On Hit/Kill
Spirit Bind - On-hit, there is a X% chance to summon a spirit (Wraith) to fight for you.
Cascade (Energy Barrage) - On-hit, there is a X% chance to cast Energy Barrage for Y% weapon damage.
Spell Purge - On hit, there is an X% chance to cast Spell Purge.
Wraith of Heaven - On hit, there is a X% chance to cast Wrath of Heaven.
Frozen Spillage - On kill, there is a X% chance your enemy will leave an Ice Mine where they died. (Only one can be active at a time).
Blizzard - On kill, you have a X% chance to cast Blizzard over the enemies body for Y% weapon damage and lasts for Z seconds. (Only one can be active at a time).
Molten Pit - On hit, you have a X% chance to create a pit of fire at your feet that deals Y% damage over time for Z seconds. (Only one can be active at a time).
Spiderlings - On kill, your enemy has a X% chance to spawn three spiders from their body. [I'd love to see this as a Necro ability
Planted - On hit, you have a X% chance to lock your enemy in place for Y seconds.
Emboldened - On kill, your stamina/mana regeneration is increased by up to X% for Y seconds.
*Comedic bane - On hit, there is a 1% chance to turn enemy into an ally for 30 seconds. They then explode into confetti and shoot balloons at nearby enemies.
*Harpoon - On hit, there is an X% chance that'll you'll cast Hook and Tackle.
Lightning Bolt - On hit, there is a X% chance you'll cast Lightning Bolt.
Convert - On hit, there is a X% chance an enemy will turn friendly for Y seconds. (does not work on bosses or the undead).
Deaths Bounty - On kill, there's a chance that your cooldown times will be reduced by X second(s)
Titan - On kill, your maximum health will increase up to X.
*Guardian Angel - On hit, there is a 5% chance to spawn a duplicate of yourself that absorbs 25% of the damage you take if within 3 meters, and does 15% weapon damage.
When Hit
Quick Getaway - When hit by a melee attack, you to enter Stealth. (Has innate cooldown)
Sandman - When hit by a melee attack, you have an X% chance to trigger Knockout Powder.
Phalanx - When hit by a melee attack, a Champion will appear to counterattack and knockdown your enemy. (Has innate cooldown).
Backblast - When hit by a melee attack, you drop a Spike Trap at your feet. (Has innate cooldown).
Disruption Field - When hit by a ranged attack, you have a X% chance to cast Disruption Field.
Dispel - When hit by a magic attack, you have a X% chance to cast Dispel on your attacker.
Perish - When hit by a ranged attack, your enemy will take X% percent of the damage they dealt over Y seconds. (Only active on one enemy at a time).
Golem - When hit by a ranged attack, you have an X% chance to trigger Rock Armor that provides +Y armor bonus for Z seconds.
Weak Willed - When hit by a magic attack, your enemies damage output is reduced by X% for Y seconds. (Only active on one enemy at a time).
Conversion - When hit by a magic attack, your stamina/mana regeneration increased by X% for Y seconds.
Static Cage - When hit, there is a X% chance that you'll cast Static Cage for X seconds.
Line in the Sand - When hit, there is a X% chance to cast Line in the Sand for X seconds.
Crit Chance/Chance to
Shelter - Critical hits have a X% chance to generate barrier for Y%.
Rogue Trance - Activating Stealth has a X% chance to trigger a Knockout Bomb at your feet.
Puncture - There is an X% chance that your bow will penetrate your target and hit an enemy behind them.
Contagion - Enemies within X meters of a target you inflicted with DoT have a Y% chance to take the same DoT for Z seconds. (Only one target can have this active on them at a time.
Dragons Breath - The last attack in your basic combination has a X% chance to spew of wall of Dragonfire for Y% weapon damage.
Backfire - There is a X% chance that you'll reflect ranged attacks back at the enemy for Y% damage when using Shield Wall.
Whiteout - Critical hits have a X% chance to blind and enemy for Y seconds.
Spare Bottle - Drinking a potion has a X% chance to not use it up.
Durability - Critical hits have a X% chance to increase defense by Y% for Z seconds.
Fortune - There is a X% chance that you'll collect Y% more gold from gold urns and chests.
Persistence - There is a X% chance that using an ability will not trigger a cooldown.
Leadership - If a teammate dies near you, there is a X% chance that they'll recover with Y% health.
Unbreakable - When your guard is depleted, there is a X% chance that you'll recover Y% of your maximum guard. (Has innate cooldown).
Abundance - When using a healing potion, there is a X% chance that your teammates will gain Y% of the potions healing.
Unseen Blade - There is a X% chance that using a dagger ability will do an additional hit in equal damage to the first hit.
