Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Complete List of Skills Descriptions
By アンジェル
   
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Why No Numbers?
Skills effects numbers are constantly changing as part of the ongoing balancing of the game.
It would be too much work for me to keep them up to date in this list.
This list of descriptions is just to give you an idea of what is available.
Warrior
Whirling Axes: You throw two spinning axes that deal Physical damage to all enemies in their paths.
Revolving Axes: The axes now return to you after a period.
Burning Axes: The axes deal additional Fire damage.
Culling Axes: The axes gain a chance to instantly kill an enemy on Low Life. Does not work on Bosses.

War Cry: You and all allies in the area gain a buff that increases Weapon and Movement Speed for a period.
Intimidating Cry: Enemies around you are inflicted by Weakness when casting War Cry.
Second Wind: You regain a portion of your Health when casting War Cry.
Battle Cry: You gain stacks of Killing Spree for each enemy around you when casting War Cry.

Warrior's Constitution: Increases your Health and Poison Resistance.
Combat Training: You deal increased damage with Melee skills.
Toughness: You take less damage.
Mighty Strength: Increases your Armor Penetration.

Killing Spree: You gain stacks of Killing Spree by killing enemies. Each stack increases your damage. You lose all stacks at once if the duration runs out.
Brutality: Each stack now also grants Weapon and Spell Crit Chance.
Killer Physique: Each stack increases your Health Regen.
Dauntless: Melee hits against Bosses and Elites gain a chance to add stacks of Killing Spree.

Berserker
Leap: You leap towards the target location, landing with a slam dealing Physical damage and inflicting Stun to enemies in the area.
Trembling Impact: After landing you set off a series of tremors that erupt after a short delay, dealing additional Physical damage.
Fiery Leap: You ignite the ground at the location from where you leap and land, dealing Fire damage for a period of time.

Rage: Taking damage will grant you a temporary Rage buff for a period, increasing your Crit Chance and Crit Damage with Physical skills.
Unyielding Rage: You automatically gain rage when on Low Life, you also take less damage when on Low Life.
Furious Cry: You gain Rage when casting War Cry. Your cooldowns are also reduced during Rage.

Primalist
Ancient Totems: You place a totem at the target location that deals Physical damage to nearby enemies for a period.
Shock Totems: The totems periodically shock nearby enemies dealing Lightning damage. If the totems are placed close to each other, they create barriers of lightning between them, dealing additional damage.
Frostbite Totems: Changes the damage type to Ice and gains a chance to inflict Freeze.

Tremor Strikes: Your Melee Weapon attacks cause tremors around you, dealing Physical damage in the area. This effect has a short cooldown.
Tempest Strikes: Your Melee Weapon hits gain a chance to deal additional Lightning damage to the target and a random different nearby enemy.
Glacial Strikes: Your Melee Weapon hits gain a chance to trigger a small explosion dealing additional Ice damage. This effect has a short cooldown.

Tyrant
Chains: You throw out chains all around you, dealing Physical damage and inflicting enemies with Cripple.
Barbed Chains: The chains now inflict stacks of Bleeding.
Spiked Chains: Spike projectiles are now released at the end of the chains.

Ruthlessness: You deal increased Physical damage and your Physical skills gain a chance to inflict stacks of Bleeding.
Exploding Gibs: Killing enemies with Physical skills has a chance to trigger an explosion of gibs dealing Physical damage in the area.
Slayer: You deal increased damage to enemies based on their missing health.
Wizard
Magic Missiles: Discharges several magic missiles that seek out nearby enemies and deal Physical damage on impact.
Missile Barrage: Fires additional projectiles per cast.
Rebounding Missiles: The projectiles gain the ability to jump to additional targets on hit.
Concussive Impacts: The projectiles gain a chance to inflict Stun.

Fireball: Unleash a fireball towards the targeted location that explodes, dealing Fire damage.
Enhanced Fireball: Increases the size of the explosion.
Blastwave: Enemies hit by the fireball are inflicted by Slow.
Bouncing Fireball: The fireball now bounces and triggers an explosion with each bounce.

Arcane Intellect: Increases your Mana and Intelligence.
Savant: Reduces your spell cooldowns.
Arcane Weaponry: You deal increased damage with Arcane weapons.
Learning: Increases your Experience Gain.

Barrier: You generate protective stacks of Barrier over time. When taking damage, a stack is expended, lowering the damage taken.
Flame Shield: Taking damage while having stacks of Barrier ignites the air around yourself for a duration, dealing Fire damage to nearby enemies.
Frost Shell: As long as you have stacks of Barrier, you have increased Armor and Ice Resistance. You also inflict Freeze on any attackers.
Protective Warding: Casting a Spell gains a chance to generate stacks of Barrier. This effect has a short cooldown.

