they can use Secondary skills. Boots, Class-specific items, [[Pauldrons]] and [[Chest Armor]]s may enhance these skills. |
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*'''Special''' (default 3, name of the category varies by class): these skills are usually semi-passive, enhancing the character and / or allies, or summoning pets and minions. Some classes can only pick one skill of this category at a time. However, these skills rarely do damage. Class-specific items, Pauldrons and Chest Armors may enhance these skills. |
*'''Special''' (default 3, name of the category varies by class): these skills are usually semi-passive, enhancing the character and / or allies, or summoning pets and minions. Some classes can only pick one skill of this category at a time. However, these skills rarely do damage. Class-specific items, Pauldrons and Chest Armors may enhance these skills. |
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*'''Ultimate''' (default 4, name of the category varies by class): these skills are usually the most powerful tools in the character's arsenal. They can be incredibly damaging, very potent Crowd Control forms, enhancing the character far beyond their usual capabilities for a short time (or even changing their physical form into a creature of legends) or summoning very numerous or very powerful minions. However, most of these skills have a very high resource cost and / or a very long [[cooldown]]. Class-specific items, Pauldrons and Chest Armors may enhance these skills. |
*'''Ultimate''' (default 4, name of the category varies by class): these skills are usually the most powerful tools in the character's arsenal. They can be incredibly damaging, very potent Crowd Control forms, enhancing the character far beyond their usual capabilities for a short time (or even changing their physical form into a creature of legends) or summoning very numerous or very powerful minions. However, most of these skills have a very high resource cost and / or a very long [[cooldown]]. Class-specific items, Pauldrons and Chest Armors may enhance these skills. |
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⚫ | Passive skills have a separate category. At level 10, character has one passive skill slot, but can acquire the second one at level 20, the third one at level 30, and the final (fourth) one at level 70. [[Hellfire Amulet]] allows having five passives at a time. Passive skills can be taken in any combination, regardless of which active skills have been chosen. |
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⚫ | Passive skills have a separate category. At level 10, a character has one passive skill slot, but can acquire the second one at level 20, the third one at level 30, and the final (fourth) one at level 70. [[Hellfire Amulet]] allows having five different passives at a time. Passive skills can be taken in any combination, regardless of which active skills have been chosen. |
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⚫ | |||
+ | |||
− | {{D3BarbSkills}} |
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⚫ | Originally, characters can only have one skill of each category, and may not change the default button. However, with the so-called Elective Mode turned on in the Options, one can take any skills in any combinations, unless specifically stated otherwise (such as Wizards only being able to use one Armor spell). |
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− | {{D3DHSkills}} |
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+ | |||
− | {{Crusader Skills}} |
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+ | Skills can be changed or assigned new [[Skill Runes]] (counts as changing skills too) at any moment when out of combat, and when the skill in question is not on a cooldown. If performed in town, the new skill is ready instantly, otherwise it has a 10 seconds cooldown before it can be used. |
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− | {{D3MonkSkills}} |
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+ | |||
− | {{D3WDSkills}} |
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+ | Note that each item can only have ''one'' "Increases (Skill Name) Damage by X%" Primary affix. |
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− | {{D3WizardSkills}} |
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+ | |||
+ | {{D3BarbSkills}}{{Crusader Skills}}{{D3DHSkills}}{{D3MonkSkills}}{{D3NecroSkills}}{{D3WDSkills}}{{D3WizardSkills}} |
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+ | |||
+ | ==References== |
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+ | <references/> |
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[[Category:Skill Trees]] |
[[Category:Skill Trees]] |
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[[Category:Gameplay]] |
[[Category:Gameplay]] |
Revision as of 16:38, 17 April 2017
A Skill Tree is a kind of a categorized spellbook where players can see what skills are available to their character.
Overview
Skills in Diablo II and Diablo III, unlike the first game, are tied to certain categories. A skill can only be used when learned (equipped or invested skill points into), and the total number of skills character may have at a time is limited (unlike the first game, where one could, in theory, learn all spells that exist in the game world).
There are many ways to categorize skills, such as by Elemental Damage type, by being tied to certain game mechanics, etc. They can be divided by the degree of action required to use them:
- Active: most numerous skill category; to get an effect, the skill must be activated manually, usually one cast per trigger.
