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		<id>https://www.theamazonbasin.com/wiki/index.php?title=Category:Path_of_Exile&amp;diff=64467</id>
		<title>Category:Path of Exile</title>
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		<updated>2018-08-08T09:05:10Z</updated>

		<summary type="html">&lt;p&gt;Skie: Created page with &amp;quot;This Category should contain all pages in the Path of Exile section.&amp;quot;&lt;/p&gt;
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&lt;div&gt;This Category should contain all pages in the Path of Exile section.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
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	<entry>
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		<title>Path of Exile</title>
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		<updated>2018-08-08T09:02:52Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
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&lt;div&gt;{{Path of Exile nav}}&lt;br /&gt;
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Path of Exile main page creation - link guides and PoE pages here.  (currently under construction)&lt;br /&gt;
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[[A Guide to Beginner Crafting in Path of Exile]]  (basic flask and lower level general crafting, in PoE)&lt;br /&gt;
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[[Category:Path of Exile]]&lt;br /&gt;
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{{Warn|=&amp;#039;&amp;#039;&amp;#039;This wiki is still under construction.&amp;#039;&amp;#039;&amp;#039;}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
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	<entry>
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		<title>Path of Exile</title>
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		<updated>2018-08-08T09:00:25Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
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&lt;div&gt;{{Path of Exile nav}}&lt;br /&gt;
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Path of Exile main page creation - link guides and PoE pages here.  (currently under construction)&lt;br /&gt;
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[[A Guide to Beginner Crafting in Path of Exile]]  (basic flask and lower level general crafting, in PoE)&lt;br /&gt;
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{{Warn|=&amp;#039;&amp;#039;&amp;#039;This wiki is still under construction.&amp;#039;&amp;#039;&amp;#039;}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Beginner_Crafting_in_Path_of_Exile&amp;diff=64464</id>
		<title>A Guide to Beginner Crafting in Path of Exile</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Beginner_Crafting_in_Path_of_Exile&amp;diff=64464"/>
		<updated>2018-08-08T08:46:24Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
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&lt;div&gt;&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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So ... over the past few months, I occasionally see comments concerning my sales that I post in guild chat.  I&amp;#039;m not doing it to brag about how many chaos or whatever I&amp;#039;m getting ... I&amp;#039;m doing it to give other members an idea of what things are currently selling for.  The other thing I&amp;#039;m doing it for, is to let other members know what things they can make and sell that WILL sell.  All you need is at least 1 premium stash tab in order to list and sell items through PoEtrade and Path of Exile&amp;#039;s trade system. &lt;br /&gt;
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The things that people will do to reduce their tedium or speed the process up are sometimes quite extreme.  They are willing to pay (out the nose, even) for that EXACT THING that they NEED RIGHT NOW, and if you happen to have it at a price that seems reasonable enough to them, they will buy it from you.  Even things as simple as flasks become extremely important if it&amp;#039;s THE thing that you need to enable your build to do something it otherwise could not handle. &lt;br /&gt;
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So ... now that we know why people way &amp;quot;way too much&amp;quot; for this junk, let&amp;#039;s get into making stuff that they think they need more than they need their chaos and exalts... :)&lt;br /&gt;
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==Basic Crafting in Path of Exile==&lt;br /&gt;
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First things first ... Path of Exile&amp;#039;s currency system is all about crafting.  Nearly every single currency item in the game has a function or use as a crafting material.  This makes it fairly unique among games out there, as you can literally spend all your currency and end up with nothing to really show for it, or you could just spend a little and then multiply what you had WAY beyond what it was worth.  For crafting, the first place to start is the easiest thing to craft ... flasks. &lt;br /&gt;
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Crafting a flask requires a few things that you&amp;#039;ll want to have in decent supply.  The first flasks you work on will be for yourself, because YOU need them, obviously, but it&amp;#039;s also something you can get into very quickly and cheaply, and it has a decent return for your investment.&lt;br /&gt;
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You will need a few orbs of Scouring, on occasion, to strip the magic mods off your flasks...  You may think it&amp;#039;s better to leave them magic, but a Glassblower&amp;#039;s Bauble will only increase the quality by 2% per use on a magic flask, costing 10 baubles to take a flask from 0% to 20%.  This is actually pretty expensive ... right now in Incursion, I can buy 8 glassblower&amp;#039;s baubles for 1 chaos, and that&amp;#039;s cheap compared to the 10 chaos I charge per flask, but once you factor in scouring, applying 4 glassblower&amp;#039;s baubles, and then rolling the magical affixes to exactly what I&amp;#039;m looking for, you&amp;#039;ll see that it can take anywhere between 2 chaos worth of crafting material and 20 chaos worth to get what I was looking for.  Thankfully, finding a good prefix/suffix combination USUALLY isn&amp;#039;t that hard to do, so it&amp;#039;s generally in the 3 - 4 chaos range for crafting cost.   The other crafting mats you&amp;#039;ll need are transmutation orbs (just a few, all you need to do is make the 20% quality flask magic) and a BUNCH of Alteration orbs, with a decent pile of Augmentation orbs.  &lt;br /&gt;
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There&amp;#039;s no need for Jeweller&amp;#039;s or Fusing or anything else that are higher value items other than the Scour if the flask you started with was magical.  Obviously, if the flask you started with has the EXACT modifiers you needed, then it&amp;#039;s worth it to use up the extra baubles to quality it to 20%, because you don&amp;#039;t need to go to the trouble and expense of rolling those mods again.&lt;br /&gt;
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Now ... what are these magical modifiers that we are after, you ask?  The ones that are the most useful or sought after for that flask type and their general use, of course! &lt;br /&gt;
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So ... what makes a flask tick?  How does it work?  How do the prefixes and suffixes work together?  These are things you need to know in order to figure out which affixes are important.  For life/mana flasks, the major considerations are the amount of healing/mana given over how much time.  This means that in general, you want either the most massive amount you can get (Saturated prefix increases the amount by 50%, but increases the duration by 33%, which means your bulb will fill more slowly), or you want the most you can get INSTANTLY (acts like a rejuvenation from D2), which would be the Seething prefix (66% reduced amount, INSTANT application).  Various other prefixes can benefit you for life and mana flasks, but these two are the main ones people are after. &lt;br /&gt;
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The secondary consideration is for the suffix applied to the flask.  You want it to have that &amp;quot;utility&amp;quot; application, that lets it go beyond being just an ordinary life or mana flask.  It has to do more, give you additional benefit .... like removing certain afflictions or even curses, or increasing your movement speed, or even increasing your combat durability.  The problem, however, is the duration of the flask effect.  This problem can be attacked from two angles.  One ... you want the flask and it&amp;#039;s secondary effect to last as long as possible .... or two, you just need it for an instant fix to correct a problem.  Thankfully, the second one is very easy to do, as Seething prefix is a 1-time instant use and has no duration to speak of.  The first one ... well, the problem is that even if you have really long duration and great restorative power, if you reach full life/mana during the flask&amp;#039;s duration it will then SHUT OFF the secondary effect early.  Most people aren&amp;#039;t too fussed about it, thankfully, but it&amp;#039;s still a consideration, as many of the suffixes out there really shine if you can manage to make them last for longer, such as protection from being chilled or frozen, or increasing your armor or evasion for the duration.  If they shut off early, it could be a problem, and using them while you have full life/mana for their secondary use is .... problematic.  The best suffixes that sell reasonably well are &amp;quot;Heat&amp;quot;, &amp;quot;Staunching&amp;quot;, &amp;quot;Iron Skin&amp;quot;, &amp;quot;Warding&amp;quot;, and &amp;quot;Reflexes&amp;quot;.  Just for Life flasks, &amp;quot;Animation&amp;quot; combined with Saturated is an excellent combination for minion masters to help keep their minions going strong.&lt;br /&gt;
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A lot of those suffixes are also excellent choices for Utility flasks, because a Utility flask doesn&amp;#039;t have a point at which it can turn off ... it will always do it&amp;#039;s thing for it&amp;#039;s full duration.  The best prefixes for Utility flasks are those that will maximize your use of the flask itself, either by increasing it&amp;#039;s duration or the number of times it can be used from fully charged.  This gives us a small range of useful prefixes to look for, for most of them, such as &amp;quot;Ample&amp;quot;, &amp;quot;Chemist&amp;#039;s&amp;quot;, and &amp;quot;Experimenter&amp;#039;s&amp;quot;.  Checking the flask&amp;#039;s charges used vs charges at full charge will tell you which ones are best for your flask type. &lt;br /&gt;
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Let&amp;#039;s use a Diamond Flask for our example here.  This flask has a base of 4 seconds per use, uses 20 charges per use, and has 40 charges max.  In order to get 3 uses of this flask, Ample prefix would have to roll a perfect 20, giving us 60 max charges.  Each flask use would last 4.8 seconds, with 20% quality, for a total flask time in use of 14.4 seconds.  Chemist&amp;#039;s prefix would give us no benefit, as you cannot reduce the flask charges used enough to give us 3 uses from full, but Experimenter&amp;#039;s can increase flask duration by 30 - 40%.  Obviously, this falls quite a bit short of the 50% increase from a perfect Ample prefix, but the problem is, how often do you roll a 20 on that?  Experimenter&amp;#039;s can at least give you extra time in use even with a &amp;quot;crappy&amp;quot; roll.  So let&amp;#039;s go with 30%...  Even without 20% quality, a 30% experimenter&amp;#039;s flask gives 5.2 seconds of use, for 10.4 seconds overall.  With 20% quality and 30% experimenter&amp;#039;s the duration is exactly 6 seconds ... so 12 seconds of use.  At the opposite extreme, a 40% with 20% quality will give 6.4 seconds, so 12.8 seconds total time.  This is at least comparable enough to a perfect Ample prefix to make it useful overall.  All you need after scoring a perfect ample or any experimenter&amp;#039;s prefix is any decent suffix on your list!   These, of course, are the same ones previously mentioned....  Heat, Staunching, Warding, Reflexes, Iron Skin ...&lt;br /&gt;
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You can follow the same process of though for all other flask types, with a few additions here and there as they warrant it.  Obviously, a resistance flask is going to benefit best from ... even more resistance!  For example, A Ruby flask would benefit from resist all being added, or having Dousing for the suffix to remove the effect of burning.  A Topaz flask would work with resist all as well as Grounding, to remove being Shocked.  This extends the utility of that flask type even further.  Atziri uses a LOT of fire and lightning damage against you, and she hits as hard as a truck.  She also reflects any curses you are using on her back at you!  So a flask with Warding that also increases your maximum resistance to fire or lightning is just plain common sense!&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;So ... the process for this is quite simple ...  get your chosen flask type, scour if necessary, raise quality to 20%, transmute to make it magic, alt till you have a prefix or suffix that you like (or the completed flask), augment if necessary, and re-roll with alts if you don&amp;#039;t like what the augment did till you are happy with the results.   For a very difficult combination that is hard to find, you may end up going through over 100 alteration orbs .... this is perfectly normal and why people pay so much for a really good flask.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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I generally end up selling most of my flasks for 10 chaos each, with the really great combinations or hard to obtain ones at 20 chaos each, though near the start of the league some of my well-rolled flasks went for 1 exalt because there just weren&amp;#039;t any that fit the bill for those people who REALLY wanted them early on.&lt;br /&gt;
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Next up, I&amp;#039;ll bring up other basic things that are easy to craft and sell.&lt;br /&gt;
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==Basic Ring and Amulet Crafting== &lt;br /&gt;
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There are many different base items in path of Exile, and many different ways to express your playstyle, as well as commonly acceptable and available means by which to level up your alts (alternate characters).  Most of them focus on the use of common and commonly available unique items for twink gear.  The problem is that while these unique items perform their function fairly well, they are often lacking in some very important aspects for later areas in the game .... resistance and life.  The best rings to focus on for these to issues are 2-stone rings and prismatic rings, as they can help you spread those needed resists around to which ever elements you need them in.  Prismatic rings go one step further in providing you with resistance against all 3 elemental damage types.  I focus my crafting on these 4 types of rings, for the most part.  (3 types of 2-stone rings and the prismatic resist all ring)  For amulets, I usually focus on the Onyx amulet, which gives + to all attributes for it&amp;#039;s implicit modifier.&lt;br /&gt;
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For the basic 2-stone rings, I try to roll it the same way I do with my potion flasks ... I&amp;#039;m looking for a high resistance roll (suffix) or all resist (suffix) combined with a high life roll (prefix).  If I get a combination I am happy to try, then I use a Regal orb to roll a 3rd affix ... this is where it gets risky and costly, as the affix you roll IS totally random.  If it&amp;#039;s something I dont like the look of, then I scour it and try again or I scrub my efforts and throw it in the pile of 5-chaos rings I&amp;#039;m willing to &amp;quot;toss out&amp;quot; for someone else&amp;#039;s needs.  On the other hand, if it&amp;#039;s something that I like, then I&amp;#039;ll have a look at what modifiers I can craft on it to improve it&amp;#039;s value further .... after that, I &amp;quot;grade&amp;quot; my rings in tiers of 10, 12, 15, 20, and 25 chaos .... sometimes going all the way to 1ex or better for very very nice rings that would be in high demand.&lt;br /&gt;
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For the Onyx amulets, I try to roll one that has an explicit + all attributes modifier on it, and add another modifier to it for whatever I may be lacking for my character at the time ... usually adding more damage or another explicit stat modifier to boost it even further.  Then I can regal it to give it a random mod and make it rare ... I then craft it to add life or damage to it, to better round out it&amp;#039;s overall usefulness and value.&lt;br /&gt;
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Other crafting methods ARE available, but are also much more expensive to try, and thus, riskier, but can give rise to rings with more than just 4 modifiers.  These include the scour/alch method, the scour/essence method, and the chaos spam method.  The methodology here is to roll or re-roll the rare item repeatedly till you are happy with all or most of the mods, and then finding a way to add a crafted mod to the ring to improve it further before selling at what is hopefully a profit.  There is little to no control in these methods ... the best control being in the scour/essence method, as you at LEAST have control over one single modifier of the item.&lt;br /&gt;
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The additional costs in my method for building a ring up from magic to rare is ... you&amp;#039;ll need a lot more scours this time around, plus a bunch of regal orbs to roll a magic up into a rare by adding a single modifier.  The benefits to this method are ... you KNOW you already like the two magic mods before you regal it.  You KNOW you&amp;#039;ll like at least 3 modifiers after it&amp;#039;s been regaled and crafted .... the chance you are taking is whether or not you like the 4th modifier that is random.&lt;br /&gt;
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As for how to get prismatic rings .... (Duh, Skie ... these things DON&amp;#039;T DROP ANYWHERE!!!)  You just need to obtain all three types of 2-stone rings and then vendor the set of 3 for 1 prismatic ring.  Follow the same guidelines in crafting a prismatic ring as crafting a 2-stone resistance ring ... these are very much in demand.&lt;br /&gt;
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Now ... where the heck do I get a SHAPED Prismatic ring????  Well, that&amp;#039;s actually rather simple, if a little more expensive.  You buy a set of 3 shaped 2-stone rings just like you would for making a normal prismatic ring ... the result is a shaped prismatic ring.  You can then ID it (3 rare identified shaped 2-stone rings yields 1 unidentified shaped prismatic ring from the vendor), and if the mods are not to your liking, then scour it and start your crafting process ... whichever method you prefer.  The idea behind the shaped/elder rings is 2-fold ... you can get some insanely powerful modifiers, like a curse on hit, or reduced reflected damage or other equally nice mods that you can not find on un-shaped or non elder rings ... and there&amp;#039;s a nice bonus to be had for using a shaped or elder ring and other shaped or elder equipment on your character with certain unique items.&lt;br /&gt;
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A half-decent shaped prismatic ring that would have only sold for perhaps 10 - 15 chaos without the shaped item type will easily go for 60 - 200 chaos ... with really great modifiers, it will easily fetch more.  Why??  Because of the Mark of the Elder Steel Ring.  If your other ring is a shaper ring, you get a massive boost to your attack damage....  60 - 80%.  The opposing Shaper&amp;#039;s ring, which is an Opal ring, does the same for elemental damage and spell damage if your other ring is an Elder ring.  This is THE major source of my income in trading in Path of Exile.  I&amp;#039;ve made and sold at least 12 shaped rings for a total of nearly 50 exalts this league (incursion), and this is the first time I&amp;#039;ve ever done anything like this.  It&amp;#039;s literally easy enough for a newb like me to do with just a little study, know-how, patience, and luck.&lt;br /&gt;
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As for adding even more mods to your crafted ring ... well, that&amp;#039;s gonna rely on some pretty extreme luck and very high material cost.  You&amp;#039;ld have to hope and pray, by using some exalted orbs on your ring to add 1 random modifier to it for each.  There&amp;#039;s no guaranteed results, other than YOU BETTER LIKE THIS RING A LOT BEFORE YOU EVEN START THIS, because the only guarantee is that it will at least still have the mods you started with.  You DO have the option to use an annulment orb on it to remove a modifier ... but the modifier removed will be TOTALLY RANDOM, and you could very well destroy the value of the ring you were so hoping to improve.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;So, yet again, the process is simple.  Get your base item ring - 2-stone rings or a prismatic ring ... shaped if at all possible for best trade value.  Scour it back to non-magic, then transmute and run a ton of alts through it looking for good mods to play with.  Don&amp;#039;t forget to use blessed orbs on it to raise the implicit values to maximum, of course!  This is just as important as quality, but you can do it at any step in the process.  Once you have at least 1 modifier you like, then augment it for a second mod ... if you like both mods you see then hit it with a Regal orb.  If you got lucky with a 3rd good modifier, then go craft it for a 4th mod and you&amp;#039;re done!  Set your desired price on it in your trade tab or equip it on whichever character needed it and you&amp;#039;re good to go!  The mods you are looking for ... prefix:  decently high life, damage modifiers.  For the suffix: resist all, straight resistance. For shaped rings, obviously shaper prefix and suffix can wildly affect value.  Crafted mods you can add to raise or increase value:  Life, Resist all, single resist, damage (generally in that order).&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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==Crafting &amp;quot;special&amp;quot; items==&lt;br /&gt;
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 OK ... so you&amp;#039;ve started mapping, gotten to level 70+, found some &amp;quot;special&amp;quot; map-only-drop-items ..... &lt;br /&gt;
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These are items like:  Steel Rings, Opal Rings, Spiked Gloves, Bone Helmets, Fingerless Silk Gloves, Gripped Gloves, Two-Toned Boots .... There are more, but we&amp;#039;ll focus on these.&lt;br /&gt;
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Specific maps may sometimes drop certain ones, while other maps have more than one type enabled to drop.  They all have implicit mods that you generally can&amp;#039;t find on other items, and these implicit mods can stack with explicit mods.  If you enchant one in the Labyrinth, it will replace the implicit with an enchantment, so leave off it cuz your natural implicit is generally going to be better for you.  That&amp;#039;s why you&amp;#039;re using these items to craft with to begin with ...  more control over the end result!&lt;br /&gt;
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The ring crafting can be done quite simply ... see the previous section for those.  We&amp;#039;re going to focus on the cheap and easy ways you can craft the other items listed here.  Let&amp;#039;s start with gloves!&lt;br /&gt;
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===Gloves===&lt;br /&gt;
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Spiked Gloves have an implicit from 15% up to 20% increased melee damage.  If your base doesn&amp;#039;t have 20%, then bless it till it does.   This makes your end result much more attractive to a buyer ... as does 4 linked sockets and 20% quality.  Remember, these people are LAZY.  They don&amp;#039;t want to have to do anything to their purchase to make it the best that they can cheaply.  And they&amp;#039;ll pay more for your results as a result.&lt;br /&gt;
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For Gripped Gloves, the max is +18% increased ranged damage. For Fingerless Gloves, it&amp;#039;s +16% spell damage.  If you&amp;#039;ve gone into your options screen under the UI tab section you&amp;#039;ll find a checkbox marked &amp;quot;Advanced Mod Descriptions&amp;quot;, and make sure it&amp;#039;s checked, then when you mouse over any item in the game and hold the &amp;quot;alt&amp;quot; key, you&amp;#039;ll see a breakdown of the modifiers for any item, including it&amp;#039;s possible ranges, whether it&amp;#039;s a prefix or suffix, and what tier the modifier has ... lower number tier is better.&lt;br /&gt;
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A Shaped base will have special modifiers that can appear on it that in addition to it&amp;#039;s implicit and explicit modifiers can also increase it&amp;#039;s value tremendously, as there are benefits to wearing additional pieces of shaped gear for certain uniques.  Mods that give certain gem support effects can vastly improve the value and performance of your character&amp;#039;s gear set, but that&amp;#039;s a discussion for another time ... right now, we just want mostly ordinary gloves.  Life, added damage/attack speed/cast speed, resistances.  A spread of decently high (30%+) resists will go a long way towards making your gloves look good, as well as some decent life, above +70.  Added damage of some kind, or attack/cast speed depending on the item base.  The lowest I sell these types of items for is 10c for something esoterically strange and not worth very much.  The highest I&amp;#039;ve sold these for is over 1 exalt.  People will pay out the nose if the thing you have is EXACTLY what they need to complete their build... especially if it&amp;#039;s hard to make, on top of that.&lt;br /&gt;
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So .... the process is fairly simple and can be pretty cheap, there are several methods that can be used, as well.&lt;br /&gt;
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Cheapest and easiest .... scour to plain white, bless for max implicit, add quality to 20%, then pray to RNGesus and smack it with an Orb of Binding.  You can typically get Binding orbs for around 3 per chaos, making them even cheaper than orbs of Alchemy.  If the resulting rare item isn&amp;#039;t something you&amp;#039;re wanting, feel free to scour and bind it again.  The 4 linked sockets will stay just fine, and the Orb of Binding will still work repeatedly this way.  Repeat till you have mods you are happy with and can work with for further crafting.  More on the &amp;quot;further crafting&amp;quot; in a bit.  While orbs of binding were exclusive to harbinger, they are relatively inexpensive in standard (where everything from harbinger and up got dumped), and can be obtained in any league with the harbinger zana mod active, and are quite easy to obtain in incursion&amp;#039;s temple of atzoatl, as orbs of binding drop whole from the chests in the vault/treasury of the vaal room on occasion. If orbs of binding are not available, you&amp;#039;ll have to get your 4 linked sockets the old fashioned (and more expensive) way.  Make sure your quality is maxed at 20%, then hit it with jeweller&amp;#039;s orbs till it&amp;#039;s got 4 sockets, and then with orbs of fusing till those 4 sockets are linked.&lt;br /&gt;
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Another method is ... start with the orb of binding method, and once you have your 4-link you can scour and switch to essence crafting.  This is more expensive, but gives the benefit of having more control over the end result, as one of the modifiers in the item will be a known quantity.  Again, scour and repeat till you have something you want to work with.&lt;br /&gt;
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The next method ... well, scour/alch after you bind.  Same basic results as additional orbs of binding.  Use this if you&amp;#039;re really low on binding orbs, as you&amp;#039;ll want to use them to replace using up jewellers and fusing to 4-link your item base.&lt;br /&gt;
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And now for the more expensive methods .... after you bind, you spam chaos orbs till you get something you&amp;#039;re happy with.  This method can get ridiculously expensive and I don&amp;#039;t recommend it ... unless you&amp;#039;ve got a lot of chaos to risk. &lt;br /&gt;
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The final method I have for you is .... metacrafting.  You take the initial item after adding quality and working on the implicit ... and you can bind it here if you want to cheaply 4-link it ... but then you&amp;#039;ll scour it (if you&amp;#039;re unhappy with it of course) and then you use an orb of transmutation on it and begin re-rolling the magic mods with alteration orbs till you have modifiers you like.  Augment for the second mod if one isn&amp;#039;t present .... once you are happy with both mods, then you use a Regal on it and hope for something good to pop up.  If you don&amp;#039;t like what the regal orb did, then you scour it back to white and start over from scratch.  Repeat till you have three modifiers you like ... then add a 4th modifier by use of a crafting table.  This is the &amp;quot;further crafting&amp;quot; step, by the way ... you figure out what&amp;#039;s &amp;quot;missing&amp;quot; in your results and use your crafting tables to replace it.  If it&amp;#039;s missing life ... definitely add life if you can, it&amp;#039;s a prefix slot mod.  If it&amp;#039;s missing a specific resist that you need, you can add up to 30% of it as long as the suffix slot is free!  If you have life and 2 good resists and you&amp;#039;re happy with just those three mods, you can add casting speed or some other modifier to help improve your item further.&lt;br /&gt;