Evocation
Meteor Shower: You summon meteors to fall in the area for a duration, dealing both Physical and Fire damage.
Burning Ground: The meteors create an area of burning ground on impact, dealing additional Fire damage for a period.
Comet: Changes the damage type to Ice and Physical and gains a chance to inflict Freeze.

Incanter's Cadence: Casting Spells generates stacks of Incanter's Cadence. Each stack increases your Cast Speed and reduces the Mana Cost of spells.
Rising Crescendo: Each stack of Incanter's Cadence increases your Spell Crit Chance.
Incanter's Flow: Each stack of Incanter's Cadence increases your Weapon Speed.

Conjuration
Conjure Hydras: You conjure multiple hydras that spew fire at nearby enemies, dealing Fire damage.
Greater Hydra: You conjure additional hydra heads with each cast.
Frost Breath: Changes damage type to Ice.

Animated Sword: You conjure a magical sword that follows you around at all times. The sword slashes at nearby enemies, dealing Physical damage.
Flame Blade: The sword is now engulfed in flames and continuously deals Fire damage to nearby enemies.
Ice Blade: The sword now deals Ice damage and gains a chance to inflict Freeze.

Transmutation
Haste: You gain a temporary buff that increases your Weapon, Cast, and Movement Speed.
Blur: You also gain Evasion for the duration of the buff.
Paladin
Blessed Strike: You strike all enemies in the area in front of you, dealing Physical Damage.
Massive Strike: Increases the size of the strike area.
Purging Flames: The strike area erupts in flames, dealing additional Fire damage for a period.
Wrathful Strike: Deals additional Lightning damage that can chain to other nearby enemies.

Lay on Hands: You heal yourself and all allies around you.
Invigorating Touch: Also applies a buff that increases Health and Mana Regen for a short period.
Cleansing Touch: Removes all Debuffs and Afflictions. You also gain immunity to all Debuffs for a short period.
Turn Undead: Deals Physical damage to all Undead enemies in the area.

Armored Knight: Increases your Armor and grants a chance to block 100% Physical Damage.
Elemental Bulwark: Increases your Fire, Ice, and Lightning resistances.
Glancing Blows: You gain an additional chance to block 100% of any damage type.
Armor of Wrath: You gain a chance to strike a random nearby enemy with a bolt of lightning when taking damage, dealing Lightning damage based on your Armor value.

Conviction: Your Melee Weapon hits have a chance to restore some of your Mana.
Resolve: While you are below half health, your Spells cost less Mana.
Shield of Faith: While you have more than half of your maximum Mana left, you block damage for a cost of Mana.
Zeal: When Conviction triggers, you deal additional Physical damage based on your current Mana.

Justice
Judgement: You pass judgement on random nearby enemies for a duration, striking them with a divine hammer dealing Physical damage.
Prolonged Prosecution: While Judgement is active, you gain a chance to extend the duration when killing enemies. The duration cannot be extended to more than 7 seconds.
Hammer of Wrath: Deals additional Lightning damage.

Lawbringer: When you block or take damage, you have a chance to inflict Disarm and Silence on the attacker.
Punish the Wicked: You deal more damage to enemies inflicted by Disarm or Silence.
Shackles: Weapon and Spell hits gain a chance to shackle the target and a different nearby enemy. Shackled enemies have reduced movement speed and take continuous Physical damage.

Divine
Divine Pillars: You summon pillars of heavenly light to explode at your location, dealing Physical damage and inflicting Blindness.
Divine Pattern: Causes additional pillars to strike in succession in a grid-like pattern. The pillars deal half as much damage with each consecutive strike.
Pillars of Wrath: Deals additional Lightning damage.

Divine Protection: Taking damage when below half health has a chance to grant you a buff of Invulnerability for a brief period. This effect has a cooldown.
Restoration: You gain a massive increase to Health Regen while you have the buff.
Divine Retort: When you gain the buff, you automatically cast Divine Pillars.

Radiance
Immolation: You charge up a massive explosion that is unleashed when you release the spell, dealing Fire damage to all enemies around you.
Fuel the Flame: You gain additional stacks of Inner Flames when casting Immolation.
Blazing Lance: You now unleash a blazing lance projectile that deals additional Fire damage to all enemies in its path.