Fear - There is a X% chance that an enemy will panic the moment they see you. (Does not work on panic resistant enemies).
*Veil Smasher - There is a 20% chance, on jump, to cause the ground under you to weaken, weakening all enemies within 10 meters.
*Bad Habit - There is a 20% chance on jump to spawn a cloud of smoke that makes enemies attack 25% slower, and can be triggered by elemental damage to freeze, ignite, or paralyze enemies within a 5 meter radius for 3 seconds.
Conditional
Martyrdom - Being downed will trigger an explosion in X meters for Y% weapon damage, and Z% bonus damage when sent to the Fade. (Has innate cooldown)
Amplify - For each unique ability used in succession, your next ability gains a X% bonus weapon damage.
Dynamo - Taking your maximum health in damage will release an explosion for X% weapon damage.
Anticipation - Not damaging an enemy for X seconds will increase the damage of your next basic attack by Y%.
Final Push - When health is less than X%, your attack speed and damage is increased by Y%. (Has innate cooldown)).
Repel - When Barrier is depleted, you cast Mind Blast around you. (Has innate cooldown).
Bladed Calvary - You gain +% Armor for every Warrior in the party
Hidden Agents - You gain +% Critical Damage for every Rogue in the party
Mental Backing - You gain +% Stamina/Mana regeneration for every Mage in the party
Last Man Standing - If all your teammates are down, you get a X% damage and defense bonus for Y seconds.
Tenacious - Taking damage for a continuous period will increase your damage mitigation by X%.
Magics Bane - You do more X% damage against magical enemies, but Y% less damage to non-magical enemies.
Mortals Bane - You do more X% damage against non-magical enemies, but Y% less damage to magical enemies.
*I Am Rubber... - when in stealth you reflect projectiles for 200% weapon damage.
Airborne - When your health is less than X%, any nearby enemies are launched into the air. (excluding large or boss enemies).
Biohazard - When surrounded by X number of enemies within Y meters, you'll release a deadly Toxic Cloud.
Finished Plating - When your guard is lowered to X%, you gain a temporary armor bonus for Y seconds. (Has innate cooldown)
Transmission - When near an persistent elemental source, you draw upon its essence and emit radial elemental energy that deals X% weapon damage for Y seconds within Z meters. (Duration must end before being used again).
Caught You - If an enemy attacks your flank, than they will be stunned for X seconds (Has innate cooldown).
Elemental Aegis - Teammates within X meters of you gain a Y% elemental resistance bonus.
Tamer - When reducing a wild creatures health below X%, they will fight by your side for a period of Y seconds. (Only one can be tamed at a time).
Iron Warrior - You generate 2% guard per second for each nearby enemy.
*Adrenaline Rush - Ability cost reduction 5% per nearby enemy
*Blessings of the Golem - If health drops below 50%, rock armor activates.
*Panic Rush - Attack speed increase 3% per Every 10% missing health.
Modifier
Waning Steel - Your Guard reduces over time, but your maximum Guard is increased by X%
Tempering Steel - You generate Guard over time, but your maximum Guard is decreased by X%
Fire/Frost/Storm/Poison/Spirit Drain - You absorb [insert element] damage, and regenerate X% of your health back for every hit.
Medic - You revive teammates X% faster, and gain Y% additional health back when you're revived.
Rangefinder - Your targeting distance is increased by X%
Immovable - You cannot be knocked down or staggered, but your movement speed is decreased by X%.
Breakdown - Enemies near you will slowly have their armor reduced by up to X%.
Heavy Presence - Enemies within X meters of you are slowed the closer they get to you up to Y%
Frightful Wounds - Enemies affected by your Fear attacks take X% weapon damage during its duration.
Recovery - Allies affected by Barrier replenish X% of their total health over Y seconds.
Transparent - Your threat level is reduced by X%.
Chief Combatant - Your threat level is increased by X%.
Motivation - You provide up to X% bonus stamina/man regeneration for everyone within Y meters.
Illusion - You now leave a ghastly copy of yourself after using Fallback Plan.
Grounded - You X% more damage to enemies that are knocked down
Spelunker - When opening a Treasure room door, you can a temporary armor bonus of X%.
Weighty Magic - Your basic attacks do X% bonus damage to enemies within Y meters, but X% less damage beyond Y meters.
Lightened Steel - Your cooldown times are reduced by X%, but your armor is reduced by Y%.
Heavy Steel - Your cooldown times are increased by X%, but your armor is increased by Y%.
Long Haul - Sprinting for more than X seconds will grant a Y% bonus to stamina/mana regeneration.
Bitter Cold - Enemies can no longer be frozen by you, but instead take persistent DoT damage of X% weapon damage.
* Abilities created by those who have posted below





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