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===Boots===&lt;br /&gt;
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For boots, rather than an added damage modifier, an increased movement speed modifier is highly sought after ... 25% or better move speed can definitely be worth the crafting expense, with good life and resists.  Movement speed is a prefix ... it CAN be crafted onto an item, but it&amp;#039;s limited to a maximum of +17%. &lt;br /&gt;
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Two-Toned boots can be had in flavors that mimic that of the Two-Stoned Rings ... with a maximum dual resist of +18% to two different elements out of the 3 available.  Their defensive type also varies, one giving armor and evasion, another giving armor and energy shield, and the third giving evasion and energy shield.  The three types of boots are always set.  These boots can be vastly superior, as your chances of getting decent resistance values on them are much higher.  This makes crafting them into decent all-resist boots a fairly trivial matter, as you can simply choose the essence that provides the resistance that is missing and hope for increased movement speed and + life ... and possibly even just craft whatever comes up missing!&lt;br /&gt;
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===Bone Helmets===&lt;br /&gt;
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For the Bone Helmets, the implicit is +% Minion Damage up to +40% damage... In crafting these, any roll that includes +1 or +2 to socketed minion gems could get to be pretty nice ... or possibly one that rolls -% mana reserved ... For shaped Bone Helmets, you can also go for things that can increase your area damage (for exploding minion builds) or add other really nice effects.  Obviously, this is a good place to find more life and resists to round out a character, but this helm is all about the minions for 99% of players.  If you can craft one using the +% minion life essence and happen across a +2 to socketed minion gems roll, you&amp;#039;re looking at one heck of an easy item to sell for waaaay more than your average hat.&lt;br /&gt;
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Last, but not least, shaped versions of all these items could possibly be obtained for not a whole lot .... (try to keep it under 5c).  You can roll some ridiculously nice items that can act like +3 sockets linked on your base item or more ....   A really nice shaped crafted item can easily be sold for multiple exalts. &lt;br /&gt;
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[[User:Skie|Skie of Marduke]] ([[User talk:Skie|talk]]) 01:46, 8 August 2018 (PDT)&lt;br /&gt;
&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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[[Category:Path of Exile]]&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Beginner_Crafting_in_Path_of_Exile&amp;diff=64463</id>
		<title>A Guide to Beginner Crafting in Path of Exile</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Beginner_Crafting_in_Path_of_Exile&amp;diff=64463"/>
		<updated>2018-08-08T08:25:13Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
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&lt;div&gt;&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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So ... over the past few months, I occasionally see comments concerning my sales that I post in guild chat.  I&amp;#039;m not doing it to brag about how many chaos or whatever I&amp;#039;m getting ... I&amp;#039;m doing it to give other members an idea of what things are currently selling for.  The other thing I&amp;#039;m doing it for, is to let other members know what things they can make and sell that WILL sell.  All you need is at least 1 premium stash tab in order to list and sell items through PoEtrade and Path of Exile&amp;#039;s trade system. &lt;br /&gt;
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The things that people will do to reduce their tedium or speed the process up are sometimes quite extreme.  They are willing to pay (out the nose, even) for that EXACT THING that they NEED RIGHT NOW, and if you happen to have it at a price that seems reasonable enough to them, they will buy it from you.  Even things as simple as flasks become extremely important if it&amp;#039;s THE thing that you need to enable your build to do something it otherwise could not handle. &lt;br /&gt;
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So ... now that we know why people way &amp;quot;way too much&amp;quot; for this junk, let&amp;#039;s get into making stuff that they think they need more than they need their chaos and exalts... :)&lt;br /&gt;
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==Basic Crafting in Path of Exile==&lt;br /&gt;
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First things first ... Path of Exile&amp;#039;s currency system is all about crafting.  Nearly every single currency item in the game has a function or use as a crafting material.  This makes it fairly unique among games out there, as you can literally spend all your currency and end up with nothing to really show for it, or you could just spend a little and then multiply what you had WAY beyond what it was worth.  For crafting, the first place to start is the easiest thing to craft ... flasks. &lt;br /&gt;
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Crafting a flask requires a few things that you&amp;#039;ll want to have in decent supply.  The first flasks you work on will be for yourself, because YOU need them, obviously, but it&amp;#039;s also something you can get into very quickly and cheaply, and it has a decent return for your investment.&lt;br /&gt;
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You will need a few orbs of Scouring, on occasion, to strip the magic mods off your flasks...  You may think it&amp;#039;s better to leave them magic, but a Glassblower&amp;#039;s Bauble will only increase the quality by 2% per use on a magic flask, costing 10 baubles to take a flask from 0% to 20%.  This is actually pretty expensive ... right now in Incursion, I can buy 8 glassblower&amp;#039;s baubles for 1 chaos, and that&amp;#039;s cheap compared to the 10 chaos I charge per flask, but once you factor in scouring, applying 4 glassblower&amp;#039;s baubles, and then rolling the magical affixes to exactly what I&amp;#039;m looking for, you&amp;#039;ll see that it can take anywhere between 2 chaos worth of crafting material and 20 chaos worth to get what I was looking for.  Thankfully, finding a good prefix/suffix combination USUALLY isn&amp;#039;t that hard to do, so it&amp;#039;s generally in the 3 - 4 chaos range for crafting cost.   The other crafting mats you&amp;#039;ll need are transmutation orbs (just a few, all you need to do is make the 20% quality flask magic) and a BUNCH of Alteration orbs, with a decent pile of Augmentation orbs.  &lt;br /&gt;
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There&amp;#039;s no need for Jeweller&amp;#039;s or Fusing or anything else that are higher value items other than the Scour if the flask you started with was magical.  Obviously, if the flask you started with has the EXACT modifiers you needed, then it&amp;#039;s worth it to use up the extra baubles to quality it to 20%, because you don&amp;#039;t need to go to the trouble and expense of rolling those mods again.&lt;br /&gt;
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Now ... what are these magical modifiers that we are after, you ask?  The ones that are the most useful or sought after for that flask type and their general use, of course! &lt;br /&gt;
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So ... what makes a flask tick?  How does it work?  How do the prefixes and suffixes work together?  These are things you need to know in order to figure out which affixes are important.  For life/mana flasks, the major considerations are the amount of healing/mana given over how much time.  This means that in general, you want either the most massive amount you can get (Saturated prefix increases the amount by 50%, but increases the duration by 33%, which means your bulb will fill more slowly), or you want the most you can get INSTANTLY (acts like a rejuvenation from D2), which would be the Seething prefix (66% reduced amount, INSTANT application).  Various other prefixes can benefit you for life and mana flasks, but these two are the main ones people are after. &lt;br /&gt;
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The secondary consideration is for the suffix applied to the flask.  You want it to have that &amp;quot;utility&amp;quot; application, that lets it go beyond being just an ordinary life or mana flask.  It has to do more, give you additional benefit .... like removing certain afflictions or even curses, or increasing your movement speed, or even increasing your combat durability.  The problem, however, is the duration of the flask effect.  This problem can be attacked from two angles.  One ... you want the flask and it&amp;#039;s secondary effect to last as long as possible .... or two, you just need it for an instant fix to correct a problem.  Thankfully, the second one is very easy to do, as Seething prefix is a 1-time instant use and has no duration to speak of.  The first one ... well, the problem is that even if you have really long duration and great restorative power, if you reach full life/mana during the flask&amp;#039;s duration it will then SHUT OFF the secondary effect early.  Most people aren&amp;#039;t too fussed about it, thankfully, but it&amp;#039;s still a consideration, as many of the suffixes out there really shine if you can manage to make them last for longer, such as protection from being chilled or frozen, or increasing your armor or evasion for the duration.  If they shut off early, it could be a problem, and using them while you have full life/mana for their secondary use is .... problematic.  The best suffixes that sell reasonably well are &amp;quot;Heat&amp;quot;, &amp;quot;Staunching&amp;quot;, &amp;quot;Iron Skin&amp;quot;, &amp;quot;Warding&amp;quot;, and &amp;quot;Reflexes&amp;quot;.  Just for Life flasks, &amp;quot;Animation&amp;quot; combined with Saturated is an excellent combination for minion masters to help keep their minions going strong.&lt;br /&gt;
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A lot of those suffixes are also excellent choices for Utility flasks, because a Utility flask doesn&amp;#039;t have a point at which it can turn off ... it will always do it&amp;#039;s thing for it&amp;#039;s full duration.  The best prefixes for Utility flasks are those that will maximize your use of the flask itself, either by increasing it&amp;#039;s duration or the number of times it can be used from fully charged.  This gives us a small range of useful prefixes to look for, for most of them, such as &amp;quot;Ample&amp;quot;, &amp;quot;Chemist&amp;#039;s&amp;quot;, and &amp;quot;Experimenter&amp;#039;s&amp;quot;.  Checking the flask&amp;#039;s charges used vs charges at full charge will tell you which ones are best for your flask type. &lt;br /&gt;
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Let&amp;#039;s use a Diamond Flask for our example here.  This flask has a base of 4 seconds per use, uses 20 charges per use, and has 40 charges max.  In order to get 3 uses of this flask, Ample prefix would have to roll a perfect 20, giving us 60 max charges.  Each flask use would last 4.8 seconds, with 20% quality, for a total flask time in use of 14.4 seconds.  Chemist&amp;#039;s prefix would give us no benefit, as you cannot reduce the flask charges used enough to give us 3 uses from full, but Experimenter&amp;#039;s can increase flask duration by 30 - 40%.  Obviously, this falls quite a bit short of the 50% increase from a perfect Ample prefix, but the problem is, how often do you roll a 20 on that?  Experimenter&amp;#039;s can at least give you extra time in use even with a &amp;quot;crappy&amp;quot; roll.  So let&amp;#039;s go with 30%...  Even without 20% quality, a 30% experimenter&amp;#039;s flask gives 5.2 seconds of use, for 10.4 seconds overall.  With 20% quality and 30% experimenter&amp;#039;s the duration is exactly 6 seconds ... so 12 seconds of use.  At the opposite extreme, a 40% with 20% quality will give 6.4 seconds, so 12.8 seconds total time.  This is at least comparable enough to a perfect Ample prefix to make it useful overall.  All you need after scoring a perfect ample or any experimenter&amp;#039;s prefix is any decent suffix on your list!   These, of course, are the same ones previously mentioned....  Heat, Staunching, Warding, Reflexes, Iron Skin ...&lt;br /&gt;
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You can follow the same process of though for all other flask types, with a few additions here and there as they warrant it.  Obviously, a resistance flask is going to benefit best from ... even more resistance!  For example, A Ruby flask would benefit from resist all being added, or having Dousing for the suffix to remove the effect of burning.  A Topaz flask would work with resist all as well as Grounding, to remove being Shocked.  This extends the utility of that flask type even further.  Atziri uses a LOT of fire and lightning damage against you, and she hits as hard as a truck.  She also reflects any curses you are using on her back at you!  So a flask with Warding that also increases your maximum resistance to fire or lightning is just plain common sense!&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;So ... the process for this is quite simple ...  get your chosen flask type, scour if necessary, raise quality to 20%, transmute to make it magic, alt till you have a prefix or suffix that you like (or the completed flask), augment if necessary, and re-roll with alts if you don&amp;#039;t like what the augment did till you are happy with the results.   For a very difficult combination that is hard to find, you may end up going through over 100 alteration orbs .... this is perfectly normal and why people pay so much for a really good flask.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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I generally end up selling most of my flasks for 10 chaos each, with the really great combinations or hard to obtain ones at 20 chaos each, though near the start of the league some of my well-rolled flasks went for 1 exalt because there just weren&amp;#039;t any that fit the bill for those people who REALLY wanted them early on.&lt;br /&gt;
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Next up, I&amp;#039;ll bring up other basic things that are easy to craft and sell.&lt;br /&gt;
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==Basic Ring and Amulet Crafting== &lt;br /&gt;
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There are many different base items in path of Exile, and many different ways to express your playstyle, as well as commonly acceptable and available means by which to level up your alts (alternate characters).  Most of them focus on the use of common and commonly available unique items for twink gear.  The problem is that while these unique items perform their function fairly well, they are often lacking in some very important aspects for later areas in the game .... resistance and life.  The best rings to focus on for these to issues are 2-stone rings and prismatic rings, as they can help you spread those needed resists around to which ever elements you need them in.  Prismatic rings go one step further in providing you with resistance against all 3 elemental damage types.  I focus my crafting on these 4 types of rings, for the most part.  (3 types of 2-stone rings and the prismatic resist all ring)  For amulets, I usually focus on the Onyx amulet, which gives + to all attributes for it&amp;#039;s implicit modifier.&lt;br /&gt;
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For the basic 2-stone rings, I try to roll it the same way I do with my potion flasks ... I&amp;#039;m looking for a high resistance roll (suffix) or all resist (suffix) combined with a high life roll (prefix).  If I get a combination I am happy to try, then I use a Regal orb to roll a 3rd affix ... this is where it gets risky and costly, as the affix you roll IS totally random.  If it&amp;#039;s something I dont like the look of, then I scour it and try again or I scrub my efforts and throw it in the pile of 5-chaos rings I&amp;#039;m willing to &amp;quot;toss out&amp;quot; for someone else&amp;#039;s needs.  On the other hand, if it&amp;#039;s something that I like, then I&amp;#039;ll have a look at what modifiers I can craft on it to improve it&amp;#039;s value further .... after that, I &amp;quot;grade&amp;quot; my rings in tiers of 10, 12, 15, 20, and 25 chaos .... sometimes going all the way to 1ex or better for very very nice rings that would be in high demand.&lt;br /&gt;
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For the Onyx amulets, I try to roll one that has an explicit + all attributes modifier on it, and add another modifier to it for whatever I may be lacking for my character at the time ... usually adding more damage or another explicit stat modifier to boost it even further.  Then I can regal it to give it a random mod and make it rare ... I then craft it to add life or damage to it, to better round out it&amp;#039;s overall usefulness and value.&lt;br /&gt;
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Other crafting methods ARE available, but are also much more expensive to try, and thus, riskier, but can give rise to rings with more than just 4 modifiers.  These include the scour/alch method, the scour/essence method, and the chaos spam method.  The methodology here is to roll or re-roll the rare item repeatedly till you are happy with all or most of the mods, and then finding a way to add a crafted mod to the ring to improve it further before selling at what is hopefully a profit.  There is little to no control in these methods ... the best control being in the scour/essence method, as you at LEAST have control over one single modifier of the item.&lt;br /&gt;
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The additional costs in my method for building a ring up from magic to rare is ... you&amp;#039;ll need a lot more scours this time around, plus a bunch of regal orbs to roll a magic up into a rare by adding a single modifier.  The benefits to this method are ... you KNOW you already like the two magic mods before you regal it.  You KNOW you&amp;#039;ll like at least 3 modifiers after it&amp;#039;s been regaled and crafted .... the chance you are taking is whether or not you like the 4th modifier that is random.&lt;br /&gt;
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As for how to get prismatic rings .... (Duh, Skie ... these things DON&amp;#039;T DROP ANYWHERE!!!)  You just need to obtain all three types of 2-stone rings and then vendor the set of 3 for 1 prismatic ring.  Follow the same guidelines in crafting a prismatic ring as crafting a 2-stone resistance ring ... these are very much in demand.&lt;br /&gt;
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Now ... where the heck do I get a SHAPED Prismatic ring????  Well, that&amp;#039;s actually rather simple, if a little more expensive.  You buy a set of 3 shaped 2-stone rings just like you would for making a normal prismatic ring ... the result is a shaped prismatic ring.  You can then ID it (3 rare identified shaped 2-stone rings yields 1 unidentified shaped prismatic ring from the vendor), and if the mods are not to your liking, then scour it and start your crafting process ... whichever method you prefer.  The idea behind the shaped/elder rings is 2-fold ... you can get some insanely powerful modifiers, like a curse on hit, or reduced reflected damage or other equally nice mods that you can not find on un-shaped or non elder rings ... and there&amp;#039;s a nice bonus to be had for using a shaped or elder ring and other shaped or elder equipment on your character with certain unique items.&lt;br /&gt;
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A half-decent shaped prismatic ring that would have only sold for perhaps 10 - 15 chaos without the shaped item type will easily go for 60 - 200 chaos ... with really great modifiers, it will easily fetch more.  Why??  Because of the Mark of the Elder Steel Ring.  If your other ring is a shaper ring, you get a massive boost to your attack damage....  60 - 80%.  The opposing Shaper&amp;#039;s ring, which is an Opal ring, does the same for elemental damage and spell damage if your other ring is an Elder ring.  This is THE major source of my income in trading in Path of Exile.  I&amp;#039;ve made and sold at least 12 shaped rings for a total of nearly 50 exalts this league (incursion), and this is the first time I&amp;#039;ve ever done anything like this.  It&amp;#039;s literally easy enough for a newb like me to do with just a little study, know-how, patience, and luck.&lt;br /&gt;
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As for adding even more mods to your crafted ring ... well, that&amp;#039;s gonna rely on some pretty extreme luck and very high material cost.  You&amp;#039;ld have to hope and pray, by using some exalted orbs on your ring to add 1 random modifier to it for each.  There&amp;#039;s no guaranteed results, other than YOU BETTER LIKE THIS RING A LOT BEFORE YOU EVEN START THIS, because the only guarantee is that it will at least still have the mods you started with.  You DO have the option to use an annulment orb on it to remove a modifier ... but the modifier removed will be TOTALLY RANDOM, and you could very well destroy the value of the ring you were so hoping to improve.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;So, yet again, the process is simple.  Get your base item ring - 2-stone rings or a prismatic ring ... shaped if at all possible for best trade value.  Scour it back to non-magic, then transmute and run a ton of alts through it looking for good mods to play with.  Don&amp;#039;t forget to use blessed orbs on it to raise the implicit values to maximum, of course!  This is just as important as quality, but you can do it at any step in the process.  Once you have at least 1 modifier you like, then augment it for a second mod ... if you like both mods you see then hit it with a Regal orb.  If you got lucky with a 3rd good modifier, then go craft it for a 4th mod and you&amp;#039;re done!  Set your desired price on it in your trade tab or equip it on whichever character needed it and you&amp;#039;re good to go!  The mods you are looking for ... prefix:  decently high life, damage modifiers.  For the suffix: resist all, straight resistance. For shaped rings, obviously shaper prefix and suffix can wildly affect value.  Crafted mods you can add to raise or increase value:  Life, Resist all, single resist, damage (generally in that order).&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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[[Category:Path of Exile]]&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Beginner_Crafting_in_Path_of_Exile&amp;diff=64462</id>
		<title>A Guide to Beginner Crafting in Path of Exile</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Beginner_Crafting_in_Path_of_Exile&amp;diff=64462"/>
		<updated>2018-08-08T08:10:15Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
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&lt;div&gt;&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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So ... over the past few months, I occasionally see comments concerning my sales that I post in guild chat.  I&amp;#039;m not doing it to brag about how many chaos or whatever I&amp;#039;m getting ... I&amp;#039;m doing it to give other members an idea of what things are currently selling for.  The other thing I&amp;#039;m doing it for, is to let other members know what things they can make and sell that WILL sell.  All you need is at least 1 premium stash tab in order to list and sell items through PoEtrade and Path of Exile&amp;#039;s trade system. &lt;br /&gt;
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The things that people will do to reduce their tedium or speed the process up are sometimes quite extreme.  They are willing to pay (out the nose, even) for that EXACT THING that they NEED RIGHT NOW, and if you happen to have it at a price that seems reasonable enough to them, they will buy it from you.  Even things as simple as flasks become extremely important if it&amp;#039;s THE thing that you need to enable your build to do something it otherwise could not handle. &lt;br /&gt;
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So ... now that we know why people way &amp;quot;way too much&amp;quot; for this junk, let&amp;#039;s get into making stuff that they think they need more than they need their chaos and exalts... :)&lt;br /&gt;
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==Basic Crafting in Path of Exile==&lt;br /&gt;
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First things first ... Path of Exile&amp;#039;s currency system is all about crafting.  Nearly every single currency item in the game has a function or use as a crafting material.  This makes it fairly unique among games out there, as you can literally spend all your currency and end up with nothing to really show for it, or you could just spend a little and then multiply what you had WAY beyond what it was worth.  For crafting, the first place to start is the easiest thing to craft ... flasks. &lt;br /&gt;
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Crafting a flask requires a few things that you&amp;#039;ll want to have in decent supply.  The first flasks you work on will be for yourself, because YOU need them, obviously, but it&amp;#039;s also something you can get into very quickly and cheaply, and it has a decent return for your investment.&lt;br /&gt;
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You will need a few orbs of Scouring, on occasion, to strip the magic mods off your flasks...  You may think it&amp;#039;s better to leave them magic, but a Glassblower&amp;#039;s Bauble will only increase the quality by 2% per use on a magic flask, costing 10 baubles to take a flask from 0% to 20%.  This is actually pretty expensive ... right now in Incursion, I can buy 8 glassblower&amp;#039;s baubles for 1 chaos, and that&amp;#039;s cheap compared to the 10 chaos I charge per flask, but once you factor in scouring, applying 4 glassblower&amp;#039;s baubles, and then rolling the magical affixes to exactly what I&amp;#039;m looking for, you&amp;#039;ll see that it can take anywhere between 2 chaos worth of crafting material and 20 chaos worth to get what I was looking for.  Thankfully, finding a good prefix/suffix combination USUALLY isn&amp;#039;t that hard to do, so it&amp;#039;s generally in the 3 - 4 chaos range for crafting cost.   The other crafting mats you&amp;#039;ll need are transmutation orbs (just a few, all you need to do is make the 20% quality flask magic) and a BUNCH of Alteration orbs, with a decent pile of Augmentation orbs.  &lt;br /&gt;
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There&amp;#039;s no need for Jeweller&amp;#039;s or Fusing or anything else that are higher value items other than the Scour if the flask you started with was magical.  Obviously, if the flask you started with has the EXACT modifiers you needed, then it&amp;#039;s worth it to use up the extra baubles to quality it to 20%, because you don&amp;#039;t need to go to the trouble and expense of rolling those mods again.&lt;br /&gt;
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Now ... what are these magical modifiers that we are after, you ask?  The ones that are the most useful or sought after for that flask type and their general use, of course! &lt;br /&gt;
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So ... what makes a flask tick?  How does it work?  How do the prefixes and suffixes work together?  These are things you need to know in order to figure out which affixes are important.  For life/mana flasks, the major considerations are the amount of healing/mana given over how much time.  This means that in general, you want either the most massive amount you can get (Saturated prefix increases the amount by 50%, but increases the duration by 33%, which means your bulb will fill more slowly), or you want the most you can get INSTANTLY (acts like a rejuvenation from D2), which would be the Seething prefix (66% reduced amount, INSTANT application).  Various other prefixes can benefit you for life and mana flasks, but these two are the main ones people are after. &lt;br /&gt;
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The secondary consideration is for the suffix applied to the flask.  You want it to have that &amp;quot;utility&amp;quot; application, that lets it go beyond being just an ordinary life or mana flask.  It has to do more, give you additional benefit .... like removing certain afflictions or even curses, or increasing your movement speed, or even increasing your combat durability.  The problem, however, is the duration of the flask effect.  This problem can be attacked from two angles.  One ... you want the flask and it&amp;#039;s secondary effect to last as long as possible .... or two, you just need it for an instant fix to correct a problem.  Thankfully, the second one is very easy to do, as Seething prefix is a 1-time instant use and has no duration to speak of.  The first one ... well, the problem is that even if you have really long duration and great restorative power, if you reach full life/mana during the flask&amp;#039;s duration it will then SHUT OFF the secondary effect early.  Most people aren&amp;#039;t too fussed about it, thankfully, but it&amp;#039;s still a consideration, as many of the suffixes out there really shine if you can manage to make them last for longer, such as protection from being chilled or frozen, or increasing your armor or evasion for the duration.  If they shut off early, it could be a problem, and using them while you have full life/mana for their secondary use is .... problematic.  The best suffixes that sell reasonably well are &amp;quot;Heat&amp;quot;, &amp;quot;Staunching&amp;quot;, &amp;quot;Iron Skin&amp;quot;, &amp;quot;Warding&amp;quot;, and &amp;quot;Reflexes&amp;quot;.  Just for Life flasks, &amp;quot;Animation&amp;quot; combined with Saturated is an excellent combination for minion masters to help keep their minions going strong.&lt;br /&gt;