Inner Flames: Casting Spells generates stacks of Inner Flames. While you have stacks of Inner Flames, you gain an aura dealing Fire damage to nearby enemies.
Flames of Devotion: Each stack of Inner Flames adds Fire damage to your weapons.
Bringer of Flames: Each stack of Inner Flames increases your Fire Resistance and Fire Penetration.
Ranger
Marked Shot: You fire a projectile that deals Physical damage and applies Marked to all enemies in the targeted area. You deal more damage to enemies inflicted by Marked.
Hot Pursuit: You gain a short buff of increased Movement Speed when hitting Marked targets.
Thrill of the Hunt: Killing enemies inflicted by Marked has a chance to restore some of your Health and Mana.
Big Game Hunter: You deal additional damage to Bosses and Elites inflicted by Marked.

Trap: Throws a trap that deploys after a brief duration. The traps deal Physical damage in a small area when triggered and inflict Cripple.
Multiple Deploy: You deploy additional traps with each cast.
Serrated Traps: The traps now inflict stacks of Bleeding.
Frost Traps: The traps deal additional Ice damage.

Rhythm: You gain Weapon Crit Chance, and scoring Weapon Crits grants you stacks of Rhythm. Each stack of Rhythm increases your Weapon Crit Chance and Damage.
In the Flow: Each stack of Rhythm increases your Weapon Speed.
Efficiency: Each stack of Rhythm reduces your Mana costs.
Momentum: You gain a stack of Rhythm when dashing.

Survivalist: Each time you get hit, you gain a buff that reduces damage taken for a short period. This effect has a short cooldown.
Evasive Maneuver: Also grants Evasion for the duration of the buff.
Tactical Maneuver: You gain a Dash Charge when taking damage. This effect has a short cooldown.
Quick Recovery: Increases your Health Regen for the duration of the buff.

Marksman
Rain of Arrows: You launch a barrage of arrows into the air that strike the ground in a forward direction, dealing Physical damage.
Storm of Arrows: Increases the impact area.
Thundercaller: The arrows are followed by a sequence of lightning strikes, dealing Lightning damage.

Archery: The movement speed penalty for using Bow skills is reduced, and you deal increased damage with Bow skills.
Fast Shot: You gain increased skill speed with Bow skills.
Frost Arrows: Your Bow skills gain a chance to trigger a frost explosion on hit, dealing Ice damage. This effect has a short cooldown.

Beastmaster
Spirit Wolves: You unleash spirit wolves that seek out nearby enemies, dealing Physical and Ice damage on impact.
Relentless Hunters: The spirit wolves gain a chance to seek out a new target on hit.
Restless Spirits: You gain a chance to unleash a spirit wolf when killing enemies. This effect has a short cooldown.

Wolf Companion: You passively summon a wolf companion to fight by your side that attacks nearby enemies, dealing Physical damage.
Wolf Pack: You summon additional wolves.
Winter Wolf: Your wolves deal additional Ice damage.

Warden
Entangle: You conjure roots to sprout in a large area around you that lingers for a duration. Enemies in the area take Physical damage and are inflicted by Cripple.
Healing Wisps: The roots spawn wisps that attach to allies entering the area, restoring Health for a period.
Poison Ivy: Deals additional Poison damage.

Wind Weaver: Weapon hits unleash gusts of wind in a forward direction, dealing Physical damage. This effect has a short cooldown.
Winter Winds: The gusts of wind deal additional Ice damage.
Wind Runner: You unleash several gusts of wind in all directions when dashing.
Rogue
Fan of Knives: Throws several knives in a cone, dealing Physical damage.
Ricochet: The projectiles now bounce off walls and collisions. Each bounce reduces speed and damage.
Deadly Aim: You gain increased crit chance with Fan of Knives.
Poisoned Knives: Deals additional Poison damage.
Focused Throw: You throw fewer projectiles in a forward direction. The projectiles deal more damage and have a slightly longer lifetime.

Flurry of Blades: You perform a series of strikes, hitting all enemies in an area around you, dealing Physical damage.
Disarming Strikes: Gains a chance to inflict Disarm.
Fiery Bolas: Bolas are applied to each target hit plus an additional nearby enemy. Enemies affected are slowed and take Fire damage for a period.
Shock Assault: Deals additional Lightning Damage.

Slice and Dice: Hits with Melee skills grant stacks of Slice and Dice. Each stack increases your Weapon Speed. You lose all stacks at once if the duration runs out.
Adrenaline: Each stack increases your Mana Regen.
Blade Parry: Each stack increases your Parry.
Agile Casting: Each stack increases your Cast Speed, and you also gain stacks by casting Spells.

Sidestep: Grants Evasion and a single stack of guaranteed evasion that is recharged every few seconds.
Fleet Footed: Increases your Movement Speed.
Lethal Opening: Grants additional Crit Chance for a short period after evading.
On the Move: Dashing gains a chance to recharge the guaranteed evasion of Sidestep.