- Channeled: must not only be activated, but also maintained for the entire duration, most other actions (especially movement) being unavailable while doing so. Usually the skill is maintained by holding the cast button continuously.
- Summon: creates a minion, pet, construct or any other independent entity which will fight on player's behalf. Most summoned creatures disappear if their master dies, and may be killed by enemy attacks.
- Passive: do not need to be activated; once selected or learned, will always provide their benefit. The bonus may either be permanent, or trigger at certain point (such as Life falling beneath a certain threshold).
- Active / Passive: these skills combine traits of both active and passive.
- Auras, Laws, Mantras and other similar traits often have a passive effect, but can be activated manually to receive an extra temporary bonus, usually once in a while.
- Buffs are applied manually, but once cast, provide only passive benefits to the player, and do not need to be cast in combat (except for refreshing their duration, which is usually long enough to survive all but longest battles without recasting it). Most Buffs are lost upon death.
Diablo II
In Diablo II, it has three tabs at the right side. Clicking on the tab will take player to the corresponding skill tree.
The tree consists of rows of skills. The row indicates the level requirement to acquire the skill. The first (top) row of skills are available as soon as the character is created. The second row has a level requirement of 6, with each following row's level requirement increasing by 6, up to 30 for the bottom row.
Some skills have one or more arrows pointing to them. Any skill on the tree that points to another skill is a prerequisite. For example, in the image to the right, Fire Claws has arrows pointing to it from Feral Rage and Maul . This means that in order to get Fire Claws, one must already have at least one skill point in both Feral Rage and Maul.
Skills synergize with each other, passively enhancing other skills, usually in the same tree.
Bow and Crossbow Skills — Magic Arrow • Fire Arrow • Cold Arrow • Multiple Shot • Exploding Arrow • Ice Arrow • Guided Arrow • Strafe • Immolation Arrow • Freezing Arrow
Passive and Magic Skills — Inner Sight • Critical Strike • Dodge • Slow Missiles • Avoid • Penetrate • Decoy • Evade • Valkyrie • Pierce
Javelin and Spear Skills — Jab • Power Strike • Poison Javelin • Impale • Lightning Bolt • Charged Strike • Plague Javelin • Fend • Lightning Strike • Lightning Fury
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Warcries — Howl • Find Potion • Taunt • Shout • Find Item • Battle Cry • Battle Orders • Grim Ward • War Cry • Battle Command
Combat Skills — Bash • Leap • Double Swing • Stun • Double Throw • Leap Attack • Concentrate • Frenzy • Whirlwind • Berserk
Combat Masteries — Blade Mastery • Axe Mastery • Mace Mastery • Polearm Mastery • Throwing Mastery • Spear Mastery • Increased Stamina • Iron Skin • Increased Speed • Natural Resistance
Elemental Skills — Firestorm • Molten Boulder • Arctic Blast • Fissure • Cyclone Armor • Twister • Volcano • Tornado • Hurricane • Armageddon
Shape Shifting Skills — Werewolf • Lycanthropy • Werebear • Maul • Feral Rage • Fire Claws • Rabies • Shock Wave • Hunger • Fury
Summoning Skills — Raven • Poison Creeper • Oak Sage • Summon Spirit Wolf • Carrion Vine • Heart of Wolverine • Summon Dire Wolf • Solar Creeper • Spirit of Barbs • Summon Grizzly
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Combat Skills — Sacrifice • Smite • Holy Bolt • Zeal • Charge • Vengeance • Blessed Hammer • Conversion • Holy Shield • Fist of the Heavens
Defensive Auras — Prayer • Resist Fire • Resist Cold • Resist Lightning • Defiance • Cleansing • Vigor • Meditation • Redemption • Salvation
Offensive Auras — Might • Holy Fire • Thorns • Blessed Aim • Concentration • Holy Freeze • Holy Shock • Sanctuary • Fanaticism • Conviction
Fire Spells — Fire Bolt • Warmth • Inferno • Blaze • Fire Ball • Fire Wall • Enchant • Meteor • Fire Mastery • Hydra
Lightning Spells — Charged Bolt • Telekinesis • Static Field • Lightning • Nova • Chain Lightning • Teleport • Thunder Storm • Energy Shield • Lightning Mastery