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A lot of those suffixes are also excellent choices for Utility flasks, because a Utility flask doesn&amp;#039;t have a point at which it can turn off ... it will always do it&amp;#039;s thing for it&amp;#039;s full duration.  The best prefixes for Utility flasks are those that will maximize your use of the flask itself, either by increasing it&amp;#039;s duration or the number of times it can be used from fully charged.  This gives us a small range of useful prefixes to look for, for most of them, such as &amp;quot;Ample&amp;quot;, &amp;quot;Chemist&amp;#039;s&amp;quot;, and &amp;quot;Experimenter&amp;#039;s&amp;quot;.  Checking the flask&amp;#039;s charges used vs charges at full charge will tell you which ones are best for your flask type. &lt;br /&gt;
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Let&amp;#039;s use a Diamond Flask for our example here.  This flask has a base of 4 seconds per use, uses 20 charges per use, and has 40 charges max.  In order to get 3 uses of this flask, Ample prefix would have to roll a perfect 20, giving us 60 max charges.  Each flask use would last 4.8 seconds, with 20% quality, for a total flask time in use of 14.4 seconds.  Chemist&amp;#039;s prefix would give us no benefit, as you cannot reduce the flask charges used enough to give us 3 uses from full, but Experimenter&amp;#039;s can increase flask duration by 30 - 40%.  Obviously, this falls quite a bit short of the 50% increase from a perfect Ample prefix, but the problem is, how often do you roll a 20 on that?  Experimenter&amp;#039;s can at least give you extra time in use even with a &amp;quot;crappy&amp;quot; roll.  So let&amp;#039;s go with 30%...  Even without 20% quality, a 30% experimenter&amp;#039;s flask gives 5.2 seconds of use, for 10.4 seconds overall.  With 20% quality and 30% experimenter&amp;#039;s the duration is exactly 6 seconds ... so 12 seconds of use.  At the opposite extreme, a 40% with 20% quality will give 6.4 seconds, so 12.8 seconds total time.  This is at least comparable enough to a perfect Ample prefix to make it useful overall.  All you need after scoring a perfect ample or any experimenter&amp;#039;s prefix is any decent suffix on your list!   These, of course, are the same ones previously mentioned....  Heat, Staunching, Warding, Reflexes, Iron Skin ...&lt;br /&gt;
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You can follow the same process of though for all other flask types, with a few additions here and there as they warrant it.  Obviously, a resistance flask is going to benefit best from ... even more resistance!  For example, A Ruby flask would benefit from resist all being added, or having Dousing for the suffix to remove the effect of burning.  A Topaz flask would work with resist all as well as Grounding, to remove being Shocked.  This extends the utility of that flask type even further.  Atziri uses a LOT of fire and lightning damage against you, and she hits as hard as a truck.  She also reflects any curses you are using on her back at you!  So a flask with Warding that also increases your maximum resistance to fire or lightning is just plain common sense!&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;So ... the process for this is quite simple ...  get your chosen flask type, scour if necessary, raise quality to 20%, transmute to make it magic, alt till you have a prefix or suffix that you like (or the completed flask), augment if necessary, and re-roll with alts if you don&amp;#039;t like what the augment did till you are happy with the results.   For a very difficult combination that is hard to find, you may end up going through over 100 alteration orbs .... this is perfectly normal and why people pay so much for a really good flask.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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I generally end up selling most of my flasks for 10 chaos each, with the really great combinations or hard to obtain ones at 20 chaos each, though near the start of the league some of my well-rolled flasks went for 1 exalt because there just weren&amp;#039;t any that fit the bill for those people who REALLY wanted them early on.&lt;br /&gt;
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Next up, I&amp;#039;ll bring up other basic things that are easy to craft and sell&lt;br /&gt;
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&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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[[Category:Path of Exile]]&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Rushing&amp;diff=64461</id>
		<title>A Guide to Rushing</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Rushing&amp;diff=64461"/>
		<updated>2018-08-08T08:09:46Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
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&lt;div&gt;&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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==A Guide to Rushing==&lt;br /&gt;
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It has come to my attention that on occasion, it becomes very neccessary to try and rush someone through the acts as quickly as possible (in order to loot a fallen hardcore player). It has also come to my attention that on occasion, the people doing the rushing might not have the experience of a professional rusher on the matter... Thus, this guide is for those that need a little more inside information before making a very sad mistake and ending what could have been a rescue prematurely.&lt;br /&gt;
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In hardcore, you have to be alive in order to allow someone to loot you. If you die, you cannot allow anybody else to loot you. This guide is intended to get a low level person (just questing in a lower act) who has the ability to loot the guy that just died in act 5, to the scene of the disaster as quickly as possible without any undue delays or serious issues concerning quests that were available at the start of the rush but suddenly are not able to be completed because somebody said &amp;quot;oops&amp;quot;. Leaving a game resets your loot setting to &amp;quot;not allowed&amp;quot;. A hardcore character that is dead cannot create or join any games ever again...&lt;br /&gt;
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If a character capable of performing the rush is already in the game and has the ability to loot, then this guide can be totally ignored. Just call in some backup help (just in case, as it is always better to be safer in hardcore with extra help on hand), and go deal with it.&lt;br /&gt;
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If you are playing a low level character and someone dies in a later act, you can easily find help by asking someone in channel. You do this by first finding out who&amp;#039;s in channel (&amp;quot;/who Op TheAmazonBasin&amp;quot;) and then either picking out someone you know or whispering through the people there until you find someone who&amp;#039;s not afk. Also of great use would be your friends list. Use the &amp;quot;/f l&amp;quot; command to list your friends and see who is on that you can whisper to, or if you are in a panic, &amp;quot;/f m &amp;lt;msg&amp;gt;&amp;quot; will spam the &amp;lt;msg&amp;gt; to everybody in your friends list. You should never leave the game to find help! If you have access to the Amazon Basin Teamspeak server, you can find assistance on there as well... and there is also an Amazon Basin IRC channel to use for a help request at irc.gamesurge.net #AmazonBasin. You can also try the #AB-GW channel, as there are many Guildwars players that still have their D2 disks collecting dust (like me).&lt;br /&gt;
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Although rushing can be done with a few things skipped here or there, and may be much faster that way, especially with certain tricks in softcore, this guide is designed to keep both the rushee and rusher(s) safe while completing all the neccessary quests to get to the scene of the problem as quickly as possible. You should not skip anything that is included in this guide unless you are EXTREMELY familiar with the game and how it works. Keep in mind that someone&amp;#039;s gear and multiple players characters are depending on you to know what you are doing, and always play it safe.&lt;br /&gt;
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==Act I: No locking quests.==&lt;br /&gt;
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Proceed straight to Andariel. From the catacombs 2nd floor waypoint, you need to make a right turn to find the stairs down to catacombs 3rd floor. The catacombs 3rd floor is somewhat random, just steer clear of the tainted demons, (the ones that shoot balls of lightning at you) and the really mean bosses. On the 4th floor, clear out the first two rooms. There are no naturally appearing cold immunes on the 4th floor. The rushee can stay in the room with the stairs, with an escape portal handy right next to them. The persons doing the rush may then proceed to kill Andariel .. the rushee does not need to be any closer (simply on the 4th floor counts), as long as they are in the party.&lt;br /&gt;
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==Act II: Two locking quests.==&lt;br /&gt;
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Collect the shaft of the Horadric Staff from the Maggot Lair. There are no fire/cold immunes that naturally appear in maggot lair. Remember to bear right when looking for the stairs down. Also remember that Coldworm is always cold enchanted. Although you do NOT need to kill Coldworm to retrieve the shaft, you most likely cannot pick it up since the area may be flooded with monsters. it is best to ensure that the area around the chest is totally cleared. After you make sure it is clear, WAIT TEN SECONDS TO DOUBLECHECK. The reasoning behind this is in case you missed a maggot egg or a maggot that may have burrowed underground and cannot be seen.]&lt;br /&gt;
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Collect the amulet from the Claw Viper Temple. The Valley of the Snakes is on a random side of the desert (usually away from the far oasis entry into the lost city). There are no naturally appearing lightning immunes in the claw viper temple. Fangskin is always Lightning Enchanted ... and Lightning Immune. When in the temple, you want to bear left to find the stairs down quickest. Clear the second floor completely, and place your town portal in the center. The rushee can stay in town for the duration of both of these trips. After the completion of the quest, the rushee needs to talk to Cain, Drognan, and Prince Jerhyn. If the rushee forgets to talk to Jerhyn, or simply cannot reach him, then the rushee can still jump directly to arcane sanctuary and complete the summonner quest, but will most likely need a Town Portal to The Harem level 1 later on.&lt;br /&gt;
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Find the Summonner. There are no naturally appearing lightning immunes in the Arcane Sanctuary (with the exception of lightning spires). The Arcane Sanctuary is totally random ... pick a direction and pray - if he&amp;#039;s not there jump back to the middle and go another direction. Once you locate which platform the Summonner is on, you will need the rushee to come to that location. Make sure the portal is not close enough to trigger an attack on someone standing by it. Once the rushee is in the vicinity (within 2 screens or so... his quest button should light up), quickly take down the Summonner first, as he is usually the greatest danger. Clear the rest of the monsters out as quickly as possible. Allow the rushee to read the book and head to the Canyon of the Magi, clicking the waypoint to activate it and return to town immediately (as the waypoint could get rushed by nearby monsters if your mercs wander too far). Make sure the rushee speaks to someone in town, or he/she will not be able to take any Town Portals into the Canyon of the Magi or the Tomb of Tal-Rasha.&lt;br /&gt;
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After the Arcane Sanctuary, the rushee should have the proper symbol available. If he/she cannot quite figure out what it is, you are able to do so for yourself by examining the 6 symbols floating on the back of the summonner&amp;#039;s platform. The symbols in the Canyon of the Magi do not change their order, though the ones displayed in the arcane sanctuary are in random order. The symbols of the tombs are, in order from far left to far right: Circle, Crescent, Square, Star (chinese star), Chevron (arrowhead), Triangle, Gibbous Moon (circle with a crescent under it).&lt;br /&gt;
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Have the rushing character(s) search the proper tomb (bear left to find the room with the orifice fastest), and clear out that room completely. Once the door to Duriel is opened, you may wish to wait a few seconds for the lag to settle. The first person through that doorway should be one with a sturdy mercinary or minions to take the first charge attack. The rushee may stay in the orifice room till after Duriel is dead (that&amp;#039;s right, he doesnt have to see Duriel die at all). After Duriel is dead, he may proceed directly to Tyreal and complete the quest (it will actually tell him that it cannot be completed before he talks to Tyreal, but that is simply a display error).&lt;br /&gt;
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The rushee then needs to talk to Prince Jerhyn, and then take the boat to Kurast. If the rushee cannot reach Jerhyn, someone in the group will need to put a portal on the Harem level 1 (there are no monsters in the harem level 1) ... the rushee may pop upstairs into town (behind the palace guard) and speak to Jerhyn. A quick trip back down the stairs and out the same portal used will dump him right next to the boat.&lt;br /&gt;
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===Duriel Mules===&lt;br /&gt;
It is possible in 1.10 to have a throw-away Duriel mule. He would be a 1-shot deal every single time. This is how it would work ....&lt;br /&gt;
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Player 1 stuck in act 3 (dead)&lt;br /&gt;
Player 2 stuck in act 2 (loot allowed)&lt;br /&gt;
Player 3 capable of rushing (no loot allowed)&lt;br /&gt;
Player 4 (Duriel mule)&lt;br /&gt;
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Player 1 calls for help, player 2 also calls for help, player 3 joins game, player 2 or player 1 must leave very soon or has a very unstable connect ... player 4 joins with the duriel mule. The Duriel mule has completed all the quests up to putting the staff in the orifice, and has been left in this state up to this point. (Note .. He has the completed staff in his possession, it is NOT already placed in the orifice ... he must do this in the game where the rescue is to take place.)&lt;br /&gt;
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Player 4 is in party with player 3 and player 2. Player 2 remains in town, player 4 has the correct symbol already, player 3 finds the orifice room, makes a TP for player 4, who then places the completed horadric staff into the orifice .... player 4 must see Duriel die (note this difference right here), player 4 then speaks to Tyreal to complete the quest to kill Duriel, while player 2 gets an instant free ride to act 3.&lt;br /&gt;
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Please note, this is a one-shot deal, all or nothing. A duriel mule IS possible, but only for a single rush and is then totally useless (unless you bump him up to the next difficulty to do it again and grab hellforge/socket quest on the way).&lt;br /&gt;
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==Act III: One locking quest.==&lt;br /&gt;
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Travincal High Council... The High Council minions are not naturally cold immune, but each of the High Council bosses are immune to one of the three elements in the higher difficulties, and always take care around fire enchanted bosses. One of the high council is ALWAYS fire enchanted, and the other two could be as well, in nightmare and hell difficulty. This is very dangerous indeed, as an untimely pop could kill everybody in the rushing party. Never under any circumstances should you press your luck by standing next to a fire enchanted boss that is about to die in nightmare/hell. Your goal is to get to the person that is already dead, not make them loot you too. The rushee should stand in the center area away from the fighting, but before he gets there you will need to clear out ALL of the enemy you can see WITHOUT HARMING ANY OF THE HIGH COUNCIL. If any of the High Council bosses die without the rushee there, you may be forced to collect all of the flail parts, which takes a lot of time, and deals with a lot of dolls in the sewers, most likely. The rushee should be there and safe during the death of all three of the High Council bosses. In order to get credit for this quest, the rushee will need to be within 2 screens of the High Council bosses when they die. Immediately upon seeing the quest button light up and noting that &amp;quot;you must speak to Cain&amp;quot; the rushee should leave the area right away (go directly to town via Town Portal). The rushee must speak to cain before they can take a portal into the Durance of Hate. It has been noted that you may be able to cheese your way through the High Council by only seeing the last one die (be within 2 screens), but in the case of a loot rush game, it is far better to be safe than sorry.&lt;br /&gt;
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Inside the Durance of Hate 2nd floor, you should bear to the left in order to find the stairs down fastest. In order to get credit for Mephisto, I think you are only required to be partied and on the 3rd floor when he dies, thus the rushee need not be in direct danger or line of sight for mephisto. It is safest to clear out all of the High Council and any miscilanious monsters before engaging with Mephisto himself. While doing so, the safest place for the rushee to stand is back in one of the side rooms. As soon as Mephisto falls, the rushee should carefully make his way to the red portal with all speed, while avoiding the lightly glowing spots on the floor (evil spirits will pop up and attempt to hit you as you walk past). You can indeed be slain by &amp;quot;an evil spirit&amp;quot;... and it is a very humiliating way to go. It is safer to set a tp for the rushee on the platform right next to the red portal and have him hop the hoops, rather than having him run there... But do make sure that the rest of the level is totally cleared or the poor rushee might end up with a hot surprise when he pops down for the getaway, and that would be the end of our noble quest...&lt;br /&gt;
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==Act IV: No locking quests.==&lt;br /&gt;
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Proceed directly to Diablo. Rushee can stay in town while the rusher/team takes on the Chaos Sanctuary. Ranged phys damage weapons are best for this area, as are a mix of lightning damage (delivered by lit fury javazon) and cold damage (delivered by frozen orb sorceress). A melee physical damage based character should avoid Chaos Sanctuary at all costs, as a badly timed Iron Maiden cast on your character could be the end of the rush as well as the end of your character. A high physical damage based strafeazon with good crowd control ability should be able to clear Chaos Sanctuary solo with few problems.&lt;br /&gt;
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Don&amp;#039;t forget to make sure that you take care around the hot seals. I have found (and straightened out) a pic showing the orientation of the hot seals, and have included it here for you, so that you can see for yourself which seals are hot and which are not. Please note that this orientation is with north as the top right corner of the screen, just as it is in your game&amp;#039;s automap, so that it is very easy to identify which seals are which.&lt;br /&gt;
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http://img68.exs.cx/img68/9024/hot10.jpg&lt;br /&gt;
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For Diablo himself ... this is the tricky and dangerous part. Using items to inflict &amp;quot;slow target&amp;quot; on Diablo helps a lot, as does holy freeze and decrepify curse, but these only slow down his movements and physical attacks. His magical attacks are full-strength and normal speed, so do not be caught off-guard (unless you use slow missile, which may be a bad idea as his damage gets buggy when you do so). The rushee needs to be nearby when Diablo dies, and there are several methods as to how this can be achieved with minimal danger to the low level character.&lt;br /&gt;
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Method 1: Make a portal near the fighting, the rushee stands in town and enters the portal immediately when someone tells him/her to do so (you tell them to come down when Diablo has just a sliver of life left). This can be tricky and dangerous, especially if the rushee is hesitant or prone to instant afk for a sudden emergency (baby choking on something, telepone call they must take....)&lt;br /&gt;
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Method 2: Have the rushee stand north of the pentagram, over against the left wall ... there is an outcropping that will protect a player from most effects Diablo casts as long as Diablo is south of this area. As long as Diablo does not stray too far from the pentagram, everything should be fine. Method 2 is greatly preferred over method 1, as it is much easier on the nerves ... just have a TP up and ready near the rushee on the odd chance that Diablo thinks he can have a free snack and makes a &amp;quot;Run for the Border&amp;quot;.™&lt;br /&gt;
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==Act V: One locking quest==&lt;br /&gt;
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&amp;#039;&amp;#039;I will include this, as the character to be rescued may have died while Baal running&amp;#039;&amp;#039;&lt;br /&gt;
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Get through the Ancient Way, find the Arreat Summit ... (usually directly across the map from the waypoint). The rushee stands off in the corner or just south of the entry to the summit with town portal hotkeyed. If an Ancient gets near him, the rushee is to make a town portal immediately without fail. At this particular point in the game, taking chances is a bad idea ... only a few minutes away from your destination and finally looting your friend&amp;#039;s items ... it is much better to play it safe than have to apologize for being silly later. In order to pass this quest, the rushee must be at least level 20 in normal, at least level 40 in nightmare, and at least level 60 in hell difficulty.&lt;br /&gt;
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Ok now, the rushee need not be present for ANY of the fighting in the worldstone keep/throne of destruction ... they need only to get to the site of the disaster and rescue the items as quickly as possible, which should be done immediately when the area is COMPLETELY SAFE.&lt;br /&gt;
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Once successfully past the Ancients, he can take a town portal into the Worldstone Keep. From the WSK2 waypoint, bear right to find the stairs down fastest. WSK 3rd floor is random (follow the trail of empty corridors or corpses to locate the stairs down or the body). Always be cautious on 2nd floor, as gloams may be lurking in nightmare/hell. Oblivion knights (the ones that cast iron maiden) may be lurking on the 3rd floor, and you may have the serious misfortune of dealing with not only gloams and oblivion knights in the throne room, but those thrice-cursed exploding dolls as well. If unravelers are also present, you may be in for the worst day of your D2 life.&lt;br /&gt;
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Always kill unravelers first, if knights/gloams/dolls are around, as they will raise those undead at the most inopportune times... You should not have to deal with the minions of destruction unless the poor victim died while in the middle of fighting them ... Just remember that Colenzo is always fire enchanted and fire immune, the second set contains unravelers (be wary of dolls/gloams/knights sneaking up on youright after getting raised by the unravelers), Bartuc is lightning immune in hell (and always lightning enchanted), and Lister is always Fire Enchanted.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;NONE OF THE MINIONS OF DESTRUCTION PACKS ARE NATURALLY COLD IMMUNE.&amp;#039;&amp;#039;&amp;#039; Freezing arrow/glacial spike are your best friend, as is Shockwave (stun) from a Werebear Druid. The burning dead that come with the unraveler pack are always Cold Immune in hell, but are typically easily dealt with after the unravelers themselves are down. Make sure you bring antidote pots for the second group ... their poison is horrifyingly high and takes forever to wear off.&lt;br /&gt;
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During this entire process, remember that time is of the essense ... you don&amp;#039;t know if the server will suddenly crash, you don&amp;#039;t know if the poor soul who died will stay connected for very long, and you have no idea if even the person you are rushing has a good stable connection to bnet. But under no circumstances should you attempt to take shortcuts past the things in this guide unless you are EXTREMELY experienced in the game, as a simple mistake could cost everybody some valuable time and stress, as well as ending up with an unlootable corpse. I also wish to say that although time IS of the essense, you should also not get into so much of a hurry that you neglect the safety of your character or those around you.&lt;br /&gt;
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Games protected by the weaseltech pass are there for questing, not rushing or magic finding. If a rushee is stuck in act 2, and someone dies in act 4, it does not help in any way shape or form to have had someone else Magic Find farming Mephisto, as that totally ruins the quest and makes it impossible to get the rushee to the proper location for looting. If anybody in the game could possibly end up in the area you wish to do your magic finding in, please think twice about asking if you can run that area, as it may turn out to be of great importance later on--even after you have left the game. Magic Finding is best done in private games, as this makes monsters much more easy to kill. In hardcore, of course, this is inherently dangerous, as a bad moment of lag or two could wipe out your character with all equip, and nobody around to loot you .... What to do? Go Magic Finding in teams! Much more fun to have a friend along anyways! &lt;br /&gt;
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Always remember, that if someone enters your game and is stuck in an earlier act, and you know there are uncompletable locking or act boss quests between you and them, you should have them remake the game. They will appreciate the ability to quest freely, and YOU will gain the added security of knowing that they can indeed get to you if the worst happens.&lt;br /&gt;
&lt;br /&gt;
Please note that with some tweaking (and skimping on safety in softcore), this guide can also be used to rush Duriel/Hellforge/Nihlathak mules or Amazon Basin Password Change Characters... ;)&lt;br /&gt;
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Good luck, Good hunting, and may God speed you on your way...&lt;br /&gt;
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==End Credits==&lt;br /&gt;
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Thank-You&amp;#039;s goes out (in no particular order) to Ancient 1 (Lois) for her great support of the idea, Ceolstan (Kate) for her excellent pointers and advice, Grimborn for his technical support, and BugBoy_M (Paul) for his happy-go-lucky proofreading. Oh yes, and finally ... in case people were wondering why I ever wrote the guide in the first place: Thank you, Rue (Mary), for letting me know that there are many people in the Basin that still need a little help here and there... and an apology as well, that I could not be there to help when it was needed most back then.  I hope that there will be no more failed loot rushes anymore... I wrote this guide for you and all of our friends that still play Diablo II who may need this again someday.  [[User:Skie|Skie of Marduke]] 03:27, 13 November 2008 (UTC)&lt;br /&gt;
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&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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[[Category:Diablo II]]&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Beginner_Crafting_in_Path_of_Exile&amp;diff=64460</id>
		<title>A Guide to Beginner Crafting in Path of Exile</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Beginner_Crafting_in_Path_of_Exile&amp;diff=64460"/>
		<updated>2018-08-08T08:08:39Z</updated>

		<summary type="html">&lt;p&gt;Skie: Created page with &amp;quot;&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;   So ... over the past few months, I oc...&amp;quot;&lt;/p&gt;