Blades
Mortal Strike: You deliver a quick deadly strike that deals massive Physical damage.
Phantasmal Strike: The strike now chains to additional enemies in a cone behind the target. Deals less damage for each consecutive enemy hit.
Crimson Strike: You gain a small amount of Life Leech with Mortal Strike.

Assassin: Increases your Weapon Crit Damage and reduces the range of enemies detecting you.
Executioner: You gain a chance to instantly kill an enemy on Low Life when scoring crits with Melee skills. Does not work on Bosses.
Hidden Cuts: Attacking with Melee weapons strikes a random nearby enemy for Mainhand Weapon damage.

Poison
Toxic Cloud: You deploy a large toxic cloud that lingers for a period. The cloud blocks enemy vision and deals Poison damage to any enemies inside the cloud.
Billowing Cloud: You and your allies gain Evasion while inside the cloud.
Corrosion: Enemies entering the cloud are inflicted by Armor Break.

Poison Mastery: You deal increased Poison damage, and your Poison skills gain a chance to inflict Vulnerability.
Coated Weapons: Adds Poison damage to your weapons per character level.
Deadly Toxins: Increases your Poison Penetration and Poison Resistance.

Demolitions
Grenade: You throw a grenade in a forward direction that detonates after a brief period, dealing Physical damage.
Incendiary Grenades: The grenade now explodes on impact and leaves an area of burning ground for a short period, dealing Fire damage.
Shock Grenades: The grenade deals additional Lightning damage that can chain to other nearby enemies.
Explosive Exit: If you start a dash near an enemy, you drop a grenade. This effect has a short cooldown.

Artificer Suit: Increases your Armor and Physical damage. Taking damage causes a flashbang to trigger, inflicting nearby enemies with Blindness. This effect has a short cooldown.
Zzzap: Weapon skills have a chance to trigger a lightning bolt to zap a random nearby enemy, dealing Lightning damage.
Shrapnels: Casting spells has a chance of discharging multiple shrapnels in all directions, dealing Physical and Fire damage.
Warlock
Demon's Tail: Conjures a diabolical whip to lash out in a forward direction, dealing Physical damage and inflicting Slow.
Crackling Lash: Crackling arcs of lightning are discharged at nearby enemies, dealing Lightning damage.
Fiery Lash: Flames erupt along the lash that lingers for a short period, dealing Fire damage.
Heavy Impact: Enemies hit by the end of the whip are now also inflicted by Stun.

Dark Ritual: You start performing a ritual that completes after a few seconds. Enemies take Physical damage while inside the area and even more damage when it completes. The ritual is terminated if you leave the area before it is completed.
Blood Ritual: Enemies inside the area now have a chance to be inflicted with stacks of Bleeding.
Conflagration: The damage type is changed to Fire, and the ritual deals even more damage when it is completed.
Leeching Ritual: You and your allies gain Life Leech while inside the area.

Drain Essence: You gain stacks of Essence when hitting enemies with Melee skills. Each stack increases your Health and Mana. This effect has a short cooldown.
Life Siphon: When you gain stacks of Essence, you restore a percentage of your Health.
Energy Siphon: When you gain stacks of Essence, you restore a percentage of your Mana.
Drain Blood: You now also inflict stacks of Bleeding on the targets you gain Essence from.
Essence Harvester: You gain a chance to gain stacks of Essence when killing enemies.

Aura of Atrophy: You project an aura around you that makes enemies deal less damage.
Agony: Enemies in your aura also take more damage.
Spreading Corruption: Melee weapon hits deal additional Poison damage to a different nearby enemy.
Spontaneous Combustion: Casting a Spell deals Fire damage to all enemies affected by your aura.

Summoning
Summon Fiends: Channel the spell to summon fiends by consuming stacks of Essence. Fiends attack nearby enemies, dealing Physical damage.
Infernal Fiends: Your fiends deal additional Fire damage and gain the ability to spew fireballs at their targets.
Explosive Demise: Your fiends explode upon death, dealing Physical damage in a small area.

Gargoyle Servant: Passively summons a gargoyle to fight by your side. The gargoyle attacks enemies with its claws and trident, dealing Physical damage.
Flaming Strikes: Your gargoyle deals additional Fire damage with its claws.
Lightning Trident: Your gargoyle's trident now continuously zaps enemies for additional Lightning damage.