Cold Spells — Ice Bolt • Frozen Armor • Frost Nova • Ice Blast • Shiver Armor • Glacial Spike • Blizzard • Chilling Armor • Frozen Orb • Cold Mastery
Development
The idea for skill trees in Diablo II came from David Brevik; according to Brevik himself, the idea came to him while he was in the shower. He likened the idea to the tech trees of Civilization II.[1]
Diablo III
Development
This page contains obsolete content This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes. |
In the early versions of Diablo III, skill trees were working in the same way they did in Diablo II: three separate trees, unlocking more passive and active skills as players invest more skill points in them (also similar to World of Warcraft pre-MoP design). However, eventually this concept has been canceled, although most of the skills were more or less transferred to the new system of skill categories (see below). This allowed making mixed builds and prevented players from wasting points on skills they do not want just to get to the next skill in the category. However, details about two older skill trees (Barbarian and Wizard) still exist:
Berserker Skills — Frenzy • Threatening Shout • Onslaught • Double Strike • Strong Constitution • Berserker State • Leap Attack • Enrage • Dual Wield Specialization • Savage • Speed Boost • Whirlwind • Slashing Strike • Relentless Attacks • Destroy Armor
Juggernaut Skills — Bash • Cleave • Ground Stomp • Focused Strength • Stubborn • Recovery • Taunt • Stunning Blows • Two-Handed Weapon Specialization • Invigorated • Seismic Slam • Revenge • Iron Will • Crushing Blows • Seismic Effect
Battlemaster Skills — Battle Rage • Perseverance • Power of the Battlemaster • Iron Skin • Hammer of the Ancients • Battle Cry • Scavenge • Critical Attacks • Shield Specialization • Furious Charge • Ignore Pain • Deliberate Defense • Improved Battle Rage • Death Proof • Inspiring Presence • Natural Resistance • Mighty Hammer
Storm Skills — Charged Bolt • Thunderstruck • Empowered Magic • Lightning Speed • Storm Armor • Frost Nova • Deep Freeze • Power Armor • Static Charge • Electrocute • Ray of Frost • Lethal Energy • Improved Charged Bolt • Static Residue • Blizzard • Storm Power • Epic Storms • Shattering Ice • Tornado
Arcane Skills — Magic Missile • Arcane Power • Efficient Magics • Penetrating Spells • Disintegrate • Wave of Force • Arcane Armor • Arcane Weakness • Arcane Speed • Arcane Orb • Slow Time • Arcane Distortion • Mana Recovery • Improved Magic Missile • Temporal Armor • Teleport • Greater Mana • Mana Burst • Runic Might
Conjuring Skills — Spectral Blade • Spell Speed • Weapon Mastery • Damage Resistance • Stone Skin • Mirror Image • Conjured Armor • Conjured Health • Duplicate Conjuring • Meteor Storm • Acid Cloud • Conjured Power • Conjured Duration • Improved Spectral Blade • Hydra • Magic Weapon • Magical Impact • Slowing Strikes • Armor Piercing
Current System
In Diablo III, skill trees were replaced with skill categories. Each class has six, and each category includes three to five skills. The system below is approximate, in fact, Demon Hunters and Witch Doctors have their categories slightly different from those of other classes. Necromancers have their categories totally different, and grouped mostly by the type of resource these skills use.
- Primary (default LMB): basic skills that do not waste resources, or even generate them with every attack, have no cooldown, but deal less damage than other skills. Pants, Class-specific Items and Belts may enhance the damage done by these skills.
- Secondary (default RMB): advanced skills that usually waste resources, but generally have no cooldown as well; basically, they are the main combat skills. Helms, Boots and Class-specific items may enhance the damage done by these skills.
- Defensive (default 1): protective skills that are focused on protection or on disabling enemies (i.e. Crowd Control) rather than dealing damage. They usually cost no resources (or even generate them), but have cooldowns, and while some of them deal minor damage, their main purpose is survival.