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&lt;div&gt;&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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So ... over the past few months, I occasionally see comments concerning my sales that I post in guild chat.  I&amp;#039;m not doing it to brag about how many chaos or whatever I&amp;#039;m getting ... I&amp;#039;m doing it to give other members an idea of what things are currently selling for.  The other thing I&amp;#039;m doing it for, is to let other members know what things they can make and sell that WILL sell.  All you need is at least 1 premium stash tab in order to list and sell items through PoEtrade and Path of Exile&amp;#039;s trade system. &lt;br /&gt;
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The things that people will do to reduce their tedium or speed the process up are sometimes quite extreme.  They are willing to pay (out the nose, even) for that EXACT THING that they NEED RIGHT NOW, and if you happen to have it at a price that seems reasonable enough to them, they will buy it from you.  Even things as simple as flasks become extremely important if it&amp;#039;s THE thing that you need to enable your build to do something it otherwise could not handle. &lt;br /&gt;
&lt;br /&gt;
So ... now that we know why people way &amp;quot;way too much&amp;quot; for this junk, let&amp;#039;s get into making stuff that they think they need more than they need their chaos and exalts... :)&lt;br /&gt;
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==Basic Crafting in Path of Exile==&lt;br /&gt;
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First things first ... Path of Exile&amp;#039;s currency system is all about crafting.  Nearly every single currency item in the game has a function or use as a crafting material.  This makes it fairly unique among games out there, as you can literally spend all your currency and end up with nothing to really show for it, or you could just spend a little and then multiply what you had WAY beyond what it was worth.  For crafting, the first place to start is the easiest thing to craft ... flasks. &lt;br /&gt;
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Crafting a flask requires a few things that you&amp;#039;ll want to have in decent supply.  The first flasks you work on will be for yourself, because YOU need them, obviously, but it&amp;#039;s also something you can get into very quickly and cheaply, and it has a decent return for your investment.&lt;br /&gt;
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You will need a few orbs of Scouring, on occasion, to strip the magic mods off your flasks...  You may think it&amp;#039;s better to leave them magic, but a Glassblower&amp;#039;s Bauble will only increase the quality by 2% per use on a magic flask, costing 10 baubles to take a flask from 0% to 20%.  This is actually pretty expensive ... right now in Incursion, I can buy 8 glassblower&amp;#039;s baubles for 1 chaos, and that&amp;#039;s cheap compared to the 10 chaos I charge per flask, but once you factor in scouring, applying 4 glassblower&amp;#039;s baubles, and then rolling the magical affixes to exactly what I&amp;#039;m looking for, you&amp;#039;ll see that it can take anywhere between 2 chaos worth of crafting material and 20 chaos worth to get what I was looking for.  Thankfully, finding a good prefix/suffix combination USUALLY isn&amp;#039;t that hard to do, so it&amp;#039;s generally in the 3 - 4 chaos range for crafting cost.   The other crafting mats you&amp;#039;ll need are transmutation orbs (just a few, all you need to do is make the 20% quality flask magic) and a BUNCH of Alteration orbs, with a decent pile of Augmentation orbs.  &lt;br /&gt;
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There&amp;#039;s no need for Jeweller&amp;#039;s or Fusing or anything else that are higher value items other than the Scour if the flask you started with was magical.  Obviously, if the flask you started with has the EXACT modifiers you needed, then it&amp;#039;s worth it to use up the extra baubles to quality it to 20%, because you don&amp;#039;t need to go to the trouble and expense of rolling those mods again.&lt;br /&gt;
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Now ... what are these magical modifiers that we are after, you ask?  The ones that are the most useful or sought after for that flask type and their general use, of course! &lt;br /&gt;
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So ... what makes a flask tick?  How does it work?  How do the prefixes and suffixes work together?  These are things you need to know in order to figure out which affixes are important.  For life/mana flasks, the major considerations are the amount of healing/mana given over how much time.  This means that in general, you want either the most massive amount you can get (Saturated prefix increases the amount by 50%, but increases the duration by 33%, which means your bulb will fill more slowly), or you want the most you can get INSTANTLY (acts like a rejuvenation from D2), which would be the Seething prefix (66% reduced amount, INSTANT application).  Various other prefixes can benefit you for life and mana flasks, but these two are the main ones people are after. &lt;br /&gt;
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The secondary consideration is for the suffix applied to the flask.  You want it to have that &amp;quot;utility&amp;quot; application, that lets it go beyond being just an ordinary life or mana flask.  It has to do more, give you additional benefit .... like removing certain afflictions or even curses, or increasing your movement speed, or even increasing your combat durability.  The problem, however, is the duration of the flask effect.  This problem can be attacked from two angles.  One ... you want the flask and it&amp;#039;s secondary effect to last as long as possible .... or two, you just need it for an instant fix to correct a problem.  Thankfully, the second one is very easy to do, as Seething prefix is a 1-time instant use and has no duration to speak of.  The first one ... well, the problem is that even if you have really long duration and great restorative power, if you reach full life/mana during the flask&amp;#039;s duration it will then SHUT OFF the secondary effect early.  Most people aren&amp;#039;t too fussed about it, thankfully, but it&amp;#039;s still a consideration, as many of the suffixes out there really shine if you can manage to make them last for longer, such as protection from being chilled or frozen, or increasing your armor or evasion for the duration.  If they shut off early, it could be a problem, and using them while you have full life/mana for their secondary use is .... problematic.  The best suffixes that sell reasonably well are &amp;quot;Heat&amp;quot;, &amp;quot;Staunching&amp;quot;, &amp;quot;Iron Skin&amp;quot;, &amp;quot;Warding&amp;quot;, and &amp;quot;Reflexes&amp;quot;.  Just for Life flasks, &amp;quot;Animation&amp;quot; combined with Saturated is an excellent combination for minion masters to help keep their minions going strong.&lt;br /&gt;
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A lot of those suffixes are also excellent choices for Utility flasks, because a Utility flask doesn&amp;#039;t have a point at which it can turn off ... it will always do it&amp;#039;s thing for it&amp;#039;s full duration.  The best prefixes for Utility flasks are those that will maximize your use of the flask itself, either by increasing it&amp;#039;s duration or the number of times it can be used from fully charged.  This gives us a small range of useful prefixes to look for, for most of them, such as &amp;quot;Ample&amp;quot;, &amp;quot;Chemist&amp;#039;s&amp;quot;, and &amp;quot;Experimenter&amp;#039;s&amp;quot;.  Checking the flask&amp;#039;s charges used vs charges at full charge will tell you which ones are best for your flask type. &lt;br /&gt;
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Let&amp;#039;s use a Diamond Flask for our example here.  This flask has a base of 4 seconds per use, uses 20 charges per use, and has 40 charges max.  In order to get 3 uses of this flask, Ample prefix would have to roll a perfect 20, giving us 60 max charges.  Each flask use would last 4.8 seconds, with 20% quality, for a total flask time in use of 14.4 seconds.  Chemist&amp;#039;s prefix would give us no benefit, as you cannot reduce the flask charges used enough to give us 3 uses from full, but Experimenter&amp;#039;s can increase flask duration by 30 - 40%.  Obviously, this falls quite a bit short of the 50% increase from a perfect Ample prefix, but the problem is, how often do you roll a 20 on that?  Experimenter&amp;#039;s can at least give you extra time in use even with a &amp;quot;crappy&amp;quot; roll.  So let&amp;#039;s go with 30%...  Even without 20% quality, a 30% experimenter&amp;#039;s flask gives 5.2 seconds of use, for 10.4 seconds overall.  With 20% quality and 30% experimenter&amp;#039;s the duration is exactly 6 seconds ... so 12 seconds of use.  At the opposite extreme, a 40% with 20% quality will give 6.4 seconds, so 12.8 seconds total time.  This is at least comparable enough to a perfect Ample prefix to make it useful overall.  All you need after scoring a perfect ample or any experimenter&amp;#039;s prefix is any decent suffix on your list!   These, of course, are the same ones previously mentioned....  Heat, Staunching, Warding, Reflexes, Iron Skin ...&lt;br /&gt;
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You can follow the same process of though for all other flask types, with a few additions here and there as they warrant it.  Obviously, a resistance flask is going to benefit best from ... even more resistance!  For example, A Ruby flask would benefit from resist all being added, or having Dousing for the suffix to remove the effect of burning.  A Topaz flask would work with resist all as well as Grounding, to remove being Shocked.  This extends the utility of that flask type even further.  Atziri uses a LOT of fire and lightning damage against you, and she hits as hard as a truck.  She also reflects any curses you are using on her back at you!  So a flask with Warding that also increases your maximum resistance to fire or lightning is just plain common sense!&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;So ... the process for this is quite simple ...  get your chosen flask type, scour if necessary, raise quality to 20%, transmute to make it magic, alt till you have a prefix or suffix that you like (or the completed flask), augment if necessary, and re-roll with alts if you don&amp;#039;t like what the augment did till you are happy with the results.   For a very difficult combination that is hard to find, you may end up going through over 100 alteration orbs .... this is perfectly normal and why people pay so much for a really good flask.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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I generally end up selling most of my flasks for 10 chaos each, with the really great combinations or hard to obtain ones at 20 chaos each, though near the start of the league some of my well-rolled flasks went for 1 exalt because there just weren&amp;#039;t any that fit the bill for those people who REALLY wanted them early on.&lt;br /&gt;
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Next up, I&amp;#039;ll bring up other basic things that are easy to craft and sell&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Rushing&amp;diff=64459</id>
		<title>A Guide to Rushing</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Rushing&amp;diff=64459"/>
		<updated>2018-08-08T07:58:10Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
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&lt;div&gt;&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars or Path of Exile forums.--&amp;gt;&lt;br /&gt;
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==A Guide to Rushing==&lt;br /&gt;
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It has come to my attention that on occasion, it becomes very neccessary to try and rush someone through the acts as quickly as possible (in order to loot a fallen hardcore player). It has also come to my attention that on occasion, the people doing the rushing might not have the experience of a professional rusher on the matter... Thus, this guide is for those that need a little more inside information before making a very sad mistake and ending what could have been a rescue prematurely.&lt;br /&gt;
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In hardcore, you have to be alive in order to allow someone to loot you. If you die, you cannot allow anybody else to loot you. This guide is intended to get a low level person (just questing in a lower act) who has the ability to loot the guy that just died in act 5, to the scene of the disaster as quickly as possible without any undue delays or serious issues concerning quests that were available at the start of the rush but suddenly are not able to be completed because somebody said &amp;quot;oops&amp;quot;. Leaving a game resets your loot setting to &amp;quot;not allowed&amp;quot;. A hardcore character that is dead cannot create or join any games ever again...&lt;br /&gt;
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If a character capable of performing the rush is already in the game and has the ability to loot, then this guide can be totally ignored. Just call in some backup help (just in case, as it is always better to be safer in hardcore with extra help on hand), and go deal with it.&lt;br /&gt;
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If you are playing a low level character and someone dies in a later act, you can easily find help by asking someone in channel. You do this by first finding out who&amp;#039;s in channel (&amp;quot;/who Op TheAmazonBasin&amp;quot;) and then either picking out someone you know or whispering through the people there until you find someone who&amp;#039;s not afk. Also of great use would be your friends list. Use the &amp;quot;/f l&amp;quot; command to list your friends and see who is on that you can whisper to, or if you are in a panic, &amp;quot;/f m &amp;lt;msg&amp;gt;&amp;quot; will spam the &amp;lt;msg&amp;gt; to everybody in your friends list. You should never leave the game to find help! If you have access to the Amazon Basin Teamspeak server, you can find assistance on there as well... and there is also an Amazon Basin IRC channel to use for a help request at irc.gamesurge.net #AmazonBasin. You can also try the #AB-GW channel, as there are many Guildwars players that still have their D2 disks collecting dust (like me).&lt;br /&gt;
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Although rushing can be done with a few things skipped here or there, and may be much faster that way, especially with certain tricks in softcore, this guide is designed to keep both the rushee and rusher(s) safe while completing all the neccessary quests to get to the scene of the problem as quickly as possible. You should not skip anything that is included in this guide unless you are EXTREMELY familiar with the game and how it works. Keep in mind that someone&amp;#039;s gear and multiple players characters are depending on you to know what you are doing, and always play it safe.&lt;br /&gt;
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==Act I: No locking quests.==&lt;br /&gt;
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Proceed straight to Andariel. From the catacombs 2nd floor waypoint, you need to make a right turn to find the stairs down to catacombs 3rd floor. The catacombs 3rd floor is somewhat random, just steer clear of the tainted demons, (the ones that shoot balls of lightning at you) and the really mean bosses. On the 4th floor, clear out the first two rooms. There are no naturally appearing cold immunes on the 4th floor. The rushee can stay in the room with the stairs, with an escape portal handy right next to them. The persons doing the rush may then proceed to kill Andariel .. the rushee does not need to be any closer (simply on the 4th floor counts), as long as they are in the party.&lt;br /&gt;
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==Act II: Two locking quests.==&lt;br /&gt;
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Collect the shaft of the Horadric Staff from the Maggot Lair. There are no fire/cold immunes that naturally appear in maggot lair. Remember to bear right when looking for the stairs down. Also remember that Coldworm is always cold enchanted. Although you do NOT need to kill Coldworm to retrieve the shaft, you most likely cannot pick it up since the area may be flooded with monsters. it is best to ensure that the area around the chest is totally cleared. After you make sure it is clear, WAIT TEN SECONDS TO DOUBLECHECK. The reasoning behind this is in case you missed a maggot egg or a maggot that may have burrowed underground and cannot be seen.]&lt;br /&gt;
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Collect the amulet from the Claw Viper Temple. The Valley of the Snakes is on a random side of the desert (usually away from the far oasis entry into the lost city). There are no naturally appearing lightning immunes in the claw viper temple. Fangskin is always Lightning Enchanted ... and Lightning Immune. When in the temple, you want to bear left to find the stairs down quickest. Clear the second floor completely, and place your town portal in the center. The rushee can stay in town for the duration of both of these trips. After the completion of the quest, the rushee needs to talk to Cain, Drognan, and Prince Jerhyn. If the rushee forgets to talk to Jerhyn, or simply cannot reach him, then the rushee can still jump directly to arcane sanctuary and complete the summonner quest, but will most likely need a Town Portal to The Harem level 1 later on.&lt;br /&gt;
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Find the Summonner. There are no naturally appearing lightning immunes in the Arcane Sanctuary (with the exception of lightning spires). The Arcane Sanctuary is totally random ... pick a direction and pray - if he&amp;#039;s not there jump back to the middle and go another direction. Once you locate which platform the Summonner is on, you will need the rushee to come to that location. Make sure the portal is not close enough to trigger an attack on someone standing by it. Once the rushee is in the vicinity (within 2 screens or so... his quest button should light up), quickly take down the Summonner first, as he is usually the greatest danger. Clear the rest of the monsters out as quickly as possible. Allow the rushee to read the book and head to the Canyon of the Magi, clicking the waypoint to activate it and return to town immediately (as the waypoint could get rushed by nearby monsters if your mercs wander too far). Make sure the rushee speaks to someone in town, or he/she will not be able to take any Town Portals into the Canyon of the Magi or the Tomb of Tal-Rasha.&lt;br /&gt;
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After the Arcane Sanctuary, the rushee should have the proper symbol available. If he/she cannot quite figure out what it is, you are able to do so for yourself by examining the 6 symbols floating on the back of the summonner&amp;#039;s platform. The symbols in the Canyon of the Magi do not change their order, though the ones displayed in the arcane sanctuary are in random order. The symbols of the tombs are, in order from far left to far right: Circle, Crescent, Square, Star (chinese star), Chevron (arrowhead), Triangle, Gibbous Moon (circle with a crescent under it).&lt;br /&gt;
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Have the rushing character(s) search the proper tomb (bear left to find the room with the orifice fastest), and clear out that room completely. Once the door to Duriel is opened, you may wish to wait a few seconds for the lag to settle. The first person through that doorway should be one with a sturdy mercinary or minions to take the first charge attack. The rushee may stay in the orifice room till after Duriel is dead (that&amp;#039;s right, he doesnt have to see Duriel die at all). After Duriel is dead, he may proceed directly to Tyreal and complete the quest (it will actually tell him that it cannot be completed before he talks to Tyreal, but that is simply a display error).&lt;br /&gt;
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The rushee then needs to talk to Prince Jerhyn, and then take the boat to Kurast. If the rushee cannot reach Jerhyn, someone in the group will need to put a portal on the Harem level 1 (there are no monsters in the harem level 1) ... the rushee may pop upstairs into town (behind the palace guard) and speak to Jerhyn. A quick trip back down the stairs and out the same portal used will dump him right next to the boat.&lt;br /&gt;
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===Duriel Mules===&lt;br /&gt;
It is possible in 1.10 to have a throw-away Duriel mule. He would be a 1-shot deal every single time. This is how it would work ....&lt;br /&gt;
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Player 1 stuck in act 3 (dead)&lt;br /&gt;
Player 2 stuck in act 2 (loot allowed)&lt;br /&gt;
Player 3 capable of rushing (no loot allowed)&lt;br /&gt;
Player 4 (Duriel mule)&lt;br /&gt;
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Player 1 calls for help, player 2 also calls for help, player 3 joins game, player 2 or player 1 must leave very soon or has a very unstable connect ... player 4 joins with the duriel mule. The Duriel mule has completed all the quests up to putting the staff in the orifice, and has been left in this state up to this point. (Note .. He has the completed staff in his possession, it is NOT already placed in the orifice ... he must do this in the game where the rescue is to take place.)&lt;br /&gt;
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Player 4 is in party with player 3 and player 2. Player 2 remains in town, player 4 has the correct symbol already, player 3 finds the orifice room, makes a TP for player 4, who then places the completed horadric staff into the orifice .... player 4 must see Duriel die (note this difference right here), player 4 then speaks to Tyreal to complete the quest to kill Duriel, while player 2 gets an instant free ride to act 3.&lt;br /&gt;
&lt;br /&gt;
Please note, this is a one-shot deal, all or nothing. A duriel mule IS possible, but only for a single rush and is then totally useless (unless you bump him up to the next difficulty to do it again and grab hellforge/socket quest on the way).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act III: One locking quest.==&lt;br /&gt;
&lt;br /&gt;
Travincal High Council... The High Council minions are not naturally cold immune, but each of the High Council bosses are immune to one of the three elements in the higher difficulties, and always take care around fire enchanted bosses. One of the high council is ALWAYS fire enchanted, and the other two could be as well, in nightmare and hell difficulty. This is very dangerous indeed, as an untimely pop could kill everybody in the rushing party. Never under any circumstances should you press your luck by standing next to a fire enchanted boss that is about to die in nightmare/hell. Your goal is to get to the person that is already dead, not make them loot you too. The rushee should stand in the center area away from the fighting, but before he gets there you will need to clear out ALL of the enemy you can see WITHOUT HARMING ANY OF THE HIGH COUNCIL. If any of the High Council bosses die without the rushee there, you may be forced to collect all of the flail parts, which takes a lot of time, and deals with a lot of dolls in the sewers, most likely. The rushee should be there and safe during the death of all three of the High Council bosses. In order to get credit for this quest, the rushee will need to be within 2 screens of the High Council bosses when they die. Immediately upon seeing the quest button light up and noting that &amp;quot;you must speak to Cain&amp;quot; the rushee should leave the area right away (go directly to town via Town Portal). The rushee must speak to cain before they can take a portal into the Durance of Hate. It has been noted that you may be able to cheese your way through the High Council by only seeing the last one die (be within 2 screens), but in the case of a loot rush game, it is far better to be safe than sorry.&lt;br /&gt;
&lt;br /&gt;
Inside the Durance of Hate 2nd floor, you should bear to the left in order to find the stairs down fastest. In order to get credit for Mephisto, I think you are only required to be partied and on the 3rd floor when he dies, thus the rushee need not be in direct danger or line of sight for mephisto. It is safest to clear out all of the High Council and any miscilanious monsters before engaging with Mephisto himself. While doing so, the safest place for the rushee to stand is back in one of the side rooms. As soon as Mephisto falls, the rushee should carefully make his way to the red portal with all speed, while avoiding the lightly glowing spots on the floor (evil spirits will pop up and attempt to hit you as you walk past). You can indeed be slain by &amp;quot;an evil spirit&amp;quot;... and it is a very humiliating way to go. It is safer to set a tp for the rushee on the platform right next to the red portal and have him hop the hoops, rather than having him run there... But do make sure that the rest of the level is totally cleared or the poor rushee might end up with a hot surprise when he pops down for the getaway, and that would be the end of our noble quest...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act IV: No locking quests.==&lt;br /&gt;
&lt;br /&gt;
Proceed directly to Diablo. Rushee can stay in town while the rusher/team takes on the Chaos Sanctuary. Ranged phys damage weapons are best for this area, as are a mix of lightning damage (delivered by lit fury javazon) and cold damage (delivered by frozen orb sorceress). A melee physical damage based character should avoid Chaos Sanctuary at all costs, as a badly timed Iron Maiden cast on your character could be the end of the rush as well as the end of your character. A high physical damage based strafeazon with good crowd control ability should be able to clear Chaos Sanctuary solo with few problems.&lt;br /&gt;
&lt;br /&gt;
Don&amp;#039;t forget to make sure that you take care around the hot seals. I have found (and straightened out) a pic showing the orientation of the hot seals, and have included it here for you, so that you can see for yourself which seals are hot and which are not. Please note that this orientation is with north as the top right corner of the screen, just as it is in your game&amp;#039;s automap, so that it is very easy to identify which seals are which.&lt;br /&gt;
&lt;br /&gt;
http://img68.exs.cx/img68/9024/hot10.jpg&lt;br /&gt;
&lt;br /&gt;
For Diablo himself ... this is the tricky and dangerous part. Using items to inflict &amp;quot;slow target&amp;quot; on Diablo helps a lot, as does holy freeze and decrepify curse, but these only slow down his movements and physical attacks. His magical attacks are full-strength and normal speed, so do not be caught off-guard (unless you use slow missile, which may be a bad idea as his damage gets buggy when you do so). The rushee needs to be nearby when Diablo dies, and there are several methods as to how this can be achieved with minimal danger to the low level character.&lt;br /&gt;
&lt;br /&gt;
Method 1: Make a portal near the fighting, the rushee stands in town and enters the portal immediately when someone tells him/her to do so (you tell them to come down when Diablo has just a sliver of life left). This can be tricky and dangerous, especially if the rushee is hesitant or prone to instant afk for a sudden emergency (baby choking on something, telepone call they must take....)&lt;br /&gt;
&lt;br /&gt;
Method 2: Have the rushee stand north of the pentagram, over against the left wall ... there is an outcropping that will protect a player from most effects Diablo casts as long as Diablo is south of this area. As long as Diablo does not stray too far from the pentagram, everything should be fine. Method 2 is greatly preferred over method 1, as it is much easier on the nerves ... just have a TP up and ready near the rushee on the odd chance that Diablo thinks he can have a free snack and makes a &amp;quot;Run for the Border&amp;quot;.™&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Act V: One locking quest==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;I will include this, as the character to be rescued may have died while Baal running&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Get through the Ancient Way, find the Arreat Summit ... (usually directly across the map from the waypoint). The rushee stands off in the corner or just south of the entry to the summit with town portal hotkeyed. If an Ancient gets near him, the rushee is to make a town portal immediately without fail. At this particular point in the game, taking chances is a bad idea ... only a few minutes away from your destination and finally looting your friend&amp;#039;s items ... it is much better to play it safe than have to apologize for being silly later. In order to pass this quest, the rushee must be at least level 20 in normal, at least level 40 in nightmare, and at least level 60 in hell difficulty.&lt;br /&gt;
&lt;br /&gt;
Ok now, the rushee need not be present for ANY of the fighting in the worldstone keep/throne of destruction ... they need only to get to the site of the disaster and rescue the items as quickly as possible, which should be done immediately when the area is COMPLETELY SAFE.&lt;br /&gt;
&lt;br /&gt;
