Skill
Amazon | Assassin | Barbarian | Druid | Necromancer | Paladin | Sorceress |
---|---|---|---|---|---|---|
|
Skill points
Each class also has three of their own skill trees, each containing 10 skills: these skills can be learnt and then used by investing skill points. Characters receive one skill point each time they gain a character level, and skill points can also be awarded once in each difficulty level for completing the following quests:
Act | Quest | Giver | Point(s) |
---|---|---|---|
1 | Den of Evil | Akara | +1 |
2 | Radament's Lair | Template:Unique dropped by Template:Unique | +1 |
4 | The Fallen Angel | Tyrael | +2 |
A maximum of 20 points can be invested in each skill. Points cannot be invested in a skill if points have not been invested in its prerequisite skills and character level > required skill level + points: while some skills are available at level 1, others only become available at levels 6, 12, 18, 24 and 30. For example, an Amazon cannot invest a point in Freezing Arrow until she is level 30 and she has invested points in its prerequisite skills Cold Arrow and Ice Arrow, and she may not invest another point until she is level 31.
Respecialisation
Skill (and stat) points can be reset as a reward from Akara for completing the Den of Evil quest in Act 1 once in each difficulty level. Characters who completed this quest in all difficulty levels before 1.13 will only receive this reward in Hell.
Skill (and stat) points can also be reset by transmuting all four of the following items in the Template:Unique to create a Template:Crafted, then using that token:
Item | Source |
---|---|
Template:Crafted | Template:Unique |
Template:Unique | |
Template:Crafted | Template:Unique |
Template:Crafted | Template:Unique |
Template:Crafted | Template:Unique |
- Buffs and debuffs active at the time of the reset will remain active until they expire.
- Paladin Offensive Auras and Defensive Auras active at the time of the reset will no longer be applied but their graphic will still be displayed, as will their former effects in the character screen. However, this display error stops upon exiting the game and everything returns to normal at the start of the next game.
Skill bonuses
Although characters can only invest 20 points in each skill, their level can be increased further by applying various skill bonuses:
- Individual skills (class-specific and Oskills, allow skills to be used without investing points if character level >= required level)
- Individual skill trees (class-specific)
- Individual class skill levels (class-specific)
- All Skills
Certain items also apply bonuses to Fire Skills only:
Item | Bonus | RLvl |
---|---|---|
Template:Set | +1 | 11 |
Template:Unique staff | +3 | 19 |
Template:Unique | +2 | 21 |
Template:Unique | +2 | 22 |
Template:Unique | +1 | 23 |
Template:Unique | +1 | 27 |
Template:Unique | +3 | 33 |
Template:Unique | +2 | 65 |
Template:Unique | +3 | 71 |
Amazon | Assassin | Druid | Necromancer | Paladin | Sorceress |
---|---|---|---|---|---|
Active skills
Active skills require an action to be taken to use them. All active skills require mana to use, with the exception of the common skills mentioned earlier, Sacrifice, level >12 Magic Arrow and level >8 Double Swing. Skill icons are red if they cannot be used, either due to lack of mana or a required item, an active Delay or because it cannot be used in town.
Buffs
Buffs are active skills which apply a positive effect to the user or to the user and their allies for a duration after being used.
User only
Assassin | Barbarian | Druid | Necromancer | Paladin | Sorceress |
---|---|---|---|---|---|
User and allies
Barbarian | Sorceress |
---|---|
Debuffs
Debuffs are active skills which apply a negative effect to the user's enemies for a duration after being used.
Amazon | Assassin | Barbarian | Druid | Necromancer | Paladin |
---|---|---|---|---|---|
- A Barbarian's Berserk is the only skill to apply a debuff to the user.
Passive skills
Passive skills require no action to apply their bonuses. Passive skills don't require mana to use, and only apply to the user or pet. Passive bonuses are based on both skill points invested and skill bonuses applied.
Amazon | Assassin | Barbarian | Necromancer | Sorceress |
---|---|---|---|---|
Some Druid active skills also apply passive bonuses: Summon Spirit Wolf, Summon Dire Wolf and Summon Grizzly all apply passive bonuses to each other.
Auras
A Paladin's Defensive Auras and Offensive Auras apply positive passive bonuses to the user or to the user and any allies, or negative passive bonuses to any enemies within their radius of effect, as long as the aura is selected on the right mouse button. Auras do not cost mana, with the exception of Prayer.
A Druid's Oak Sage, Heart of Wolverine and Spirit of Barbs supply auras applying positive passive bonuses to players and any allies within their radius of effect once summoned.