- Tertiary (default 2, name of the category varies by class): powerful skills, usually they cost more resources than Secondary, and / or have cooldowns. These skills mostly deal damage, are considerably more potent than Secondary skills, but players won't be able to use them as often as they can use Secondary skills. Boots, Class-specific items, Pauldrons and Chest Armors may enhance these skills.
- Special (default 3, name of the category varies by class): these skills are usually semi-passive, enhancing the character and / or allies, or summoning pets and minions. Some classes can only pick one skill of this category at a time. However, these skills rarely do damage. Class-specific items, Pauldrons and Chest Armors may enhance these skills.
- Ultimate (default 4, name of the category varies by class): these skills are usually the most powerful tools in the character's arsenal. They can be incredibly damaging, very potent Crowd Control forms, enhancing the character far beyond their usual capabilities for a short time (or even changing their physical form into a creature of legends) or summoning very numerous or very powerful minions. However, most of these skills have a very high resource cost and / or a very long cooldown. Class-specific items, Pauldrons and Chest Armors may enhance these skills.
Passive skills have a separate category. At level 10, a character has one passive skill slot, but can acquire the second one at level 20, the third one at level 30, and the final (fourth) one at level 70. Hellfire Amulet allows having five different passives at a time. Passive skills can be taken in any combination, regardless of which active skills have been chosen.
Originally, characters can only have one skill of each category, and may not change the default button. However, with the so-called Elective Mode turned on in the Options, one can take any skills in any combinations, unless specifically stated otherwise (such as Wizards only being able to use one Armor spell).
Skills can be changed or assigned new Skill Runes (counts as changing skills too) at any moment when out of combat, and when the skill in question is not on a cooldown. If performed in town, the new skill is ready instantly, otherwise it has a 10 seconds cooldown before it can be used.
Note that each item can only have one "Increases (Skill Name) Damage by X%" Primary affix.
Primary Skills
Bash • Cleave • Frenzy • Weapon Throw
Secondary Skills
Hammer of the Ancients • Rend • Seismic Slam • Whirlwind • Ancient Spear
Defensive Skills
Ground Stomp • Leap • Sprint • Ignore Pain
Might
Overpower • Revenge • Furious Charge • Avalanche
Tactics
Threatening Shout • Battle Rage • War Cry
Rage
Earthquake • Call of the Ancients • Wrath of the Berserker
Passive Skills
Pound of Flesh • Ruthless • Nerves of Steel • Weapons Master • Inspiring Presence • Berserker Rage
Bloodthirst • Animosity • Superstition • Tough as Nails • No Escape • Relentless
Brawler • Juggernaut • Unforgiving • Boon of Bul-Kathos • Earthen Might • Sword and Board • Rampage
Primary Skills
Punish • Slash • Smite • Justice
Secondary Skills
Shield Bash • Sweep Attack • Blessed Hammer • Blessed Shield • Fist of the Heavens
Defensive Skills
Shield Glare • Iron Skin • Consecration • Judgment
Utility
Provoke • Steed Charge • Condemn • Phalanx
Laws
Laws of Valor • Laws of Justice • Laws of Hope
Conviction
Falling Sword • Akarat's Champion • Heaven's Fury • Bombardment
Passive Skills
Heavenly Strength • Fervor • Vigilant • Righteousness • Insurmountable • Fanaticism
Indestructible • Holy Cause • Wrathful • Divine Fortress • Lord Commander • Hold Your Ground
Long Arm of the Law • Iron Maiden • Renewal • Finery • Blunt • Towering Shield
Removed
Nephalem Majesty
Cut
Laws of Fate
Primary Skills
Hungering Arrow • Entangling Shot • Bolas • Evasive Fire • Grenade