Once successfully past the Ancients, he can take a town portal into the Worldstone Keep. From the WSK2 waypoint, bear right to find the stairs down fastest. WSK 3rd floor is random (follow the trail of empty corridors or corpses to locate the stairs down or the body). Always be cautious on 2nd floor, as gloams may be lurking in nightmare/hell. Oblivion knights (the ones that cast iron maiden) may be lurking on the 3rd floor, and you may have the serious misfortune of dealing with not only gloams and oblivion knights in the throne room, but those thrice-cursed exploding dolls as well. If unravelers are also present, you may be in for the worst day of your D2 life.&lt;br /&gt;
&lt;br /&gt;
Always kill unravelers first, if knights/gloams/dolls are around, as they will raise those undead at the most inopportune times... You should not have to deal with the minions of destruction unless the poor victim died while in the middle of fighting them ... Just remember that Colenzo is always fire enchanted and fire immune, the second set contains unravelers (be wary of dolls/gloams/knights sneaking up on youright after getting raised by the unravelers), Bartuc is lightning immune in hell (and always lightning enchanted), and Lister is always Fire Enchanted.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NONE OF THE MINIONS OF DESTRUCTION PACKS ARE NATURALLY COLD IMMUNE.&amp;#039;&amp;#039;&amp;#039; Freezing arrow/glacial spike are your best friend, as is Shockwave (stun) from a Werebear Druid. The burning dead that come with the unraveler pack are always Cold Immune in hell, but are typically easily dealt with after the unravelers themselves are down. Make sure you bring antidote pots for the second group ... their poison is horrifyingly high and takes forever to wear off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During this entire process, remember that time is of the essense ... you don&amp;#039;t know if the server will suddenly crash, you don&amp;#039;t know if the poor soul who died will stay connected for very long, and you have no idea if even the person you are rushing has a good stable connection to bnet. But under no circumstances should you attempt to take shortcuts past the things in this guide unless you are EXTREMELY experienced in the game, as a simple mistake could cost everybody some valuable time and stress, as well as ending up with an unlootable corpse. I also wish to say that although time IS of the essense, you should also not get into so much of a hurry that you neglect the safety of your character or those around you.&lt;br /&gt;
&lt;br /&gt;
Games protected by the weaseltech pass are there for questing, not rushing or magic finding. If a rushee is stuck in act 2, and someone dies in act 4, it does not help in any way shape or form to have had someone else Magic Find farming Mephisto, as that totally ruins the quest and makes it impossible to get the rushee to the proper location for looting. If anybody in the game could possibly end up in the area you wish to do your magic finding in, please think twice about asking if you can run that area, as it may turn out to be of great importance later on--even after you have left the game. Magic Finding is best done in private games, as this makes monsters much more easy to kill. In hardcore, of course, this is inherently dangerous, as a bad moment of lag or two could wipe out your character with all equip, and nobody around to loot you .... What to do? Go Magic Finding in teams! Much more fun to have a friend along anyways! &lt;br /&gt;
&lt;br /&gt;
Always remember, that if someone enters your game and is stuck in an earlier act, and you know there are uncompletable locking or act boss quests between you and them, you should have them remake the game. They will appreciate the ability to quest freely, and YOU will gain the added security of knowing that they can indeed get to you if the worst happens.&lt;br /&gt;
&lt;br /&gt;
Please note that with some tweaking (and skimping on safety in softcore), this guide can also be used to rush Duriel/Hellforge/Nihlathak mules or Amazon Basin Password Change Characters... ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck, Good hunting, and may God speed you on your way...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End Credits==&lt;br /&gt;
&lt;br /&gt;
Thank-You&amp;#039;s goes out (in no particular order) to Ancient 1 (Lois) for her great support of the idea, Ceolstan (Kate) for her excellent pointers and advice, Grimborn for his technical support, and BugBoy_M (Paul) for his happy-go-lucky proofreading. Oh yes, and finally ... in case people were wondering why I ever wrote the guide in the first place: Thank you, Rue (Mary), for letting me know that there are many people in the Basin that still need a little help here and there... and an apology as well, that I could not be there to help when it was needed most back then.  I hope that there will be no more failed loot rushes anymore... I wrote this guide for you and all of our friends that still play Diablo II who may need this again someday.  [[User:Skie|Skie of Marduke]] 03:27, 13 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Please DO NOT edit this page without contacting Skie_M through the Amazon Basin Diablo II or Guild Wars forums.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Diablo II]]&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Path_of_Exile&amp;diff=64458</id>
		<title>Path of Exile</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Path_of_Exile&amp;diff=64458"/>
		<updated>2018-08-08T07:55:52Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Path of Exile main page creation - link guides and PoE pages here.  (currently under construction)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[A Guide to Beginner Crafting in Path of Exile]]  (basic flask and lower level general crafting, in PoE)&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Path_of_Exile&amp;diff=64457</id>
		<title>Path of Exile</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Path_of_Exile&amp;diff=64457"/>
		<updated>2018-08-08T07:55:10Z</updated>

		<summary type="html">&lt;p&gt;Skie: Created page with &amp;quot;Path of Exile main page creation - link guides and PoE pages here.  (currently under construction)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Path of Exile main page creation - link guides and PoE pages here.  (currently under construction)&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=64456</id>
		<title>User:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=64456"/>
		<updated>2018-08-08T07:54:24Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Current Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Forum name: Skie_M&lt;br /&gt;
*Location: South Western Oklahoma (USA)&lt;br /&gt;
*Nationality: American-Asian (Korean)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current Guides==&lt;br /&gt;
&lt;br /&gt;
* [[A Guide to Rushing]] (Rush/Recovery for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Bows and Modifiers]] (Item and game mechanics guide for Guild Wars)&lt;br /&gt;
* [[The Tao of Magic Find]] (Magic Find Sorceress guide for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Combat in Guild Wars]] (item and game mechanics guide for combat in general, in Guild Wars)&lt;br /&gt;
* [[A Guide to Beginner Crafting in Path of Exile]]  (basic flask and lower level general crafting, in PoE)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Skie/The Litterbox|The Litterbox]]  &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Editing Tools ===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
[[Diablo_III#Quests]]&lt;br /&gt;
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&lt;br /&gt;
[[Paragon]]&lt;br /&gt;
&lt;br /&gt;
[[Paragon 2.0]]&lt;br /&gt;
&lt;br /&gt;
[[Gold Find]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]]&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Path of Exile]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Diablo III nav}}&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to D3 pages to add nav bar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Diablo III]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to file uploads for D3 files&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[File:Filename.jpg]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- to display file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; &amp;lt;--- to sign for my changes/text messages in discussion&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;{{[[User:Skie/Litterbox|The Litterbox]]}}&amp;lt;/span&amp;gt; &amp;lt;--- do NOT go in there!&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User_talk:Skie&amp;diff=64455</id>
		<title>User talk:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User_talk:Skie&amp;diff=64455"/>
		<updated>2018-08-08T07:37:31Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Umm ... yeah ... so talk! :) [[User:Skie|Skie of Marduke]] 03:27, 13 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting major overhaul of the Diablo III Wiki here in the Basin...  I&amp;#039;ve got a LOT of work ahead of me to start turning this into a workable resource, but I&amp;#039;m gonna do my best!  [[User:Skie|Skie of Marduke]] 02:59, 4 September 2013 (PDT)&lt;br /&gt;
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:Naptime [[User:Skie|Skie of Marduke]] 03:10, 4 September 2013 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well ... let&amp;#039;s see if we can add a bit of stuff for Path of Exile somewheres around here... [[User:Skie|Skie of Marduke]]  02:36, 8 August 2018 (CDT)&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Special_Effects&amp;diff=63357</id>
		<title>Special Effects</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Special_Effects&amp;diff=63357"/>
		<updated>2013-09-12T05:41:23Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Defensive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
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&lt;br /&gt;
Elite packs of monsters (Bosses and Champions alike) have Special Effects that they can use to help they better kill your character.  These effects can be split into three categories:  Crowd Control, Ground Effects, and Defensive.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Crowd Control==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Frozen - Elite Boss will cast this periodically, creating ice crystals in a random pattern in the area.  The blast wave will be displayed on screen before the effects take place, giving you warning time to get out of the way.  If you are hit, you will be frozen for x number of seconds till you thaw out.  This effect CAN be dodged and blocked. Elite Champion packs can each INDEPENDENTLY cast Frozen, causing chain freeze effects that can last MUCH longer. Monk &amp;quot;Serenity&amp;quot; skill and Witch Doctor &amp;quot;Spirit Walk&amp;quot; and passive &amp;quot;Spirit Vessel&amp;quot; skills can break this effect, as can Barbarian&amp;#039;s Wrath of the Berserker. Demon Hunters can use &amp;quot;Smoke Screen&amp;quot;, and Wizards can use &amp;quot;Mirror Image&amp;quot; and &amp;quot;Teleport - Fracture&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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*Vortex - Elite Boss will cast this periodically, pulling your character to it&amp;#039;s location.  Effects are immediate, but can be blocked by intervening obstacles.  Elite Champion packs can each Independently cast Vortex, causing you to be bumped back and forth like a pinball. If your character is in the middle of certain attack routines, you may not be affected by this attack.  Such attack routines include Barbarian Whirlwind, Monk Seven Sided Strike and Tempest Rush, and various other long duration attacks.&lt;br /&gt;
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*Jailer - Elite Boss will cast this periodically, confining your character to it&amp;#039;s location.  Elite Champion packs can each Independently cast Jailer, causing you to be chain Jailed for a long time. Wizard &amp;quot;Teleport&amp;quot; skill will move you to another location but still be in jail, unless you use the &amp;quot;Fracture&amp;quot; rune. Barbarian &amp;quot;Leap&amp;quot; skill and &amp;quot;Wrath of the Berserker&amp;quot; will keep you out of jail. Monk &amp;quot;Fists of Thunder - Thunderclap&amp;quot;, &amp;quot;Serenity&amp;quot;, &amp;quot;Dashing Strike&amp;quot; skills can be used to break or move yourself while jailed, as will &amp;quot;Seven Sided Strike&amp;quot;. Demon Hunter &amp;quot;Vault&amp;quot;, &amp;quot;Smoke Screen&amp;quot;, and &amp;quot;Evasive Fire&amp;quot; skills are also effective at breaking jail.  Witch Doctor &amp;quot;Spirit Walk&amp;quot; skill and &amp;quot;Spirit Vessel&amp;quot; passive skill can break this effect.&lt;br /&gt;
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*Nightmarish - Elite Boss will cast this periodically, causing you to run away for x seconds.  Your running speed will be taken into account while you flee.  The faster you run, the further you run away!  Elite Champion packs can each INDEPENDENTLY cast Nightmarish, causing you to run away repeatedly with little control over where you are going and what you are running through to get there. Wizard &amp;quot;Teleport&amp;quot; and &amp;quot;Mirror Image&amp;quot; will break this effect. Monk &amp;quot;Serenity&amp;quot; and Demon Hunter &amp;quot;Smoke Screen&amp;quot; are also effective.  Witch Doctor &amp;quot;Spirit Walk&amp;quot; skill and &amp;quot;Spirit Vessel&amp;quot; passive skill can break this effect, as will a Barbarian using &amp;quot;Wrath of the Berserker&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Ground Effects==&lt;br /&gt;
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Arcane Enchanted - Bosses with their Minions&lt;br /&gt;
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Desecrator -&lt;br /&gt;
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Molten -&lt;br /&gt;
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Plagued -&lt;br /&gt;
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Fire Chains - &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==Defensive==&lt;br /&gt;
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Teleporter -&lt;br /&gt;
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Illusionist -&lt;br /&gt;
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Reflects Damage -&lt;br /&gt;
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Shielding -&lt;br /&gt;
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Horde - &lt;br /&gt;
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Health Linked - &lt;br /&gt;
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Extra Health - &lt;br /&gt;
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Fast - &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Special_Effects&amp;diff=63356</id>
		<title>Special Effects</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Special_Effects&amp;diff=63356"/>
		<updated>2013-09-12T02:14:24Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elite packs of monsters (Bosses and Champions alike) have Special Effects that they can use to help they better kill your character.  These effects can be split into three categories:  Crowd Control, Ground Effects, and Defensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crowd Control==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Frozen - Elite Boss will cast this periodically, creating ice crystals in a random pattern in the area.  The blast wave will be displayed on screen before the effects take place, giving you warning time to get out of the way.  If you are hit, you will be frozen for x number of seconds till you thaw out.  This effect CAN be dodged and blocked. Elite Champion packs can each INDEPENDENTLY cast Frozen, causing chain freeze effects that can last MUCH longer. Monk &amp;quot;Serenity&amp;quot; skill and Witch Doctor &amp;quot;Spirit Walk&amp;quot; and passive &amp;quot;Spirit Vessel&amp;quot; skills can break this effect, as can Barbarian&amp;#039;s Wrath of the Berserker. Demon Hunters can use &amp;quot;Smoke Screen&amp;quot;, and Wizards can use &amp;quot;Mirror Image&amp;quot; and &amp;quot;Teleport - Fracture&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Vortex - Elite Boss will cast this periodically, pulling your character to it&amp;#039;s location.  Effects are immediate, but can be blocked by intervening obstacles.  Elite Champion packs can each Independently cast Vortex, causing you to be bumped back and forth like a pinball. If your character is in the middle of certain attack routines, you may not be affected by this attack.  Such attack routines include Barbarian Whirlwind, Monk Seven Sided Strike and Tempest Rush, and various other long duration attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Jailer - Elite Boss will cast this periodically, confining your character to it&amp;#039;s location.  Elite Champion packs can each Independently cast Jailer, causing you to be chain Jailed for a long time. Wizard &amp;quot;Teleport&amp;quot; skill will move you to another location but still be in jail, unless you use the &amp;quot;Fracture&amp;quot; rune. Barbarian &amp;quot;Leap&amp;quot; skill and &amp;quot;Wrath of the Berserker&amp;quot; will keep you out of jail. Monk &amp;quot;Fists of Thunder - Thunderclap&amp;quot;, &amp;quot;Serenity&amp;quot;, &amp;quot;Dashing Strike&amp;quot; skills can be used to break or move yourself while jailed, as will &amp;quot;Seven Sided Strike&amp;quot;. Demon Hunter &amp;quot;Vault&amp;quot;, &amp;quot;Smoke Screen&amp;quot;, and &amp;quot;Evasive Fire&amp;quot; skills are also effective at breaking jail.  Witch Doctor &amp;quot;Spirit Walk&amp;quot; skill and &amp;quot;Spirit Vessel&amp;quot; passive skill can break this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nightmarish - Elite Boss will cast this periodically, causing you to run away for x seconds.  Your running speed will be taken into account while you flee.  The faster you run, the further you run away!  Elite Champion packs can each INDEPENDENTLY cast Nightmarish, causing you to run away repeatedly with little control over where you are going and what you are running through to get there. Wizard &amp;quot;Teleport&amp;quot; and &amp;quot;Mirror Image&amp;quot; will break this effect. Monk &amp;quot;Serenity&amp;quot; and Demon Hunter &amp;quot;Smoke Screen&amp;quot; are also effective.  Witch Doctor &amp;quot;Spirit Walk&amp;quot; skill and &amp;quot;Spirit Vessel&amp;quot; passive skill can break this effect, as will a Barbarian using &amp;quot;Wrath of the Berserker&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ground Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcane Enchanted - Bosses with their Minions&lt;br /&gt;
&lt;br /&gt;
Desecrator -&lt;br /&gt;
&lt;br /&gt;
Molten -&lt;br /&gt;
&lt;br /&gt;
Plagued -&lt;br /&gt;
&lt;br /&gt;
Fire Chains - &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defensive==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teleporter -&lt;br /&gt;
&lt;br /&gt;
Illusionist -&lt;br /&gt;
&lt;br /&gt;
Reflects Damage -&lt;br /&gt;
&lt;br /&gt;
Shielding -&lt;br /&gt;
&lt;br /&gt;
Horde - &lt;br /&gt;
&lt;br /&gt;
Health Linked - &lt;br /&gt;
&lt;br /&gt;
Extra Health - &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Special_Effects&amp;diff=63355</id>
		<title>Special Effects</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Special_Effects&amp;diff=63355"/>
		<updated>2013-09-11T22:50:00Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Ground Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elite packs of monsters (Bosses and Champions alike) have Special Effects that they can use to help they better kill your character.  These effects can be split into three categories:  Crowd Control, Ground Effects, and Defensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crowd Control==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Frozen - Elite Boss will cast this periodically, creating ice crystals in a random pattern in the area.  The blast wave will be displayed on screen before the effects take place, giving you warning time to get out of the way.  If you are hit, you will be frozen for x number of seconds till you thaw out.  This effect CAN be dodged and blocked. Elite Champion packs can each INDEPENDENTLY cast Frozen, causing chain freeze effects that can last MUCH longer. Monk &amp;quot;Serenity&amp;quot; skill and Witch Doctor &amp;quot;Spirit Walk&amp;quot; and passive &amp;quot;Spirit Vessel&amp;quot; skills can break this effect, as can Barbarian&amp;#039;s Wrath of the Berserker. Demon Hunters can use &amp;quot;Smoke Screen&amp;quot;, and Wizards can use &amp;quot;Mirror Image&amp;quot; and &amp;quot;Teleport - Fracture&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Vortex - Elite Boss will cast this periodically, pulling your character to it&amp;#039;s location.  Effects are immediate, but can be blocked by intervening obstacles.  Elite Champion packs can each Independently cast Vortex, causing you to be bumped back and forth like a pinball. If your character is in the middle of certain attack routines, you may not be affected by this attack.  Such attack routines include Barbarian Whirlwind, Monk Seven Sided Strike and Tempest Rush, and various other long duration attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Jailer - Elite Boss will cast this periodically, confining your character to it&amp;#039;s location.  Elite Champion packs can each Independently cast Jailer, causing you to be chain Jailed for a long time. Wizard &amp;quot;Teleport&amp;quot; skill will move you to another location but still be in jail, unless you use the &amp;quot;Fracture&amp;quot; rune. Barbarian &amp;quot;Leap&amp;quot; skill and &amp;quot;Wrath of the Berserker&amp;quot; will keep you out of jail. Monk &amp;quot;Fists of Thunder - Thunderclap&amp;quot;, &amp;quot;Serenity&amp;quot;, &amp;quot;Dashing Strike&amp;quot; skills can be used to break or move yourself while jailed, as will &amp;quot;Seven Sided Strike&amp;quot;. Demon Hunter &amp;quot;Vault&amp;quot;, &amp;quot;Smoke Screen&amp;quot;, and &amp;quot;Evasive Fire&amp;quot; skills are also effective at breaking jail.  Witch Doctor &amp;quot;Spirit Walk&amp;quot; skill and &amp;quot;Spirit Vessel&amp;quot; passive skill can break this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nightmarish - Elite Boss will cast this periodically, causing you to run away for x seconds.  Your running speed will be taken into account while you flee.  The faster you run, the further you run away!  Elite Champion packs can each INDEPENDENTLY cast Nightmarish, causing you to run away repeatedly with little control over where you are going and what you are running through to get there. Wizard &amp;quot;Teleport&amp;quot; and &amp;quot;Mirror Image&amp;quot; will break this effect. Monk &amp;quot;Serenity&amp;quot; and Demon Hunter &amp;quot;Smoke Screen&amp;quot; are also effective.  Witch Doctor &amp;quot;Spirit Walk&amp;quot; skill and &amp;quot;Spirit Vessel&amp;quot; passive skill can break this effect, as will a Barbarian using &amp;quot;Wrath of the Berserker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ground Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcane Enchanted&lt;br /&gt;
&lt;br /&gt;
Desecrator &lt;br /&gt;
&lt;br /&gt;
Molten&lt;br /&gt;
&lt;br /&gt;
Plagued&lt;br /&gt;
&lt;br /&gt;
==Defensive==&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Special_Effects&amp;diff=63354</id>
		<title>Special Effects</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Special_Effects&amp;diff=63354"/>
		<updated>2013-09-11T22:47:56Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Monsters */ new page + stubs for the rest of the monster&amp;#039;s special effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elite packs of monsters (Bosses and Champions alike) have Special Effects that they can use to help they better kill your character.  These effects can be split into three categories:  Crowd Control, Ground Effects, and Defensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crowd Control==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Frozen - Elite Boss will cast this periodically, creating ice crystals in a random pattern in the area.  The blast wave will be displayed on screen before the effects take place, giving you warning time to get out of the way.  If you are hit, you will be frozen for x number of seconds till you thaw out.  This effect CAN be dodged and blocked. Elite Champion packs can each INDEPENDENTLY cast Frozen, causing chain freeze effects that can last MUCH longer. Monk &amp;quot;Serenity&amp;quot; skill and Witch Doctor &amp;quot;Spirit Walk&amp;quot; and passive &amp;quot;Spirit Vessel&amp;quot; skills can break this effect, as can Barbarian&amp;#039;s Wrath of the Berserker. Demon Hunters can use &amp;quot;Smoke Screen&amp;quot;, and Wizards can use &amp;quot;Mirror Image&amp;quot; and &amp;quot;Teleport - Fracture&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Vortex - Elite Boss will cast this periodically, pulling your character to it&amp;#039;s location.  Effects are immediate, but can be blocked by intervening obstacles.  Elite Champion packs can each Independently cast Vortex, causing you to be bumped back and forth like a pinball. If your character is in the middle of certain attack routines, you may not be affected by this attack.  Such attack routines include Barbarian Whirlwind, Monk Seven Sided Strike and Tempest Rush, and various other long duration attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Jailer - Elite Boss will cast this periodically, confining your character to it&amp;#039;s location.  Elite Champion packs can each Independently cast Jailer, causing you to be chain Jailed for a long time. Wizard &amp;quot;Teleport&amp;quot; skill will move you to another location but still be in jail, unless you use the &amp;quot;Fracture&amp;quot; rune. Barbarian &amp;quot;Leap&amp;quot; skill and &amp;quot;Wrath of the Berserker&amp;quot; will keep you out of jail. Monk &amp;quot;Fists of Thunder - Thunderclap&amp;quot;, &amp;quot;Serenity&amp;quot;, &amp;quot;Dashing Strike&amp;quot; skills can be used to break or move yourself while jailed, as will &amp;quot;Seven Sided Strike&amp;quot;. Demon Hunter &amp;quot;Vault&amp;quot;, &amp;quot;Smoke Screen&amp;quot;, and &amp;quot;Evasive Fire&amp;quot; skills are also effective at breaking jail.  Witch Doctor &amp;quot;Spirit Walk&amp;quot; skill and &amp;quot;Spirit Vessel&amp;quot; passive skill can break this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Nightmarish - Elite Boss will cast this periodically, causing you to run away for x seconds.  Your running speed will be taken into account while you flee.  The faster you run, the further you run away!  Elite Champion packs can each INDEPENDENTLY cast Nightmarish, causing you to run away repeatedly with little control over where you are going and what you are running through to get there. Wizard &amp;quot;Teleport&amp;quot; and &amp;quot;Mirror Image&amp;quot; will break this effect. Monk &amp;quot;Serenity&amp;quot; and Demon Hunter &amp;quot;Smoke Screen&amp;quot; are also effective.  Witch Doctor &amp;quot;Spirit Walk&amp;quot; skill and &amp;quot;Spirit Vessel&amp;quot; passive skill can break this effect, as will a Barbarian using &amp;quot;Wrath of the Berserker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ground Effects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defensive==&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Diablo_III&amp;diff=63353</id>
		<title>Diablo III</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Diablo_III&amp;diff=63353"/>
		<updated>2013-09-11T22:27:49Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Monsters */ new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
Welcome to the Unofficial Diablo III Basin Wiki!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting with [[Diablo II]], the Amazon Basin has built up and around the Diablo series, eventually branching out to the many guilds it supports today. With the amount of interest in the title, it seems likely that the Basin will strive to provide a safe, friendly, fun place to game with and meet other like-minded gamers in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blizzard announced June 28 2008 that Diablo III was in development. Beta was announced [http://us.battle.net/d3/en/blog/3542796/The_Diablo_III_Beta_Is_Now_Live-9_20_2011#blog 20 September 2011], and it was announced [http://us.battle.net/d3/en/blog/4612389/Diablo_III_Launching_May_15_%E2%80%93_Digital_Pre-Sales_NOW_OPEN-3_15_2012#blog 15 March 2012] that Diablo III would finally be released {{Ub|=15 May 2012}}.  Blizzard has also announced an expansion to Diablo III, entitled Reaper of Souls, which will introduce Act V and a new class:  The Crusader.  Expected release date is end of March, in 2014.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warn|=Any content which has not been edited after that date (view history) is likely to be outdated.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[http://battle.net/d3/game/what-is What&amp;#039;s New in Diablo III]:&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Four&amp;#039;&amp;#039;&amp;#039; difficulty levels, with 4 acts each: Normal, Nightmare, Hell, Inferno. Inferno difficulty is for level-capped chars, the difficulty is uniform in each act in this difficulty and it&amp;#039;s meant to give capped characters areas to play that will give good loot drops without having to resort to just boss runs.&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3435570#blog Shared Stash] There is a stash shared among all characters on an account, accessible in town and expandable with gold.&lt;br /&gt;
*[http://battle.net/d3/services/auction-house/ Auction House] Items will be able to be traded between accounts on the Auction House. Softcore characters can trade items for gold or real money, whereas Hardcore characters are limited to gold transactions.&lt;br /&gt;