Souls
Soul Vortex: You conjure a swirling vortex of soul energy around you, dealing Physical and Poison damage to all enemies in the area.
Lightning Vortex: The vortex now continuously triggers bolts of lightning to randomly strike the area around you, dealing additional Lightning damage.
Vortex Shroud: You gain Evasion for the duration of the spell.

Soul Shaper: As long as you have stacks of Essence, your Mainhand Weapon attacks unleash a soul projectile towards a random nearby enemy, dealing Mainhand damage.
Soul Cleave: The projectiles gain a chance to explode for additional damage. This effect has a short cooldown.
Relentless Souls: The projectiles jump to additional targets on hit.

Chaos
Chaos Blade: You conjure a magical blade to slash the area in front of you, dealing Physical and Lightning damage.
Blade Arcs: The spell now also unleashes a number of projectiles in an arc in front of you.
Rupture: The blade slash now inflicts stacks of Bleeding.

Chaos Rifts: Casting a Spell spawns a rift that deals Physical and Lightning damage to nearby enemies. Rifts spawned close to each other create streams of energy between them, dealing additional damage.
Chaos Reaper: Killing an enemy has a chance to spawn a rift. This effect has a short cooldown.
Rift Blade: Hits with Chaos Blade gain a chance to spawn a rift. This effect has a short cooldown.
Sorcerer
Discharge: You unleash several arcs of lightning in a cone, dealing Lightning damage. Each enemy can only be hit by one arc.
Chain Lightning: Each arc of lightning can chain to additional targets.
Extended Discharge: Increases the range of the spell.
Scorching Rays: Changes damage type to Fire and the rays now pierce targets.
Rays of Frost: Unleashes fewer rays in a tighter cone, but enemies can now be hit by multiple rays. Changes damage type to Ice.

Elemental Orb: You conjure a slow moving orb that continuously deals damage of all elements to nearby enemies.
Adaptive Orb: If you have Elemental Affinity when casting the spell the orb will only deal damage of the corresponding element.
Stable Orb: Extends the lifetime of the orb.
Elemental Torrent: The orb now starts spewing smaller projectiles in all directions. These projectiles deal less damage.

Elemental Affinity: When casting a Spell you gain Elemental Affinity of the same element as the spell cast. You deal more damage of the corresponding element as long as you have Elemental Affinity. You can only have one type of element active at a time.
Elemental Ward: Grants additional Fire, Ice and Lightning Resistance per character level.
Elemental Penetration: Grants Fire, Ice and Lightning Penetration.
Elemental Equilibrium: As long as you have Elemental Affinity your damage bonus is doubled for the other elements.

Innate Power: Grants Spell Crit Chance.
Uncontrolled Power: You deal increased Spell Crit Damage.
Power Surge: You gain a buff of increased Weapon, Cast and Movement Speed when scoring a Spell Crit.
Mana Surge: You restore some of your Mana when scoring a Spell Crit.

Fire
Flame Wall: You produce a blazing wall of flames in front of you, dealing Fire damage to all enemies near it.
Flamewalker: You and your allies entering the wall are ignited with a temporary aura that deals Fire damage to nearby enemies.
Flamestep: You spawn a single wall instance when dashing.
Wall Placement: The placement of the wall can now be targeted.

Fire Mastery: You deal increased Fire damage, and your Fire skills gain a chance to inflict Weakness.
Volatile Flames: Your Fire skills gain a chance to trigger an explosion dealing additional Fire damage. This effect has a short cooldown.
Healing Flames: You restore some of your Health when scoring a Spell Crit.

Ice
Frost Nova: You unleash multiple frost shards in all directions, dealing Ice damage.
Frost Seekers: The projectiles gain the chance to seek out new targets on hit.
Frost Splinters: The projectiles gain a chance to unleash a new smaller nova of projectiles when killing enemies.

Ice Mastery: You deal increased Ice damage and your Ice skills gain a chance to inflict Freeze.
Shatter: Killing enemies with Ice skills have a chance to trigger an explosion dealing Ice damage.
Ice Block: You gain a chance to block Physical and Ice damage.

Lightning
Lightning Ball: You charge up a ball of lightning that is unleashed when cast, dealing Lightning damage to all enemies in its path. The damage of the projectile is based on how long you charge the spell.
Energized Ball: Each enemy hit extends the lifetime of the projectile.
Static Field: You leave behind a field of electricity that lingers for a period, dealing additional Lightning damage.

Lightning Mastery: You deal increased Lightning damage and your Lightning skills gain a chance to inflict Stun.
Arc Lightning: Your Lightning skills gain a chance to trigger an arc of electricity that chain between enemies, dealing Lightning damage.
Null Field: You gain a chance to block most projectiles. This effect has a short cooldown.