Synergy skills
Synergy skills apply benefits to other skills based on the number of points invested in the synergy skill. Skill bonuses do not increase synergy bonuses. Most synergy bonuses are mentioned in the skill description, but the following Paladin skills also apply hidden bonuses based in the number of points invested in them: Resist Fire, Resist Cold, Blessed Aim and
Resist Lightning.
Using skills of another class
Each class can gain access to the skills of another class by equipping certain items:
Certain missile weapons also fire Magic Arrow and Exploding Arrow when Normal Attack is used:
Fires Magic Arrows
Missile weapon | Level | Ladder | Rlvl |
---|---|---|---|
Template:Unique | 3 | No | 13 |
Template:Unique | 5 | No | 26 |
Template:Unique | 20 | No | 39 |
Template:Unique | 11 | Yes | 65 |
Template:Set | 1 | No | 70 |
Fires Explosive Arrows or Bolts
Missile weapon | Level | Ladder | Rlvl |
---|---|---|---|
Template:Unique | 3 | No | 15 |
Template:Unique | 5 | No | 27 |
Template:Unique | 7 | No | 33 |
Template:Unique | 6 | No | 49 |
Template:Unique | 13 | No | 71 |
Template:Unique missile weapon | 15 | Yes | 65 |
- Act 1 Rogue Scout hirelings equipping Fires Explosive Arrows or Bolts bows will display explosions when using Normal Attack, but these explosions do not apply their fire damage.
Delay
Some skills apply a delay when used: while the delay is active neither that skill nor any other skill with a delay can be used. Nothing reduces the length of these delays but, since they begin at the action flag (the frame in the attack or casting animation in which the action is actually executed), increasing attack or cast rate will slightly reduce the interval between actions since the action flag will occur earlier in the animation: interval = action flag + delay.
Class | Skill | Delay (Seconds) |
---|---|---|
Amazon | Poison Javelin | 0.6 |
Plague Javelin | 4 | |
Immolation Arrow | 1 | |
Valkyrie | 6 | |
Assassin | Shock Web | 0.6 |
Blade Sentinel | 2 | |
Shadow Warrior | 6 | |
Dragon Flight | 1 | |
Shadow Master | 6 | |
Druid | Werewolf | 1 |
Firestorm | 0.6 | |
Werebear | 1 | |
Molten Boulder | 2 | |
Fissure | 2 | |
Volcano | 4 | |
Armageddon | 6 | |
Hurricane | 6 | |
Paladin | Fist of the Heavens | 1 |
Sorceress | Fire Wall | 1.4 |
Meteor | 1.2 | |
Hydra | 1.6 | |
Frozen Orb | 1 |
The only exception is when skills with delays are cast by % Chance to Cast items: multiple skills with delays can be cast. [1] However, while the skill delays are not applied, a uniform 11 frame delay is applied from the action flag: during this delay no active skills can be used, although Scrolls of Identify and Town Portal placed in the belt can be used. [2] [3]
This 11 frame delay does not interrupt an attack sequence if % Chance to Cast is applied during that sequence. The delay can be applied from the action flag of any individual attack in the sequence, so if it is applied by an attack early in the sequence then the delay may end before that sequence ends. If multiple attacks in a sequence apply % Chance to Cast, the delay is applied from the last attack in the sequence to apply it. [4]
Radius
Many skills (notably Necromancer Curses and Paladin Defensive Auras and Offensive Auras) apply their effects in a radius of effect, specified in yards. However, internally radius is specified in sub-tiles, each of which is a 2/3 yard by 2/3 yard square (4 square feet).
The radius of most skills increases with skill level, but skills with a set radius have been labelled in the diagram above:
Skill | Radius | ||
---|---|---|---|
Sub-tiles | Yards | ||
Terror | 4 | 2 2/3 | |
Decrepify | 6 | 4 | |
Iron Maiden | 7 | 4 2/3 | |
Attract | 9 | 6 | |
Redemption | 16 | 10 2/3 | |
Inner Sight | 20 | 13 1/3 | |
Slow Missiles | 20 | 13 1/3 | |
Conviction | 20 | 13 1/3 | |
Cloak of Shadows | 30 | 20 |
Cloak of Shadows isn't labelled since its radius encompasses almost the entire visible screen, with the exception of a tiny portion in the top left and right corners.
References
- Basic Skill Information (Arreat Summit)
- Casting Delays (Arreat Summit)
- Nefarius, Skills.txt File Guide (Phrozen Keep)
- Onderduiker, % Chance to Cast and Curses Tests (Technical Discussion)