**Other players in your party can port to your location via a banner in town that you can click to join them.&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Health] Health Globes are the main way of recovering health during battle, and will drop from slain monsters.&lt;br /&gt;
*Blizzard Poster Bashiok has indicated that PvP will be consensual in Diablo III:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;{{M|=We&amp;#039;re - in general - not big fans of griefing for any game. It&amp;#039;s really only &amp;quot;fun&amp;quot; for one person, and that definition of fun isn&amp;#039;t generally something we&amp;#039;re going to want to encourage. It&amp;#039;s far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you&amp;#039;ve toggled it to get them back. After a while everyone usually agrees to a truce because it&amp;#039;s just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I&amp;#039;m sure that it was a feature that was right up some people&amp;#039;s alleys, I won&amp;#039;t deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That doesn&amp;#039;t mean that PvP won&amp;#039;t have its own focus, but those are details and features we aren&amp;#039;t yet discussing.}}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
*[http://battle.net/d3/class/ Classes]&lt;br /&gt;
**[[Barbarian (Diablo III)|Barbarian]]&lt;br /&gt;
**[[Demon Hunter]]&lt;br /&gt;
**[[Monk]]&lt;br /&gt;
**[[Witch Doctor]]&lt;br /&gt;
**[[Wizard]]&lt;br /&gt;
**[[Crusader]] (New character class in Reaper of Souls expansion)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*[http://battle.net/d3/calculator/ Skill Calculator]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*[http://us.battle.net/d3/en/game/guide/items/equipment/ Items]&lt;br /&gt;
*[http://us.battle.net/d3/en/game/guide/items/crafting/ Crafting &amp;amp; Artisans]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/blacksmith/recipe/ Blacksmith]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/jeweler/recipe/ Jeweler]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/mystic/recipe/ Mystic]  (New for Reaper of Souls Expansion, link may not work for a while!)&lt;br /&gt;
*[http://us.battle.net/d3/en/forum/topic/3123249164 Crafting Thus Far]&lt;br /&gt;
*Artisans can be &amp;#039;leveled up&amp;#039; through Tome of Training (made from Page of Training, a dropped item) and Plans that are dropped items. They are account-wide. Artisans will be able to specialize in order to get better results with a specific weapon or armor type, but the information so far is that specializations are not exclusive, so that it should be possible to specialize in all of the types you would like.&lt;br /&gt;
*Mystics will have the unique ability to change the appearance of your equipment to match the look of any other equipment (for the same location on the body) that you have found thus far in Reaper of Souls.&lt;br /&gt;
*Mystics will also have the unique ability to exchange a SINGLE MAGIC AFFIX from a piece of equipment for you to a random result.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Follower==&lt;br /&gt;
*A [[Follower]] is similar to a [[mercenary]] in [[Diablo II]], although only available when playing solo. They have storyline elements, but are designed not to &amp;#039;outshine&amp;#039; the hero. Blizzard initially intended followers to be available in Normal only, but after feedback they will be available in all difficulty levels.&lt;br /&gt;
&lt;br /&gt;
*Followers will leave you when another player enters the game, but can return to you when you are along.  They can only be used for &amp;quot;single player&amp;quot; gaming.&lt;br /&gt;
&lt;br /&gt;
*The followers are:&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/templar/ Templar]&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/scoundrel/ Scoundrel]&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/enchantress/ Enchantress]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
*It appears that there will be storyline quests and instance-based quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act I&lt;br /&gt;
* The Fallen Star&lt;br /&gt;
* The Legacy of Cain&lt;br /&gt;
* The Broken Crown&lt;br /&gt;
* Reign of the Black King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act II&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act IV&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act V&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
*[http://battle.net/d3/game/guide/gameplay/world The World]&lt;br /&gt;
*[http://media.blizzard.com/d3/media/screenshots/guide/global/world/intro.jpg Map of Sanctuary]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regions seen prior to release:&lt;br /&gt;
{|cellpadding=0 cellspacing=0 width=100%&lt;br /&gt;
|-valign=top&lt;br /&gt;
|width=25%|&lt;br /&gt;
* Forgotten Tombs&lt;br /&gt;
* Leoric Highlands&lt;br /&gt;
* The Howling Plateau&lt;br /&gt;
|width=25%|&lt;br /&gt;
* The Canyon Rim Mines&lt;br /&gt;
* The Stinging Winds&lt;br /&gt;
* New Tristram&lt;br /&gt;
|width=25%|&lt;br /&gt;
* Caldeum&lt;br /&gt;
* Lut Gholein&lt;br /&gt;
* Kurast&lt;br /&gt;
|width=25%|&lt;br /&gt;
* The Arreat Crater&lt;br /&gt;
* Tristram Cathedral&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Blizzard has said that monsters will not have elemental immunities in Diablo III, unlike Diablo II where monsters with two (or more) immunities could be issues for certain builds.&lt;br /&gt;
&lt;br /&gt;
Boss and Champion monsters will have [[Special Effects]] according to the difficulty level they are encountered in.  In normal difficulty, they will have 1 effect.  In Nightmare, they will have 2 effects.  In Hell, they will have 3 effects.  In Inferno, they will have 4 effects.  Some combinations of effects can be very powerful, especially if they include Crowd Control effects combined with Ground Effects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
* [[Item Rarity]] (magic, rare, set, legendary)&lt;br /&gt;
* [[Difficulty Levels]]&lt;br /&gt;
* [[Magic Find]]&lt;br /&gt;
* [[Gold Find]]&lt;br /&gt;
* [[Nephalem Valor]]&lt;br /&gt;
* [[Experience Gain]]&lt;br /&gt;
* [[Paragon]]&lt;br /&gt;
* [[Monster Power]]&lt;br /&gt;
* [[Paragon 2.0]] (New Paragon system!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blizzard==&lt;br /&gt;
*[http://battle.net/d3/ Diablo III]&lt;br /&gt;
**[http://battle.net/d3/game/ Game Guide]&lt;br /&gt;
**[http://battle.net/d3/media/ Media]&lt;br /&gt;
**[http://battle.net/d3/forum/ Forums]&lt;br /&gt;
**[http://battle.net/d3/forum/blizztracker/ Blizz Tracker: Official Blizzard Posts]&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Nephalem_Valor&amp;diff=63333</id>
		<title>Nephalem Valor</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Nephalem_Valor&amp;diff=63333"/>
		<updated>2013-09-11T00:27:22Z</updated>

		<summary type="html">&lt;p&gt;Skie: oops .. lvl 60+ duh!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
Nephalem Valor, or NV is sometimes also referred to as &amp;quot;stacks&amp;quot; or &amp;quot;NV Stacks&amp;quot; because you can stack the effect up to 5 times. Only level 60 characters can obtain Nephalem Valor stacks.&lt;br /&gt;
&lt;br /&gt;
5 happens to be the magic number, regarding quite a few things in Diablo III.  In order to have ANY possibility of a Keywarden to drop a key or Infernal Machine plans, or any of the Uberquest bosses to have a chance at dropping a body part for making a Hellfire Ring, you MUST have 5 NV stacks.  The Monster Power level of the game also affects the drop chance, but without 5 NV, the chance is always ZERO.&lt;br /&gt;
&lt;br /&gt;
With MP0, your chance to get keys or body parts is 5%. With MP1, your chance becomes 10%. With each increase in MP level after 1, you gain another 10% chance for keys or body parts, so long as you have 5 NV at the time of the drop.  This means that at MP10, there is 100% chance to get the special drop from those bosses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nephalem Valor also gives other bonuses in gameplay.  Each stack grants you 30 minutes of +15% goldfind, +15% magic find, and +15% experience gain.  Nephalem Valor bonuses can exceed the 300% gold/mf cap and is applied multiplicatively, rather than additively. You gain 1 NV stack for completing events, major act quests, killing bosses (not unique, just rare), and killing champion packs.  Each time you gain an NV stack, provided that your previous bonus has NOT expired, you will reset the timer back to 30 minutes til expiration.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Nephalem_Valor&amp;diff=63332</id>
		<title>Nephalem Valor</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Nephalem_Valor&amp;diff=63332"/>
		<updated>2013-09-11T00:24:00Z</updated>

		<summary type="html">&lt;p&gt;Skie: Basic explanation of Nephalem Valor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
Nephalem Valor, or NV is sometimes also referred to as &amp;quot;stacks&amp;quot; or &amp;quot;NV Stacks&amp;quot; because you can stack the effect up to 5 times.&lt;br /&gt;
&lt;br /&gt;
5 happens to be the magic number, regarding quite a few things in Diablo III.  In order to have ANY possibility of a Keywarden to drop a key or Infernal Machine plans, or any of the Uberquest bosses to have a chance at dropping a body part for making a Hellfire Ring, you MUST have 5 NV stacks.  The Monster Power level of the game also affects the drop chance, but without 5 NV, the chance is always ZERO.&lt;br /&gt;
&lt;br /&gt;
With MP0, your chance to get keys or body parts is 5%. With MP1, your chance becomes 10%. With each increase in MP level after 1, you gain another 10% chance for keys or body parts, so long as you have 5 NV at the time of the drop.  This means that at MP10, there is 100% chance to get the special drop from those bosses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nephalem Valor also gives other bonuses in gameplay.  Each stack grants you 30 minutes of +15% goldfind, +15% magic find, and +15% experience gain.  Nephalem Valor bonuses can exceed the 300% gold/mf cap and is applied multiplicatively, rather than additively. You gain 1 NV stack for completing events, major act quests, killing bosses (not unique, just rare), and killing champion packs.  Each time you gain an NV stack, provided that your previous bonus has NOT expired, you will reset the timer back to 30 minutes til expiration.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Diablo_III&amp;diff=63331</id>
		<title>Diablo III</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Diablo_III&amp;diff=63331"/>
		<updated>2013-09-11T00:13:33Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Game Mechanics */ added Nephalem Valor link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
Welcome to the Unofficial Diablo III Basin Wiki!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting with [[Diablo II]], the Amazon Basin has built up and around the Diablo series, eventually branching out to the many guilds it supports today. With the amount of interest in the title, it seems likely that the Basin will strive to provide a safe, friendly, fun place to game with and meet other like-minded gamers in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blizzard announced June 28 2008 that Diablo III was in development. Beta was announced [http://us.battle.net/d3/en/blog/3542796/The_Diablo_III_Beta_Is_Now_Live-9_20_2011#blog 20 September 2011], and it was announced [http://us.battle.net/d3/en/blog/4612389/Diablo_III_Launching_May_15_%E2%80%93_Digital_Pre-Sales_NOW_OPEN-3_15_2012#blog 15 March 2012] that Diablo III would finally be released {{Ub|=15 May 2012}}.  Blizzard has also announced an expansion to Diablo III, entitled Reaper of Souls, which will introduce Act V and a new class:  The Crusader.  Expected release date is end of March, in 2014.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warn|=Any content which has not been edited after that date (view history) is likely to be outdated.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[http://battle.net/d3/game/what-is What&amp;#039;s New in Diablo III]:&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Four&amp;#039;&amp;#039;&amp;#039; difficulty levels, with 4 acts each: Normal, Nightmare, Hell, Inferno. Inferno difficulty is for level-capped chars, the difficulty is uniform in each act in this difficulty and it&amp;#039;s meant to give capped characters areas to play that will give good loot drops without having to resort to just boss runs.&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3435570#blog Shared Stash] There is a stash shared among all characters on an account, accessible in town and expandable with gold.&lt;br /&gt;
*[http://battle.net/d3/services/auction-house/ Auction House] Items will be able to be traded between accounts on the Auction House. Softcore characters can trade items for gold or real money, whereas Hardcore characters are limited to gold transactions.&lt;br /&gt;
**Other players in your party can port to your location via a banner in town that you can click to join them.&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Health] Health Globes are the main way of recovering health during battle, and will drop from slain monsters.&lt;br /&gt;
*Blizzard Poster Bashiok has indicated that PvP will be consensual in Diablo III:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;{{M|=We&amp;#039;re - in general - not big fans of griefing for any game. It&amp;#039;s really only &amp;quot;fun&amp;quot; for one person, and that definition of fun isn&amp;#039;t generally something we&amp;#039;re going to want to encourage. It&amp;#039;s far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you&amp;#039;ve toggled it to get them back. After a while everyone usually agrees to a truce because it&amp;#039;s just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I&amp;#039;m sure that it was a feature that was right up some people&amp;#039;s alleys, I won&amp;#039;t deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That doesn&amp;#039;t mean that PvP won&amp;#039;t have its own focus, but those are details and features we aren&amp;#039;t yet discussing.}}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
*[http://battle.net/d3/class/ Classes]&lt;br /&gt;
**[[Barbarian (Diablo III)|Barbarian]]&lt;br /&gt;
**[[Demon Hunter]]&lt;br /&gt;
**[[Monk]]&lt;br /&gt;
**[[Witch Doctor]]&lt;br /&gt;
**[[Wizard]]&lt;br /&gt;
**[[Crusader]] (New character class in Reaper of Souls expansion)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*[http://battle.net/d3/calculator/ Skill Calculator]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*[http://us.battle.net/d3/en/game/guide/items/equipment/ Items]&lt;br /&gt;
*[http://us.battle.net/d3/en/game/guide/items/crafting/ Crafting &amp;amp; Artisans]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/blacksmith/recipe/ Blacksmith]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/jeweler/recipe/ Jeweler]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/mystic/recipe/ Mystic]  (New for Reaper of Souls Expansion, link may not work for a while!)&lt;br /&gt;
*[http://us.battle.net/d3/en/forum/topic/3123249164 Crafting Thus Far]&lt;br /&gt;
*Artisans can be &amp;#039;leveled up&amp;#039; through Tome of Training (made from Page of Training, a dropped item) and Plans that are dropped items. They are account-wide. Artisans will be able to specialize in order to get better results with a specific weapon or armor type, but the information so far is that specializations are not exclusive, so that it should be possible to specialize in all of the types you would like.&lt;br /&gt;
*Mystics will have the unique ability to change the appearance of your equipment to match the look of any other equipment (for the same location on the body) that you have found thus far in Reaper of Souls.&lt;br /&gt;
*Mystics will also have the unique ability to exchange a SINGLE MAGIC AFFIX from a piece of equipment for you to a random result.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Follower==&lt;br /&gt;
*A [[Follower]] is similar to a [[mercenary]] in [[Diablo II]], although only available when playing solo. They have storyline elements, but are designed not to &amp;#039;outshine&amp;#039; the hero. Blizzard initially intended followers to be available in Normal only, but after feedback they will be available in all difficulty levels.&lt;br /&gt;
&lt;br /&gt;
*Followers will leave you when another player enters the game, but can return to you when you are along.  They can only be used for &amp;quot;single player&amp;quot; gaming.&lt;br /&gt;
&lt;br /&gt;
*The followers are:&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/templar/ Templar]&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/scoundrel/ Scoundrel]&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/enchantress/ Enchantress]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
*It appears that there will be storyline quests and instance-based quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act I&lt;br /&gt;
* The Fallen Star&lt;br /&gt;
* The Legacy of Cain&lt;br /&gt;
* The Broken Crown&lt;br /&gt;
* Reign of the Black King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act II&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act IV&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act V&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
*[http://battle.net/d3/game/guide/gameplay/world The World]&lt;br /&gt;
*[http://media.blizzard.com/d3/media/screenshots/guide/global/world/intro.jpg Map of Sanctuary]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regions seen prior to release:&lt;br /&gt;
{|cellpadding=0 cellspacing=0 width=100%&lt;br /&gt;
|-valign=top&lt;br /&gt;
|width=25%|&lt;br /&gt;
* Forgotten Tombs&lt;br /&gt;
* Leoric Highlands&lt;br /&gt;
* The Howling Plateau&lt;br /&gt;
|width=25%|&lt;br /&gt;
* The Canyon Rim Mines&lt;br /&gt;
* The Stinging Winds&lt;br /&gt;
* New Tristram&lt;br /&gt;
|width=25%|&lt;br /&gt;
* Caldeum&lt;br /&gt;
* Lut Gholein&lt;br /&gt;
* Kurast&lt;br /&gt;
|width=25%|&lt;br /&gt;
* The Arreat Crater&lt;br /&gt;
* Tristram Cathedral&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Blizzard has said that monsters will not have elemental immunities in Diablo III, unlike Diablo II where monsters with two (or more) immunities could be issues for certain builds.&lt;br /&gt;
&lt;br /&gt;
Boss and Champion monsters will have special effects according to the difficulty level they are encountered in.  In normal difficulty, they will have 1 effect.  In Nightmare, they will have 2 effects.  In Hell, they will have 3 effects.  In Inferno, they will have 4 effects.  Some combinations of effects can be very powerful, especially if they include Crowd Control effects. &lt;br /&gt;
&lt;br /&gt;
Crowd Control effects are as follows:&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Frozen - Elite Boss will cast this periodically, creating ice crystals in a random pattern in the area.  The blast wave will be displayed on screen before the effects take place, giving you warning time to get out of the way.  If you are hit, you will be frozen for x number of seconds till you thaw out.  This effect CAN be dodged and blocked.  Monk &amp;quot;Serenity&amp;quot; skill and Witch Doctor &amp;quot;Jaunt&amp;quot; skill can break this effect.  Elite Champion packs can each INDEPENDENTLY cast Frozen, causing chain freeze effects that can last MUCH longer.&lt;br /&gt;
&lt;br /&gt;
*Vortex - Elite Boss will cast this periodically, pulling your character to it&amp;#039;s location.  Effects are immediate, but can be blocked by intervening obstacles.  Elite Champion packs can each Independently cast Vortex, causing you to be bumped back and forth like a pinball.&lt;br /&gt;
&lt;br /&gt;
*Jailer - Elite Boss will cast this periodically, confining your character to it&amp;#039;s location.  Wizard &amp;quot;Teleport&amp;quot; skill, Monk &amp;quot;Fists of Thunder - Thunderclap&amp;quot; skill and &amp;quot;Serenity&amp;quot; skill, Demon Hunter &amp;quot;Vault&amp;quot; skill and &amp;quot;Action Shot&amp;quot; skill,  and Witch Doctor &amp;quot;Jaunt&amp;quot; skill can break this effect. Elite Champion packs can each Independently cast Jailer, causing you to be chain Jailed for a long time. (may be other skills which can cancel this control effect.&lt;br /&gt;
&lt;br /&gt;
*Nightmarish - Elite Boss will cast this periodically, causing you to run away for x seconds.  Your running speed will be taken into account while you flee.   Monk &amp;quot;Serenity&amp;quot; skill and Witch Doctor &amp;quot;Jaunt&amp;quot; skill can break this effect.  Elite Champion packs can each INDEPENDENTLY cast Nightmarish, causing you to run away repeatedly with little control over where you are going and what you are running through to get there.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
* [[Item Rarity]] (magic, rare, set, legendary)&lt;br /&gt;
* [[Difficulty Levels]]&lt;br /&gt;
* [[Magic Find]]&lt;br /&gt;
* [[Gold Find]]&lt;br /&gt;
* [[Nephalem Valor]]&lt;br /&gt;
* [[Experience Gain]]&lt;br /&gt;
* [[Paragon]]&lt;br /&gt;
* [[Monster Power]]&lt;br /&gt;
* [[Paragon 2.0]] (New Paragon system!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blizzard==&lt;br /&gt;
*[http://battle.net/d3/ Diablo III]&lt;br /&gt;
**[http://battle.net/d3/game/ Game Guide]&lt;br /&gt;
**[http://battle.net/d3/media/ Media]&lt;br /&gt;
**[http://battle.net/d3/forum/ Forums]&lt;br /&gt;
**[http://battle.net/d3/forum/blizztracker/ Blizz Tracker: Official Blizzard Posts]&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Gold_Find&amp;diff=63330</id>
		<title>Gold Find</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Gold_Find&amp;diff=63330"/>
		<updated>2013-09-11T00:12:43Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Adding Gold Find */ spellcheck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
&lt;br /&gt;
== Adding Gold Find ==&lt;br /&gt;
&lt;br /&gt;
Adding Gold Find (or GF) to your character aids you in finding more gold from monsters and item drops as you adventure.  In and of itself, it provides no useful benefit, and can take up a slot on your equip that could be better put towards keeping your character alive or allowing you to dish out more pain to those evildoers.&lt;br /&gt;
&lt;br /&gt;
Diablo III has many ways to obtain additional Gold Find.  You can find it on your equipment, apply it from shrines you find, add stacks of [[Nephalem Valor]], add [[Monster Power]] to increase it, play with more players to get a little more, increase your [[Paragon]] Level, and even socket your helmet with an Emerald to get just that little bit more ...  But Diablo III also introduces the concept of a Gold Find cap.  Your combined equipment (plus 20% of your follower&amp;#039;s Gold Find) and your Paragon Level cannot exceed 300% GF. All other effects can apply to increase your Gold Find over the cap.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Paragon_2.0&amp;diff=63329</id>
		<title>Paragon 2.0</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Paragon_2.0&amp;diff=63329"/>
		<updated>2013-09-11T00:11:47Z</updated>

		<summary type="html">&lt;p&gt;Skie: nav bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
Paragon 2.0 is the new upcoming system for handling [[Paragon]] levels.  In Paragon 2.0, there is no lvl 100 cap... in fact, Blizzard Representatives have gone on to say that there will be NO cap.  Furthermore, rather than having Paragon levels applied only to the character than earned the experience, your characters will all pool their Paragon experience and SHARE an account-wide Paragon level.  Your Paragon level will be applied across all characters on your account for Softcore, and all characters across your account for Hardcore, but Softcore and Hardcore will remain separate.&lt;br /&gt;
&lt;br /&gt;
Following is the current data we have on the changes that will take place.&lt;br /&gt;
&lt;br /&gt;
==Paragon Levels==&lt;br /&gt;
&lt;br /&gt;
A character that has reached level 60 will not stop earning experience.  Experience will now be applied to &amp;quot;Paragon Levels&amp;quot;, which will be applied across your account for Softcore or Hardcore (according to the characters earning the experience).  Paragon 2.0 will NOT have a maximum Paragon Level.&lt;br /&gt;
&lt;br /&gt;
The first Paragon Level gives you a bonus portrait upgrade (for in-game multiplayer display of your characters). After this, every 10th level gives you a new upgrade on your portrait. After you pass Paragon 100, the bonus may be different or altered in some new way.&lt;br /&gt;
&lt;br /&gt;
Each Paragon Level also gives you a bonus +3% each to Magic Find and Gold Find.  This bonus applies to your MF and GF cap (300%) with your equipped items and 1/5th of your follower&amp;#039;s equipped item bonus.&lt;br /&gt;
&lt;br /&gt;
Each Paragon Level will give you a +3 bonus to your primary attribute, +2 bonus to vitality, and +1 bonus each to the other two attributes.&lt;br /&gt;
&lt;br /&gt;
And finally, each Paragon Level on your account will also give you 1 Paragon Point to apply to your characters to benefit them in a customized fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paragon Points can be applied as follows:&lt;br /&gt;
&lt;br /&gt;
;*Core&lt;br /&gt;
**Intelligence +5 [0/50]&lt;br /&gt;
**Strength +5 [0/50]&lt;br /&gt;
**Dexterity +5 [0/50]&lt;br /&gt;
**Vitality +5 [0/50]&lt;br /&gt;
;*Attack&lt;br /&gt;
**Crit Chance +0.2% [0/50]&lt;br /&gt;
**Crit Damage +1% [0/50]&lt;br /&gt;
**Attack Speed +0.2% [0/50]&lt;br /&gt;
**Cooldown Reduction +0.2% [0/50]&lt;br /&gt;
;*Defense&lt;br /&gt;
**Health % [0/50]&lt;br /&gt;
**Resist All [0/50]&lt;br /&gt;
**Armor [0/50]&lt;br /&gt;
**Dodge % [0/50]&lt;br /&gt;
**Block Chance % [0/50]&lt;br /&gt;
;*Utility&lt;br /&gt;
**Movement Speed [0/50]&lt;br /&gt;
**Gold Pick-up Radius [0/50]&lt;br /&gt;
**Magic Find [0/50]   (assumed)&lt;br /&gt;
**Gold Find [0/50]   (assumed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Leveling Strategies==&lt;br /&gt;
&lt;br /&gt;
The fastest way to gain mass exp for Paragon Levels is to find your &amp;quot;sweet spot&amp;quot; .... the MP level at which you barely 1-hit everything in your path other than elite packs; spending no more than 10 - 15 seconds to clear those guys on average. You want to farm on Monster Power 1 as a minimum, in order to take advantage of the extra monster spawns added to acts 1, 2, and 4. Wherever you choose to farm can now be just as good as Act 3 alone used to be.  See Paragon Farming Routes below.&lt;br /&gt;
&lt;br /&gt;
To find your &amp;quot;sweet spot&amp;quot; ... start at Monster Power 1 and keep bumping up the monster power until you no longer 1-hit stuff ... then back it down a notch. Remember to back it off a bit further for multiplayer, as each player gives +50% base hp to the monsters (and you may no longer 1-hit them, thus unintentionally adding time to the overall run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You generally want to do something constructive with your time other than simply counting how much exp you are gaining, like key running and item/gold finding, playing a character that bores you to death is NOT the way to get to Paragon Level 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Farming Routes==&lt;br /&gt;
&lt;br /&gt;
In Act 1, the popular choice for Nephalem Valor stacks is Festering Woods.  1 - 3 elite packs in the upper area, with the possibility of an event, and 2 guaranteed bosses in the mini dungeons make this a very fast zone to run.  To finish off for 5 NV stacks, Cathedral 3rd floor has a guaranteed elite pack, or you could hit Leoric&amp;#039;s Manor. Some people go straight for the Fields of Misery + Keywarden instead. Next location to hit is Weeping Hollow and possibly the Halls of Agony 2nd floor... rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
Act 1 areas to NOT skip ... Festering Woods, Fields of Misery, Decaying Crypt (Fields of Misery dungeon), Weeping Hollow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 2, pick a starting spot to grab some quick elites to stack yourself up. Vault of the Assassins is a good choice, as is Black Canyon Mines + Alcarnus. After you have reached 5 Nephalem Valor, you hit Oasis + Keywarden, then Desolate Sands, and then the Storm Halls dungeon ... finish off with Zoltun Kulle if you like for the drops + quest bonus. (most dungeons you will just skip over)&lt;br /&gt;
&lt;br /&gt;
Act 2 areas to NOT skip ... Flooded/Ancient Cave(oasis), Forgotten Ruins(Oasis - you get ZK&amp;#039;s head here), Vault of the Assassin (5 - 11 elites!), Storm Halls (ZK&amp;#039;s Nexus area - good monster density), Zoltun Kulle (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 3, hit wp for Arreat Crater 2 ... go BACKWARD into the tower and up to the previous waypoint (should get 4 - 6 elites along the way) ... if you&amp;#039;re still short 1 or 2 Nephalem Valor stacks, jump to the wp in Tower 1 and clear that floor (should be 1-3 there) ... then go to Stonefort and clear to end + Keywarden, then The Keeps 2 and 3, and jump to Rakkis and clear back to the waypoint on the bridge including the mini-quests you find on the way (or vice versa), finish up with The Core + Azmodan for quest. (craters used to be awesome for exp, but the Stygian Crawlers got badly nerfed on exp ... still ok for drops and gold though!)&lt;br /&gt;
&lt;br /&gt;
Act 3 areas to NOT skip ... Keeps 2nd floor(best monster density/exp in Act 3), Frost Cavern/Ice Cave(Battlefields - good drops down there!), Rakkis(mini-quests give great exp bonus), Azmodan (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Act 4 is not recommended for those who wish to survive.  The Keywarden uses Earthquake (8000% dps over 7 seconds) and the act overall is very short.  For those who need the Infernal Machine plans, it is best to do it on as high a Monster Power as possible, so that you do NOT ever have to go back there again.&lt;br /&gt;
&lt;br /&gt;
Act 4 areas to NOT skip ...  Skip it all! &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Act 5 is not yet part of the game.  It will be added in the Reaper of Souls expansion, and more information concerning possible new Paragon Leveling Routes will be forthcoming after release.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63328</id>
		<title>Paragon</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63328"/>
		<updated>2013-09-11T00:11:28Z</updated>

		<summary type="html">&lt;p&gt;Skie: nav bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