Secondary Skills
Impale • Rapid Fire • Chakram • Elemental Arrow
Defensive Skills
Caltrops • Smoke Screen • Shadow Power
Hunting
Vault • Preparation • Companion • Marked for Death
Devices
Fan of Knives • Spike Trap • Sentry • Vengeance
Archery
Strafe • Multishot • Cluster Arrow • Rain of Vengeance
Passive Skills
Thrill of the Hunt • Tactical Advantage • Blood Vengeance • Steady Aim • Cull the Weak • Night Stalker
Brooding • Hot Pursuit • Archery • Numbing Traps • Perfectionist • Custom Engineering
Grenadier • Sharpshooter • Ballistics • Leech • Ambush • Awareness • Single Out
Primary Skills
Fists of Thunder • Deadly Reach • Crippling Wave • Way of the Hundred Fists
Secondary Skills
Lashing Tail Kick • Tempest Rush • Wave of Light
Defensive Skills
Blinding Flash • Breath of Heaven • Serenity • Inner Sanctuary
Techniques
Dashing Strike • Exploding Palm • Sweeping Wind
Focus
Cyclone Strike • Seven-Sided Strike • Mystic Ally • Epiphany
Mantra
Mantra of Salvation • Mantra of Retribution • Mantra of Healing • Mantra of Conviction
Passive Skills
Resolve • Fleet Footed • Exalted Soul • Transcendence • Chant of Resonance • Seize the Initiative
The Guardian's Path • Sixth Sense • Determination • Relentless Assault • Beacon of Ytar • Alacrity
Harmony • Combination Strike • Near Death Experience • Unity • Momentum • Mythic Rhythm
Removed
Guiding Light • Mantra of Evasion • One with Everything • Pacificism • Provocation
Cut
Impenetrable Defense • Radiant Visage
Primary Skills
Bone Spikes • Grim Scythe • Siphon Blood
Secondary Skills
Bone Spear • Skeletal Mage • Death Nova
Blood and Bone
Bone Armor • Bone Spirit • Blood Rush • Simulacrum
Reanimation
Command Skeletons • Command Golem • Army of the Dead • Land of the Dead
Curses
Decrepify • Leech • Frailty
Corpses
Corpse Explosion • Corpse Lance • Devour • Revive
Passives
Fueled by Death • Life from Death • Stand Alone • Bone Prison • Commander of the Risen Dead • Swift Harvesting • Extended Servitude • Rigor Mortis • Overwhelming Essence • Dark Reaping • Spreading Malediction • Eternal Torment • Final Service • Grisly Tribute • Draw Life • Serration • Aberrant Animator • Blood for Blood • Blood is Power • Rathma's Shield
Primary Skills
Poison Dart • Corpse Spiders • Plague of Toads • Firebomb
Secondary Skills
Grasp of the Dead • Firebats • Haunt • Locust Swarm
Defensive Skills
Summon Zombie Dogs • Horrify • Spirit Walk • Hex
Terror
Soul Harvest • Sacrifice • Mass Confusion
Decay
Zombie Charger • Spirit Barrage • Acid Cloud • Wall of Death • Piranhas
Voodoo
Gargantuan • Big Bad Voodoo • Fetish Army
Passive Skills
Jungle Fortitude • Circle of Life • Spiritual Attunement • Gruesome Feast • Blood Ritual • Bad Medicine
Zombie Handler • Pierce the Veil • Spirit Vessel • Fetish Sycophants • Rush of Essence • Vision Quest
Fierce Loyalty • Grave Injustice • Tribal Rites • Confidence Ritual • Creeping Death • Swampland Attunement • Midnight Feast
Primary Skills
Magic Missile • Shock Pulse • Spectral Blade • Electrocute
Secondary Skills
Ray of Frost • Arcane Orb • Arcane Torrent • Disintegrate
Defensive Skills
Frost Nova • Diamond Skin • Slow Time • Teleport
Force
Wave of Force • Energy Twister • Hydra • Meteor • Blizzard
Conjuration
Ice Armor • Storm Armor • Magic Weapon • Familiar • Energy Armor
Mastery
Explosive Blast • Mirror Image • Archon • Black Hole
Passive Skills
Power Hungry • Blur • Evocation • Glass Cannon • Prodigy • Astral Presence
Illusionist • Cold Blooded • Conflagration • Paralysis • Galvanizing Ward • Temporal Flux
Dominance • Arcane Dynamo • Unstable Anomaly • Unwavering Will • Audacity • Elemental Exposure
Removed
Critical Mass
References
- ↑ 2015-09-08, Page 2: In Their Own Words: An Oral History of Diablo II With David Brevik, Max Schaefer, and Erich Schaefer. US Gamer, accessed on 2015-09-13