Please note that this system will be pretty much outdated after [[Paragon 2.0]] has been released.  The strategies included for faster Paragon leveling will still be valid, but the original Paragon system only applied it&amp;#039;s level to a single character on your account (hardcore or softcore),whereas the new system will be account-wide for hardcore or softcore characters on your account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Levels==&lt;br /&gt;
&lt;br /&gt;
A character that has reached level 60 will not stop earning experience.  Experience will now be applied to &amp;quot;Paragon Levels&amp;quot;, which have a maximum of 100.  (Paragon 2.0 will NOT have a maximum Paragon Level, and the bonus will be applied to your entire account.)&lt;br /&gt;
&lt;br /&gt;
The first Paragon Level gives you a bonus portrait upgrade (for in-game multiplayer display of your character). After this, every 10th level gives you a new upgrade on your portrait.&lt;br /&gt;
&lt;br /&gt;
Each Paragon Level also gives you a bonus +3% each to Magic Find and Gold Find.  This bonus applies to your MF and GF cap (300%) with your equipped items and 1/5th of your follower&amp;#039;s equipped item bonus.&lt;br /&gt;
&lt;br /&gt;
Each Paragon Level will finally give you a +3 bonus to your primary attribute, +2 bonus to vitality, and +1 bonus each to the other two attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Leveling Strategies==&lt;br /&gt;
&lt;br /&gt;
The fastest way to gain mass exp for Paragon Levels is to find your &amp;quot;sweet spot&amp;quot; .... the MP level at which you barely 1-hit everything in your path other than elite packs; spending no more than 10 - 15 seconds to clear those guys on average. You want to farm on Monster Power 1 as a minimum, in order to take advantage of the extra monster spawns added to acts 1, 2, and 4. Wherever you choose to farm can now be just as good as Act 3 alone used to be.  See Paragon Farming Routes below.&lt;br /&gt;
&lt;br /&gt;
To find your &amp;quot;sweet spot&amp;quot; ... start at Monster Power 1 and keep bumping up the monster power until you no longer 1-hit stuff ... then back it down a notch. Remember to back it off a bit further for multiplayer, as each player gives +50% base hp to the monsters (and you may no longer 1-hit them, thus unintentionally adding time to the overall run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You generally want to do something constructive with your time other than simply counting how much exp you are gaining, like key running and item/gold finding, playing a character that bores you to death is NOT the way to get to Paragon Level 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Farming Routes==&lt;br /&gt;
&lt;br /&gt;
In Act 1, the popular choice for Nephalem Valor stacks is Festering Woods.  1 - 3 elite packs in the upper area, with the possibility of an event, and 2 guaranteed bosses in the mini dungeons make this a very fast zone to run.  To finish off for 5 NV stacks, Cathedral 3rd floor has a guaranteed elite pack, or you could hit Leoric&amp;#039;s Manor. Some people go straight for the Fields of Misery + Keywarden instead. Next location to hit is Weeping Hollow and possibly the Halls of Agony 2nd floor... rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
Act 1 areas to NOT skip ... Festering Woods, Fields of Misery, Decaying Crypt (Fields of Misery dungeon), Weeping Hollow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 2, pick a starting spot to grab some quick elites to stack yourself up. Vault of the Assassins is a good choice, as is Black Canyon Mines + Alcarnus. After you have reached 5 Nephalem Valor, you hit Oasis + Keywarden, then Desolate Sands, and then the Storm Halls dungeon ... finish off with Zoltun Kulle if you like for the drops + quest bonus. (most dungeons you will just skip over)&lt;br /&gt;
&lt;br /&gt;
Act 2 areas to NOT skip ... Flooded/Ancient Cave(oasis), Forgotten Ruins(Oasis - you get ZK&amp;#039;s head here), Vault of the Assassin (5 - 11 elites!), Storm Halls (ZK&amp;#039;s Nexus area - good monster density), Zoltun Kulle (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 3, hit wp for Arreat Crater 2 ... go BACKWARD into the tower and up to the previous waypoint (should get 4 - 6 elites along the way) ... if you&amp;#039;re still short 1 or 2 Nephalem Valor stacks, jump to the wp in Tower 1 and clear that floor (should be 1-3 there) ... then go to Stonefort and clear to end + Keywarden, then The Keeps 2 and 3, and jump to Rakkis and clear back to the waypoint on the bridge including the mini-quests you find on the way (or vice versa), finish up with The Core + Azmodan for quest. (craters used to be awesome for exp, but the Stygian Crawlers got badly nerfed on exp ... still ok for drops and gold though!)&lt;br /&gt;
&lt;br /&gt;
Act 3 areas to NOT skip ... Keeps 2nd floor(best monster density/exp in Act 3), Frost Cavern/Ice Cave(Battlefields - good drops down there!), Rakkis(mini-quests give great exp bonus), Azmodan (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Act 4 is not recommended for those who wish to survive.  The Keywarden uses Earthquake (8000% dps over 7 seconds) and the act overall is very short.  For those who need the Infernal Machine plans, it is best to do it on as high a Monster Power as possible, so that you do NOT ever have to go back there again.&lt;br /&gt;
&lt;br /&gt;
Act 4 areas to NOT skip ...  Skip it all! &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Act 5 is not yet part of the game.  It will be added in the Reaper of Souls expansion, and more information concerning possible new Paragon Leveling Routes will be forthcoming after release.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Paragon_2.0&amp;diff=63327</id>
		<title>Paragon 2.0</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Paragon_2.0&amp;diff=63327"/>
		<updated>2013-09-11T00:08:00Z</updated>

		<summary type="html">&lt;p&gt;Skie: Paragon 2.0 - waiting on RoS for update changes...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paragon 2.0 is the new upcoming system for handling [[Paragon]] levels.  In Paragon 2.0, there is no lvl 100 cap... in fact, Blizzard Representatives have gone on to say that there will be NO cap.  Furthermore, rather than having Paragon levels applied only to the character than earned the experience, your characters will all pool their Paragon experience and SHARE an account-wide Paragon level.  Your Paragon level will be applied across all characters on your account for Softcore, and all characters across your account for Hardcore, but Softcore and Hardcore will remain separate.&lt;br /&gt;
&lt;br /&gt;
Following is the current data we have on the changes that will take place.&lt;br /&gt;
&lt;br /&gt;
==Paragon Levels==&lt;br /&gt;
&lt;br /&gt;
A character that has reached level 60 will not stop earning experience.  Experience will now be applied to &amp;quot;Paragon Levels&amp;quot;, which will be applied across your account for Softcore or Hardcore (according to the characters earning the experience).  Paragon 2.0 will NOT have a maximum Paragon Level.&lt;br /&gt;
&lt;br /&gt;
The first Paragon Level gives you a bonus portrait upgrade (for in-game multiplayer display of your characters). After this, every 10th level gives you a new upgrade on your portrait. After you pass Paragon 100, the bonus may be different or altered in some new way.&lt;br /&gt;
&lt;br /&gt;
Each Paragon Level also gives you a bonus +3% each to Magic Find and Gold Find.  This bonus applies to your MF and GF cap (300%) with your equipped items and 1/5th of your follower&amp;#039;s equipped item bonus.&lt;br /&gt;
&lt;br /&gt;
Each Paragon Level will give you a +3 bonus to your primary attribute, +2 bonus to vitality, and +1 bonus each to the other two attributes.&lt;br /&gt;
&lt;br /&gt;
And finally, each Paragon Level on your account will also give you 1 Paragon Point to apply to your characters to benefit them in a customized fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paragon Points can be applied as follows:&lt;br /&gt;
&lt;br /&gt;
;*Core&lt;br /&gt;
**Intelligence +5 [0/50]&lt;br /&gt;
**Strength +5 [0/50]&lt;br /&gt;
**Dexterity +5 [0/50]&lt;br /&gt;
**Vitality +5 [0/50]&lt;br /&gt;
;*Attack&lt;br /&gt;
**Crit Chance +0.2% [0/50]&lt;br /&gt;
**Crit Damage +1% [0/50]&lt;br /&gt;
**Attack Speed +0.2% [0/50]&lt;br /&gt;
**Cooldown Reduction +0.2% [0/50]&lt;br /&gt;
;*Defense&lt;br /&gt;
**Health % [0/50]&lt;br /&gt;
**Resist All [0/50]&lt;br /&gt;
**Armor [0/50]&lt;br /&gt;
**Dodge % [0/50]&lt;br /&gt;
**Block Chance % [0/50]&lt;br /&gt;
;*Utility&lt;br /&gt;
**Movement Speed [0/50]&lt;br /&gt;
**Gold Pick-up Radius [0/50]&lt;br /&gt;
**Magic Find [0/50]   (assumed)&lt;br /&gt;
**Gold Find [0/50]   (assumed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Leveling Strategies==&lt;br /&gt;
&lt;br /&gt;
The fastest way to gain mass exp for Paragon Levels is to find your &amp;quot;sweet spot&amp;quot; .... the MP level at which you barely 1-hit everything in your path other than elite packs; spending no more than 10 - 15 seconds to clear those guys on average. You want to farm on Monster Power 1 as a minimum, in order to take advantage of the extra monster spawns added to acts 1, 2, and 4. Wherever you choose to farm can now be just as good as Act 3 alone used to be.  See Paragon Farming Routes below.&lt;br /&gt;
&lt;br /&gt;
To find your &amp;quot;sweet spot&amp;quot; ... start at Monster Power 1 and keep bumping up the monster power until you no longer 1-hit stuff ... then back it down a notch. Remember to back it off a bit further for multiplayer, as each player gives +50% base hp to the monsters (and you may no longer 1-hit them, thus unintentionally adding time to the overall run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You generally want to do something constructive with your time other than simply counting how much exp you are gaining, like key running and item/gold finding, playing a character that bores you to death is NOT the way to get to Paragon Level 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Farming Routes==&lt;br /&gt;
&lt;br /&gt;
In Act 1, the popular choice for Nephalem Valor stacks is Festering Woods.  1 - 3 elite packs in the upper area, with the possibility of an event, and 2 guaranteed bosses in the mini dungeons make this a very fast zone to run.  To finish off for 5 NV stacks, Cathedral 3rd floor has a guaranteed elite pack, or you could hit Leoric&amp;#039;s Manor. Some people go straight for the Fields of Misery + Keywarden instead. Next location to hit is Weeping Hollow and possibly the Halls of Agony 2nd floor... rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
Act 1 areas to NOT skip ... Festering Woods, Fields of Misery, Decaying Crypt (Fields of Misery dungeon), Weeping Hollow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 2, pick a starting spot to grab some quick elites to stack yourself up. Vault of the Assassins is a good choice, as is Black Canyon Mines + Alcarnus. After you have reached 5 Nephalem Valor, you hit Oasis + Keywarden, then Desolate Sands, and then the Storm Halls dungeon ... finish off with Zoltun Kulle if you like for the drops + quest bonus. (most dungeons you will just skip over)&lt;br /&gt;
&lt;br /&gt;
Act 2 areas to NOT skip ... Flooded/Ancient Cave(oasis), Forgotten Ruins(Oasis - you get ZK&amp;#039;s head here), Vault of the Assassin (5 - 11 elites!), Storm Halls (ZK&amp;#039;s Nexus area - good monster density), Zoltun Kulle (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 3, hit wp for Arreat Crater 2 ... go BACKWARD into the tower and up to the previous waypoint (should get 4 - 6 elites along the way) ... if you&amp;#039;re still short 1 or 2 Nephalem Valor stacks, jump to the wp in Tower 1 and clear that floor (should be 1-3 there) ... then go to Stonefort and clear to end + Keywarden, then The Keeps 2 and 3, and jump to Rakkis and clear back to the waypoint on the bridge including the mini-quests you find on the way (or vice versa), finish up with The Core + Azmodan for quest. (craters used to be awesome for exp, but the Stygian Crawlers got badly nerfed on exp ... still ok for drops and gold though!)&lt;br /&gt;
&lt;br /&gt;
Act 3 areas to NOT skip ... Keeps 2nd floor(best monster density/exp in Act 3), Frost Cavern/Ice Cave(Battlefields - good drops down there!), Rakkis(mini-quests give great exp bonus), Azmodan (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Act 4 is not recommended for those who wish to survive.  The Keywarden uses Earthquake (8000% dps over 7 seconds) and the act overall is very short.  For those who need the Infernal Machine plans, it is best to do it on as high a Monster Power as possible, so that you do NOT ever have to go back there again.&lt;br /&gt;
&lt;br /&gt;
Act 4 areas to NOT skip ...  Skip it all! &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Act 5 is not yet part of the game.  It will be added in the Reaper of Souls expansion, and more information concerning possible new Paragon Leveling Routes will be forthcoming after release.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63323</id>
		<title>Paragon</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63323"/>
		<updated>2013-09-10T15:13:29Z</updated>

		<summary type="html">&lt;p&gt;Skie: paragon levels, paragon leveling strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that this system will be pretty much outdated after [[Paragon 2.0]] has been released.  The strategies included for faster Paragon leveling will still be valid, but the original Paragon system only applied it&amp;#039;s level to a single character on your account (hardcore or softcore),whereas the new system will be account-wide for hardcore or softcore characters on your account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Levels==&lt;br /&gt;
&lt;br /&gt;
A character that has reached level 60 will not stop earning experience.  Experience will now be applied to &amp;quot;Paragon Levels&amp;quot;, which have a maximum of 100.  (Paragon 2.0 will NOT have a maximum Paragon Level, and the bonus will be applied to your entire account.)&lt;br /&gt;
&lt;br /&gt;
The first Paragon Level gives you a bonus portrait upgrade (for in-game multiplayer display of your character). After this, every 10th level gives you a new upgrade on your portrait.&lt;br /&gt;
&lt;br /&gt;
Each Paragon Level also gives you a bonus +3% each to Magic Find and Gold Find.  This bonus applies to your MF and GF cap (300%) with your equipped items and 1/5th of your follower&amp;#039;s equipped item bonus.&lt;br /&gt;
&lt;br /&gt;
Each Paragon Level will finally give you a +3 bonus to your primary attribute, +2 bonus to vitality, and +1 bonus each to the other two attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Leveling Strategies==&lt;br /&gt;
&lt;br /&gt;
The fastest way to gain mass exp for Paragon Levels is to find your &amp;quot;sweet spot&amp;quot; .... the MP level at which you barely 1-hit everything in your path other than elite packs; spending no more than 10 - 15 seconds to clear those guys on average. You want to farm on Monster Power 1 as a minimum, in order to take advantage of the extra monster spawns added to acts 1, 2, and 4. Wherever you choose to farm can now be just as good as Act 3 alone used to be.  See Paragon Farming Routes below.&lt;br /&gt;
&lt;br /&gt;
To find your &amp;quot;sweet spot&amp;quot; ... start at Monster Power 1 and keep bumping up the monster power until you no longer 1-hit stuff ... then back it down a notch. Remember to back it off a bit further for multiplayer, as each player gives +50% base hp to the monsters (and you may no longer 1-hit them, thus unintentionally adding time to the overall run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You generally want to do something constructive with your time other than simply counting how much exp you are gaining, like key running and item/gold finding, playing a character that bores you to death is NOT the way to get to Paragon Level 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Farming Routes==&lt;br /&gt;
&lt;br /&gt;
In Act 1, the popular choice for Nephalem Valor stacks is Festering Woods.  1 - 3 elite packs in the upper area, with the possibility of an event, and 2 guaranteed bosses in the mini dungeons make this a very fast zone to run.  To finish off for 5 NV stacks, Cathedral 3rd floor has a guaranteed elite pack, or you could hit Leoric&amp;#039;s Manor. Some people go straight for the Fields of Misery + Keywarden instead. Next location to hit is Weeping Hollow and possibly the Halls of Agony 2nd floor... rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
Act 1 areas to NOT skip ... Festering Woods, Fields of Misery, Decaying Crypt (Fields of Misery dungeon), Weeping Hollow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 2, pick a starting spot to grab some quick elites to stack yourself up. Vault of the Assassins is a good choice, as is Black Canyon Mines + Alcarnus. After you have reached 5 Nephalem Valor, you hit Oasis + Keywarden, then Desolate Sands, and then the Storm Halls dungeon ... finish off with Zoltun Kulle if you like for the drops + quest bonus. (most dungeons you will just skip over)&lt;br /&gt;
&lt;br /&gt;
Act 2 areas to NOT skip ... Flooded/Ancient Cave(oasis), Forgotten Ruins(Oasis - you get ZK&amp;#039;s head here), Vault of the Assassin (5 - 11 elites!), Storm Halls (ZK&amp;#039;s Nexus area - good monster density), Zoltun Kulle (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 3, hit wp for Arreat Crater 2 ... go BACKWARD into the tower and up to the previous waypoint (should get 4 - 6 elites along the way) ... if you&amp;#039;re still short 1 or 2 Nephalem Valor stacks, jump to the wp in Tower 1 and clear that floor (should be 1-3 there) ... then go to Stonefort and clear to end + Keywarden, then The Keeps 2 and 3, and jump to Rakkis and clear back to the waypoint on the bridge including the mini-quests you find on the way (or vice versa), finish up with The Core + Azmodan for quest. (craters used to be awesome for exp, but the Stygian Crawlers got badly nerfed on exp ... still ok for drops and gold though!)&lt;br /&gt;
&lt;br /&gt;
Act 3 areas to NOT skip ... Keeps 2nd floor(best monster density/exp in Act 3), Frost Cavern/Ice Cave(Battlefields - good drops down there!), Rakkis(mini-quests give great exp bonus), Azmodan (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Act 4 is not recommended for those who wish to survive.  The Keywarden uses Earthquake (8000% dps over 7 seconds) and the act overall is very short.  For those who need the Infernal Machine plans, it is best to do it on as high a Monster Power as possible, so that you do NOT ever have to go back there again.&lt;br /&gt;
&lt;br /&gt;
Act 4 areas to NOT skip ...  Skip it all! &amp;gt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Act 5 is not yet part of the game.  It will be added in the Reaper of Souls expansion, and more information concerning possible new Paragon Leveling Routes will be forthcoming after release.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63322</id>
		<title>Paragon</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63322"/>
		<updated>2013-09-10T00:26:10Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Paragon Farming Routes */ mis-quoted area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that this system will be pretty much outdated after Paragon 2.0 has been released.  The strategies included for faster Paragon leveling will still be valid, but the original Paragon system only applied it&amp;#039;s level to a single character on your account (hardcore or softcore),whereas the new system will be account-wide for hardcore or softcore characters on your account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Farming Routes==&lt;br /&gt;
&lt;br /&gt;
In Act 1, the popular choice for Nephalem Valor stacks is Festering Woods.  1 - 3 elite packs in the upper area, with the possibility of an event, and 2 guaranteed bosses in the mini dungeons make this a very fast zone to run.  To finish off for 5 NV stacks, Cathedral 3rd floor has a guaranteed elite pack, or you could hit Leoric&amp;#039;s Manor. Some people go straight for the Fields of Misery + Keywarden instead. Next location to hit is Weeping Hollow and possibly the Halls of Agony 2nd floor... rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
Act 1 areas to NOT skip ... Festering Woods, Fields of Misery, Decaying Crypt (Fields of Misery dungeon), Weeping Hollow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 2, pick a starting spot to grab some quick elites to stack yourself up. Vault of the Assassins is a good choice, as is Black Canyon Mines + Alcarnus. After you have reached 5 Nephalem Valor, you hit Oasis + Keywarden, then Desolate Sands, and then the Storm Halls dungeon ... finish off with Zoltun Kulle if you like for the drops + quest bonus. (most dungeons you will just skip over)&lt;br /&gt;
&lt;br /&gt;
Act 2 areas to NOT skip ... Flooded/Ancient Cave(oasis), Forgotten Ruins(Oasis - you get ZK&amp;#039;s head here), Vault of the Assassin (5 - 11 elites!), Storm Halls (ZK&amp;#039;s Nexus area - good monster density), Zoltun Kulle (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 3, hit wp for Arreat Crater 2 ... go BACKWARD into the tower and up to the previous waypoint (should get 4 - 6 elites along the way) ... if you&amp;#039;re still short 1 or 2 Nephalem Valor stacks, jump to the wp in Tower 1 and clear that floor (should be 1-3 there) ... then go to Stonefort and clear to end + Keywarden, then The Keeps 2 and 3, and jump to Rakkis and clear back to the waypoint on the bridge including the mini-quests you find on the way (or vice versa), finish up with The Core + Azmodan for quest. (craters used to be awesome for exp, but the Stygian Crawlers got badly nerfed on exp ... still ok for drops and gold though!)&lt;br /&gt;
&lt;br /&gt;
A3 areas to NOT skip ... Keeps 2nd floor(best monster density/exp in Act 3), Frost Cavern/Ice Cave(Battlefields - good drops down there!), Rakkis(mini-quests give great exp bonus), Azmodan (quest)&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63321</id>
		<title>Paragon</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63321"/>
		<updated>2013-09-09T23:59:16Z</updated>

		<summary type="html">&lt;p&gt;Skie: Paragon/Keywarden Farming Routes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that this system will be pretty much outdated after Paragon 2.0 has been released.  The strategies included for faster Paragon leveling will still be valid, but the original Paragon system only applied it&amp;#039;s level to a single character on your account (hardcore or softcore),whereas the new system will be account-wide for hardcore or softcore characters on your account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Paragon Farming Routes==&lt;br /&gt;
&lt;br /&gt;
In Act 1, the popular choice for Nephalem Valor stacks is Festering Woods.  1 - 3 elite packs in the upper area, with the possibility of an event, and 2 guaranteed bosses in the mini dungeons make this a very fast zone to run.  To finish off for 5 NV stacks, Cathedral 3rd floor has a guaranteed elite pack, or you could hit Leoric&amp;#039;s Manor. Some people go straight for the Fields of Misery + Keywarden instead. Next location to hit is Weeping Hollow and possibly the Halls of Pain 2nd floor... rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
Act 1 areas to NOT skip ... Festering Woods, Fields of Misery, Decaying Crypt (Fields of Misery dungeon), Weeping Hollow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 2, pick a starting spot to grab some quick elites to stack yourself up. Vault of the Assassins is a good choice, as is Black Canyon Mines + Alcarnus. After you have reached 5 Nephalem Valor, you hit Oasis + Keywarden, then Desolate Sands, and then the Storm Halls dungeon ... finish off with Zoltun Kulle if you like for the drops + quest bonus. (most dungeons you will just skip over)&lt;br /&gt;
&lt;br /&gt;
Act 2 areas to NOT skip ... Flooded/Ancient Cave(oasis), Forgotten Ruins(Oasis - you get ZK&amp;#039;s head here), Vault of the Assassin (5 - 11 elites!), Storm Halls (ZK&amp;#039;s Nexus area - good monster density), Zoltun Kulle (quest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Act 3, hit wp for Arreat Crater 2 ... go BACKWARD into the tower and up to the previous waypoint (should get 4 - 6 elites along the way) ... if you&amp;#039;re still short 1 or 2 Nephalem Valor stacks, jump to the wp in Tower 1 and clear that floor (should be 1-3 there) ... then go to Stonefort and clear to end + Keywarden, then The Keeps 2 and 3, and jump to Rakkis and clear back to the waypoint on the bridge including the mini-quests you find on the way (or vice versa), finish up with The Core + Azmodan for quest. (craters used to be awesome for exp, but the Stygian Crawlers got badly nerfed on exp ... still ok for drops and gold though!)&lt;br /&gt;
&lt;br /&gt;
A3 areas to NOT skip ... Keeps 2nd floor(best monster density/exp in Act 3), Frost Cavern/Ice Cave(Battlefields - good drops down there!), Rakkis(mini-quests give great exp bonus), Azmodan (quest)&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63320</id>
		<title>Paragon</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Paragon&amp;diff=63320"/>
		<updated>2013-09-09T21:32:26Z</updated>

		<summary type="html">&lt;p&gt;Skie: entry stub explaining main difference between paragon systems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that this system will be pretty much outdated after Paragon 2.0 has come out.  The strategies included for faster Paragon leveling will still be valid, but the original Paragon system only applied it&amp;#039;s level to a single character on your account (hardcore or softcore),whereas the new system will be account-wide for hardcore or softcore characters on your account.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Diablo_III&amp;diff=63319</id>
		<title>Diablo III</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Diablo_III&amp;diff=63319"/>
		<updated>2013-09-09T17:09:51Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Monsters */ crowd control&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
Welcome to the Unofficial Diablo III Basin Wiki!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting with [[Diablo II]], the Amazon Basin has built up and around the Diablo series, eventually branching out to the many guilds it supports today. With the amount of interest in the title, it seems likely that the Basin will strive to provide a safe, friendly, fun place to game with and meet other like-minded gamers in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blizzard announced June 28 2008 that Diablo III was in development. Beta was announced [http://us.battle.net/d3/en/blog/3542796/The_Diablo_III_Beta_Is_Now_Live-9_20_2011#blog 20 September 2011], and it was announced [http://us.battle.net/d3/en/blog/4612389/Diablo_III_Launching_May_15_%E2%80%93_Digital_Pre-Sales_NOW_OPEN-3_15_2012#blog 15 March 2012] that Diablo III would finally be released {{Ub|=15 May 2012}}.  Blizzard has also announced an expansion to Diablo III, entitled Reaper of Souls, which will introduce Act V and a new class:  The Crusader.  Expected release date is end of March, in 2014.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warn|=Any content which has not been edited after that date (view history) is likely to be outdated.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
[http://battle.net/d3/game/what-is What&amp;#039;s New in Diablo III]:&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Four&amp;#039;&amp;#039;&amp;#039; difficulty levels, with 4 acts each: Normal, Nightmare, Hell, Inferno. Inferno difficulty is for level-capped chars, the difficulty is uniform in each act in this difficulty and it&amp;#039;s meant to give capped characters areas to play that will give good loot drops without having to resort to just boss runs.&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3435570#blog Shared Stash] There is a stash shared among all characters on an account, accessible in town and expandable with gold.&lt;br /&gt;
*[http://battle.net/d3/services/auction-house/ Auction House] Items will be able to be traded between accounts on the Auction House. Softcore characters can trade items for gold or real money, whereas Hardcore characters are limited to gold transactions.&lt;br /&gt;
**Other players in your party can port to your location via a banner in town that you can click to join them.&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Health] Health Globes are the main way of recovering health during battle, and will drop from slain monsters.&lt;br /&gt;
*Blizzard Poster Bashiok has indicated that PvP will be consensual in Diablo III:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;{{M|=We&amp;#039;re - in general - not big fans of griefing for any game. It&amp;#039;s really only &amp;quot;fun&amp;quot; for one person, and that definition of fun isn&amp;#039;t generally something we&amp;#039;re going to want to encourage. It&amp;#039;s far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you&amp;#039;ve toggled it to get them back. After a while everyone usually agrees to a truce because it&amp;#039;s just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I&amp;#039;m sure that it was a feature that was right up some people&amp;#039;s alleys, I won&amp;#039;t deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That doesn&amp;#039;t mean that PvP won&amp;#039;t have its own focus, but those are details and features we aren&amp;#039;t yet discussing.}}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
*[http://battle.net/d3/class/ Classes]&lt;br /&gt;
**[[Barbarian (Diablo III)|Barbarian]]&lt;br /&gt;
**[[Demon Hunter]]&lt;br /&gt;
**[[Monk]]&lt;br /&gt;
**[[Witch Doctor]]&lt;br /&gt;
**[[Wizard]]&lt;br /&gt;
**[[Crusader]] (New character class in Reaper of Souls expansion)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*[http://battle.net/d3/calculator/ Skill Calculator]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
*[http://us.battle.net/d3/en/game/guide/items/equipment/ Items]&lt;br /&gt;
*[http://us.battle.net/d3/en/game/guide/items/crafting/ Crafting &amp;amp; Artisans]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/blacksmith/recipe/ Blacksmith]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/jeweler/recipe/ Jeweler]&lt;br /&gt;
**[http://us.battle.net/d3/en/artisan/mystic/recipe/ Mystic]  (New for Reaper of Souls Expansion, link may not work for a while!)&lt;br /&gt;
*[http://us.battle.net/d3/en/forum/topic/3123249164 Crafting Thus Far]&lt;br /&gt;
*Artisans can be &amp;#039;leveled up&amp;#039; through Tome of Training (made from Page of Training, a dropped item) and Plans that are dropped items. They are account-wide. Artisans will be able to specialize in order to get better results with a specific weapon or armor type, but the information so far is that specializations are not exclusive, so that it should be possible to specialize in all of the types you would like.&lt;br /&gt;
*Mystics will have the unique ability to change the appearance of your equipment to match the look of any other equipment (for the same location on the body) that you have found thus far in Reaper of Souls.&lt;br /&gt;
*Mystics will also have the unique ability to exchange a SINGLE MAGIC AFFIX from a piece of equipment for you to a random result.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Follower==&lt;br /&gt;
*A [[Follower]] is similar to a [[mercenary]] in [[Diablo II]], although only available when playing solo. They have storyline elements, but are designed not to &amp;#039;outshine&amp;#039; the hero. Blizzard initially intended followers to be available in Normal only, but after feedback they will be available in all difficulty levels.&lt;br /&gt;
&lt;br /&gt;
*Followers will leave you when another player enters the game, but can return to you when you are along.  They can only be used for &amp;quot;single player&amp;quot; gaming.&lt;br /&gt;
&lt;br /&gt;
*The followers are:&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/templar/ Templar]&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/scoundrel/ Scoundrel]&lt;br /&gt;
*[http://us.battle.net/d3/en/follower/enchantress/ Enchantress]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
*It appears that there will be storyline quests and instance-based quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act I&lt;br /&gt;
* The Fallen Star&lt;br /&gt;
* The Legacy of Cain&lt;br /&gt;
* The Broken Crown&lt;br /&gt;
* Reign of the Black King&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act II&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act IV&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Act V&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
*[http://battle.net/d3/game/guide/gameplay/world The World]&lt;br /&gt;
*[http://media.blizzard.com/d3/media/screenshots/guide/global/world/intro.jpg Map of Sanctuary]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regions seen prior to release:&lt;br /&gt;
{|cellpadding=0 cellspacing=0 width=100%&lt;br /&gt;
|-valign=top&lt;br /&gt;
|width=25%|&lt;br /&gt;
* Forgotten Tombs&lt;br /&gt;
* Leoric Highlands&lt;br /&gt;
* The Howling Plateau&lt;br /&gt;
|width=25%|&lt;br /&gt;
* The Canyon Rim Mines&lt;br /&gt;
* The Stinging Winds&lt;br /&gt;
* New Tristram&lt;br /&gt;
|width=25%|&lt;br /&gt;
* Caldeum&lt;br /&gt;
* Lut Gholein&lt;br /&gt;
* Kurast&lt;br /&gt;
|width=25%|&lt;br /&gt;
* The Arreat Crater&lt;br /&gt;
* Tristram Cathedral&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
Blizzard has said that monsters will not have elemental immunities in Diablo III, unlike Diablo II where monsters with two (or more) immunities could be issues for certain builds.&lt;br /&gt;
&lt;br /&gt;
Boss and Champion monsters will have special effects according to the difficulty level they are encountered in.  In normal difficulty, they will have 1 effect.  In Nightmare, they will have 2 effects.  In Hell, they will have 3 effects.  In Inferno, they will have 4 effects.  Some combinations of effects can be very powerful, especially if they include Crowd Control effects. &lt;br /&gt;
&lt;br /&gt;
Crowd Control effects are as follows:&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Frozen - Elite Boss will cast this periodically, creating ice crystals in a random pattern in the area.  The blast wave will be displayed on screen before the effects take place, giving you warning time to get out of the way.  If you are hit, you will be frozen for x number of seconds till you thaw out.  This effect CAN be dodged and blocked.  Monk &amp;quot;Serenity&amp;quot; skill and Witch Doctor &amp;quot;Jaunt&amp;quot; skill can break this effect.  Elite Champion packs can each INDEPENDENTLY cast Frozen, causing chain freeze effects that can last MUCH longer.&lt;br /&gt;
&lt;br /&gt;
*Vortex - Elite Boss will cast this periodically, pulling your character to it&amp;#039;s location.  Effects are immediate, but can be blocked by intervening obstacles.  Elite Champion packs can each Independently cast Vortex, causing you to be bumped back and forth like a pinball.&lt;br /&gt;
&lt;br /&gt;
*Jailer - Elite Boss will cast this periodically, confining your character to it&amp;#039;s location.  Wizard &amp;quot;Teleport&amp;quot; skill, Monk &amp;quot;Fists of Thunder - Thunderclap&amp;quot; skill and &amp;quot;Serenity&amp;quot; skill, Demon Hunter &amp;quot;Vault&amp;quot; skill and &amp;quot;Action Shot&amp;quot; skill,  and Witch Doctor &amp;quot;Jaunt&amp;quot; skill can break this effect. Elite Champion packs can each Independently cast Jailer, causing you to be chain Jailed for a long time. (may be other skills which can cancel this control effect.&lt;br /&gt;
&lt;br /&gt;
*Nightmarish - Elite Boss will cast this periodically, causing you to run away for x seconds.  Your running speed will be taken into account while you flee.   Monk &amp;quot;Serenity&amp;quot; skill and Witch Doctor &amp;quot;Jaunt&amp;quot; skill can break this effect.  Elite Champion packs can each INDEPENDENTLY cast Nightmarish, causing you to run away repeatedly with little control over where you are going and what you are running through to get there.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
* [[Item Rarity]] (magic, rare, set, legendary)&lt;br /&gt;
* [[Difficulty Levels]]&lt;br /&gt;
* [[Magic Find]]&lt;br /&gt;
* [[Gold Find]]&lt;br /&gt;
* [[Experience Gain]]&lt;br /&gt;
* [[Paragon]]&lt;br /&gt;
* [[Monster Power]]&lt;br /&gt;
* [[Paragon 2.0]] (New Paragon system!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blizzard==&lt;br /&gt;
*[http://battle.net/d3/ Diablo III]&lt;br /&gt;
**[http://battle.net/d3/game/ Game Guide]&lt;br /&gt;
**[http://battle.net/d3/media/ Media]&lt;br /&gt;
**[http://battle.net/d3/forum/ Forums]&lt;br /&gt;
**[http://battle.net/d3/forum/blizztracker/ Blizz Tracker: Official Blizzard Posts]&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63306</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63306"/>
		<updated>2013-09-05T19:26:24Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Secondary */ skills update - Secondary - complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|Monk=}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
The Monk is the fourth character confirmed to be in the game by Blizzard, described as a combination of Diablo II&amp;#039;s [[Assassin]] and World of Warcraft&amp;#039;s [[Rogue]]. They use fast hand-to-hand combat, plus weaponry such as staffs and claw weapons. Fragile, yet very fast melee action. Monks use Spirit, which is generated by doing melee damage and the &amp;quot;Spirit Generation&amp;quot; skills. Spirit does not degrade like Fury, and is not generated by taking damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monktrailer Monk Trailer]&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monkgameplay Monk Gameplay]&lt;br /&gt;
*[http://battle.net/d3/class/monk/ Monk]&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Class Resource Systems]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use our [http://www.theamazonbasin.com/d3/forums/index.php?/forum/8-monk/ Monk] forum for strategy discussion, and feel free to add any resulting guides here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==    &lt;br /&gt;
*[http://battle.net/d3/calculator/monk Skill Calculator]&lt;br /&gt;
*{{Warn|=Information on this page is based on a level 60 character, and was last updated September 2013.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Fists of Thunder&lt;br /&gt;
|Level=1&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.&lt;br /&gt;
&lt;br /&gt;
|U1=6&lt;br /&gt;
|R1=Thunderclap&lt;br /&gt;
|D1=Teleport to the target and release an electric shockwave with every punch that hits all targets within 6 yards of your primary target for 35% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U2=14&lt;br /&gt;
|R2=Lightning Flash&lt;br /&gt;
|D2=Increases your chance to Dodge by 16% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=30&lt;br /&gt;
|R3=Static Charge&lt;br /&gt;
|D3=Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.&lt;br /&gt;
&lt;br /&gt;
|U4=42&lt;br /&gt;
|R4=Quickening&lt;br /&gt;
|D4=Critical Hits generate an additional 15 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Bounding Light&lt;br /&gt;
|D5=Every third strike releases Chain Lightning instead of knocking enemies back. Each Lightning strike inflicts 73% weapon damage as Lightning.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Deadly Reach&lt;br /&gt;
|Level=3&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.&lt;br /&gt;
&lt;br /&gt;
|U1=9&lt;br /&gt;
|R1=Piercing Trident&lt;br /&gt;
|D1=Increases the area of effect of the second and third strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=18&lt;br /&gt;
|R2=Keen Eye&lt;br /&gt;
|D2=The third strike increases your Armor by 50% for 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Scattered Blows&lt;br /&gt;
|D3=The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Strike from Beyond&lt;br /&gt;
|D4=Critical Hits generate an additional 10 spirit for each target hit.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Foresight&lt;br /&gt;
|D5=The third strike increases the damage of all attacks by 18% for 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Crippling Wave&lt;br /&gt;
|Level=11&lt;br /&gt;
|Resource=+7/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U1=17&lt;br /&gt;
|R1=Mangle&lt;br /&gt;
|D1=Increase damage to 143% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U2=26&lt;br /&gt;
|R2=Concussion&lt;br /&gt;
|D2=Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Rising Tide&lt;br /&gt;
|D3=Critical Hits generate an additional 5 Spirit for each target hit.&lt;br /&gt;
&lt;br /&gt;
|U4=51&lt;br /&gt;
|R4=Tsunami&lt;br /&gt;
|D4=The range of Crippling Wave&amp;#039;s third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Breaking Wave&lt;br /&gt;
|D5=Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Way of the Hundred Fists&lt;br /&gt;
|Level=15&lt;br /&gt;
|Resource=+8/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a rapid series of punches that strikes enemies for 140% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hands of Lightning&lt;br /&gt;
|D1=Increases the number of hits in the second strike from 7 to 10.&lt;br /&gt;
&lt;br /&gt;
|U2=32&lt;br /&gt;
|R2=Blazing Fists&lt;br /&gt;
|D2=Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Fists of Fury&lt;br /&gt;
|D3=Affected targets will take an additional 100% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Spirited Salvo&lt;br /&gt;
|D4=Every activation of the skill has a 15% chance to generate 15 additional spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Windforce Flurry&lt;br /&gt;
|D5=The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Lashing Tail Kick&lt;br /&gt;
|Level=2&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a deadly roundhouse kick that knocks enemies back and deals 470% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=7&lt;br /&gt;
|R1=Vulture Claw Kick&lt;br /&gt;
|D1=Release a torrent of fire that burns nearby enemies for 517% weapon damage as Fire and causes Knockback.&lt;br /&gt;
&lt;br /&gt;
|U2=15&lt;br /&gt;
|R2=Sweeping Armada&lt;br /&gt;
|D2=Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Spinning Flame Kick&lt;br /&gt;
|D3=Hurl a column of fire that burns through enemies, causing 588% weapon damage as Fire to each enemy it strikes.&lt;br /&gt;
&lt;br /&gt;
|U4=38&lt;br /&gt;
|R4=Scorpion Sting&lt;br /&gt;
|D4=Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Hand of Ytar&lt;br /&gt;
|D5=Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Tempest Rush&lt;br /&gt;
|Level=5&lt;br /&gt;
|Resource=-15, -10 (channel)&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Charge directly thorugh your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 155% weapon damage while running.&lt;br /&gt;
&lt;br /&gt;
|U1=11&lt;br /&gt;
|R1=Northern Breeze&lt;br /&gt;
|D1=Reduces the channeling cost of Tempest Rush to 8 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=20&lt;br /&gt;
|R2=Tailwind&lt;br /&gt;
|D2=Increases the movement speed of Tempest Rush by 25%.&lt;br /&gt;
&lt;br /&gt;
|U3=33&lt;br /&gt;
|R3=Flurry&lt;br /&gt;
|D3=Increases the potency of the hobbling effect, slowing enemy movement by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=45&lt;br /&gt;
|R4=Slipstream&lt;br /&gt;
|D4=Reduces damage taken while running by 25%.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Bluster&lt;br /&gt;
|D5=Enemies knocked back have their damage reduced by 20% for the duration of the effect.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Wave of Light&lt;br /&gt;
|Level=12&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Focuses a wave of light that crushes enemies for 829% weapon damage as Holy, followed by and additional 89% weapon damage as Holy to all enemies in a line.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=Wall of Light&lt;br /&gt;
|D1=Increases damage of the initial strike to 1202% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Explosive Light&lt;br /&gt;
|D2=Release bursts of energy that deal 914% weapon damage as Holy to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U3=35&lt;br /&gt;
|R3=Empowered Wave&lt;br /&gt;
|D3=Reduces the cost of Wave of Light to 40 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=49&lt;br /&gt;
|R4=Blinding Light&lt;br /&gt;
|D4=Critical Hits Stun enemies for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Pillar of the Ancients&lt;br /&gt;
|D5=Summon an ancient pillar that deals 595% weapon damage followed by an additional 595% weapon damage after 2 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Blinding Flash&lt;br /&gt;
|Level=4&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.&lt;br /&gt;
&lt;br /&gt;
|U1=12&lt;br /&gt;
|R1=Self Reflection&lt;br /&gt;
|D1=Increases the duration enemies are blinded to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=19&lt;br /&gt;
|R2=Blinded and Confused&lt;br /&gt;
|D2=Blinded enemies have a 25% chance to attack each other.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Blinding Echo&lt;br /&gt;
|D3=6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Searing Light&lt;br /&gt;
|D4=Increases the chance elite enemies will miss attacks to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Faith in the Light&lt;br /&gt;
|D5=For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Breath of Heaven&lt;br /&gt;
|Level=8&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=A blast of divine energy heals you and all allies within 12 yards for 6202-7442 Life.}}&lt;br /&gt;
&lt;br /&gt;
|U1=14&lt;br /&gt;
|R1=Circle of Scorn&lt;br /&gt;
|D1=Breath of Heaven also sears enemies for 80% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=21&lt;br /&gt;
|R2=Circle of Life&lt;br /&gt;
|D2=Increases the healing power of Breath of Heaven to 8063-9675 Life.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Blazing Wrath&lt;br /&gt;
|D3=Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Infused with Light&lt;br /&gt;
|D4=Gain 6 additional Spirit from Spirit Generator attacks for 5 seconds after using Breath of Heaven.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Penitent Flame&lt;br /&gt;
|D5=Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Serenity&lt;br /&gt;
|Level=16&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=20 s&lt;br /&gt;
|SD=You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Peaceful Repose&lt;br /&gt;
|D1=When activated, Serenity heals you for 6202-7752 Life.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Reap What Is Sown&lt;br /&gt;
|D2=When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Tranquility&lt;br /&gt;
|D3=Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Ascension&lt;br /&gt;
|D4=Increases the duration of Serenity to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Instant Karma&lt;br /&gt;
|D5=While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Inner Sanctuary&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Create a runic circle of protection on the ground for 6 seconds that cannot be passed by enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=26&lt;br /&gt;
|R1=Safe Haven&lt;br /&gt;
|D1=You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Sanctified Ground&lt;br /&gt;
|D2=When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Consecration&lt;br /&gt;
|D3=Increases the duration of Inner Sanctuary to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Circle of Protection&lt;br /&gt;
|D4=You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Forbidden Palace&lt;br /&gt;
|D5=You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Dashing Strike&lt;br /&gt;
|Level=9&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.&lt;br /&gt;
&lt;br /&gt;
|U1=15&lt;br /&gt;
|R1=Way of the Falling Star&lt;br /&gt;
|D1=After striking an enemy, your movement speed is increased 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=23&lt;br /&gt;
|R2=Flying Side Kick&lt;br /&gt;
|D2=Perform a flying kick that has a 50% chance to Stun your target for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Quicksilver&lt;br /&gt;
|D3=Reduces the cost of Dashing Strike to 10 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=39&lt;br /&gt;
|R4=Soaring Skull&lt;br /&gt;
|D4=Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=49&lt;br /&gt;
|R5=Blinding Speed&lt;br /&gt;
|D5=Receive a 20% increased chance to Dodge for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Exploding Palm&lt;br /&gt;
|Level=13&lt;br /&gt;
|Resource=-40&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target&amp;#039;s maxium Life as Physical damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=The Flesh is Weak&lt;br /&gt;
|D1=Also causes the target to take 12% additional damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Strong Spirit&lt;br /&gt;
|D2=If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Creeping Demise&lt;br /&gt;
|D3=Also reduces your target&amp;#039;s movement speed by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Impending Doom&lt;br /&gt;
|D4=Increases the duration of the Bleed effect to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=51&lt;br /&gt;
|R5=Essence Burn&lt;br /&gt;
|D5=Instead of bleeding, the target will burn for 250% weapon damage as Fire every second over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Sweeping Wind&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Master of Wind&lt;br /&gt;
|D1=Increases the duration of the vortex to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Blade Storm&lt;br /&gt;
|D2=Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U3=38&lt;br /&gt;
|R3=Fire Storm&lt;br /&gt;
|D3=Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Inner Storm&lt;br /&gt;
|D4=As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Cyclone&lt;br /&gt;
|D5=While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Cyclone Strike&lt;br /&gt;
|Level=14&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals 313% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U1=21&lt;br /&gt;
|R1=Eye of the Storm&lt;br /&gt;
|D1=Reduces the Spirit cost of Cyclone Strike to 30 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Implosion&lt;br /&gt;
|D2=Increases the distance enemies will be pulled towards you to 34 yards.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Sunburst&lt;br /&gt;
|D3=Changes the blast into an explosion of fire that has a 35% chance to Fear enemies for 1.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Wall of Wind&lt;br /&gt;
|D4=After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Soothing Breeze&lt;br /&gt;
|D5=Cyclone Strike heals you and all allies within 24 yards for 1240 Life.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Seven-Sided Strike&lt;br /&gt;
|Level=17&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Dash rapidly between nearby enemies, dealing 1777% weapon damage over 7 hits.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Sudden Assault&lt;br /&gt;
|D1=Teleport to the target, increasing damage done to 2310% weapon damage over 7 strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Several-Sided Strike&lt;br /&gt;
|D2=Increases the number of strikes to 9.  (2285% damage over 9 hits)&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Pandemonium&lt;br /&gt;
|D3=Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Sustained Attack&lt;br /&gt;
|D4=Reduces the cooldown of Seven-Sided Strike to 23 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Fulminating Onslaught&lt;br /&gt;
|D5=Each strike explodes, dealing 254% weapon damage as Holy in a 7 yard radius around the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mystic Ally&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Water Ally&lt;br /&gt;
|D1=Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Fire Ally&lt;br /&gt;
|D2=Imbue the ally with the essence of fire The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Air Ally&lt;br /&gt;
|D3=Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Eternal Ally&lt;br /&gt;
|D4=Imbue the ally with the essence of life. When the ally dies, it has a 100% chance to be reborn after 5 seconds. In addition, the physical damage of the ally&amp;#039;s basic attack is increased to 60% of your weapon damage per swing.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Earth Ally&lt;br /&gt;
|D5=Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantras===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Evasion&lt;br /&gt;
|Level=19&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hard Target&lt;br /&gt;
|D1=Mantra of Evasion also increases Armor by 20%.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Divine Protection&lt;br /&gt;
|D2=Each target can be protected at most once every 90 seconds by this effect.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Wind through the Reeds&lt;br /&gt;
|D3=Mantra of Evasion also increases movement speed by 5%.&lt;br /&gt;
&lt;br /&gt;
|U4=50&lt;br /&gt;
|R4=Perseverance&lt;br /&gt;
|D4=Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Backlash&lt;br /&gt;
|D5=Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Retribution&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=28&lt;br /&gt;
|R1=Retaliation&lt;br /&gt;
|D1=Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.&lt;br /&gt;
&lt;br /&gt;
|U2=36&lt;br /&gt;
|R2=Transgression&lt;br /&gt;
|D2=Increases attack speed for you and your allies by 8%.&lt;br /&gt;
&lt;br /&gt;
|U3=41&lt;br /&gt;
|R3=Indignation&lt;br /&gt;
|D3=When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=56&lt;br /&gt;
|R4=Against all Odds&lt;br /&gt;
|D4=When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Collateral Damage&lt;br /&gt;
|D5=An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Healing&lt;br /&gt;
|Level=26&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time.&lt;br /&gt;
&lt;br /&gt;
|U1=31&lt;br /&gt;
|R1=Sustenance&lt;br /&gt;
|D1=Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=38&lt;br /&gt;
|R2=Circular Breathing&lt;br /&gt;
|D2=Mantra of Healing also regenerates 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U3=42&lt;br /&gt;
|R3=Boon of Protection&lt;br /&gt;
|D3=Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target&amp;#039;s maximum Life in damage.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Heavenly Body&lt;br /&gt;
|D4=Mantra of Healing also increases Vitality by 10%.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Time of Need&lt;br /&gt;
|D5=Mantra of Healing also increases resistances to all damage types by 20%.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Conviction&lt;br /&gt;
|Level=30&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 24% additional damage.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=35&lt;br /&gt;
|R1=Overawe&lt;br /&gt;
|D1=Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=44&lt;br /&gt;
|R2=Intimidation&lt;br /&gt;
|D2=Enemies affected by Mantra of Conviction deal 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|U3=47&lt;br /&gt;
|R3=Dishearten&lt;br /&gt;
|D3=Slows the movement of enemies within 20 yards by 30%.&lt;br /&gt;
&lt;br /&gt;
|U4=55&lt;br /&gt;
|R4=Reclamation&lt;br /&gt;
|D4=You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Submission&lt;br /&gt;
|D5=Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Passive===&lt;br /&gt;
{{Text table}} width=100%&lt;br /&gt;
|-valign=top align=center&lt;br /&gt;
!width=139 align=left|Skill&lt;br /&gt;
!width=43|Unlock&amp;lt;br&amp;gt;Level&lt;br /&gt;
!align=left|Description&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Fleet Footed&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Increases movement speed by 10%.&lt;br /&gt;
|- &lt;br /&gt;
!Resolve&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Damage you deal reduces enemy damage by 20% for 2.5 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!The Guardian&amp;#039;s Path&lt;br /&gt;
|align=center| 13&lt;br /&gt;
|While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 35%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Transcendence&lt;br /&gt;
|align=center| 16&lt;br /&gt;
|Every point of Spirit spent heals you for 62.0 Life.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Chant of Resonance&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Seize the Initiative&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Your Armor is increased by 50% of your Dexterity.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Exalted Soul&lt;br /&gt;
|align=center| 24&lt;br /&gt;
|Increases maximum Spirit by 100 and increases Spirit regeneration by 1 per second. &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Sixth Sense&lt;br /&gt;
|align=center| 27&lt;br /&gt;
|Your dodge chance is increased by an amount equal to 50% of your Critical Hit Chance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Pacifism&lt;br /&gt;
|align=center| 30&lt;br /&gt;
|While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Beacon of Ytar&lt;br /&gt;
|align=center| 35&lt;br /&gt;
|Reduces all cooldowns by 20%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Guiding Light&lt;br /&gt;
|align=center| 40&lt;br /&gt;
|Whenever you use a direct heal skill on another player you and the other player deal 20% more damage for 15 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!One With Everything&lt;br /&gt;
|align=center| 45&lt;br /&gt;
|Your resistance to all elements is equal to your highest elemental resistance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Combination Strike&lt;br /&gt;
|align=center| 50&lt;br /&gt;
|Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Near Death Experience&lt;br /&gt;
|align=center| 58&lt;br /&gt;
|When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect cannot occur more than once every 90 seconds. (This effect resets if you die.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63305</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63305"/>
		<updated>2013-09-05T19:18:22Z</updated>

		<summary type="html">&lt;p&gt;Skie: wiki spellcheck :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|Monk=}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
The Monk is the fourth character confirmed to be in the game by Blizzard, described as a combination of Diablo II&amp;#039;s [[Assassin]] and World of Warcraft&amp;#039;s [[Rogue]]. They use fast hand-to-hand combat, plus weaponry such as staffs and claw weapons. Fragile, yet very fast melee action. Monks use Spirit, which is generated by doing melee damage and the &amp;quot;Spirit Generation&amp;quot; skills. Spirit does not degrade like Fury, and is not generated by taking damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monktrailer Monk Trailer]&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monkgameplay Monk Gameplay]&lt;br /&gt;
*[http://battle.net/d3/class/monk/ Monk]&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Class Resource Systems]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use our [http://www.theamazonbasin.com/d3/forums/index.php?/forum/8-monk/ Monk] forum for strategy discussion, and feel free to add any resulting guides here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==    &lt;br /&gt;
*[http://battle.net/d3/calculator/monk Skill Calculator]&lt;br /&gt;
*{{Warn|=Information on this page is based on a level 60 character, and was last updated September 2013.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Fists of Thunder&lt;br /&gt;
|Level=1&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.&lt;br /&gt;
&lt;br /&gt;
|U1=6&lt;br /&gt;
|R1=Thunderclap&lt;br /&gt;
|D1=Teleport to the target and release an electric shockwave with every punch that hits all targets within 6 yards of your primary target for 35% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U2=14&lt;br /&gt;
|R2=Lightning Flash&lt;br /&gt;
|D2=Increases your chance to Dodge by 16% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=30&lt;br /&gt;
|R3=Static Charge&lt;br /&gt;
|D3=Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.&lt;br /&gt;
&lt;br /&gt;
|U4=42&lt;br /&gt;
|R4=Quickening&lt;br /&gt;
|D4=Critical Hits generate an additional 15 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Bounding Light&lt;br /&gt;
|D5=Every third strike releases Chain Lightning instead of knocking enemies back. Each Lightning strike inflicts 73% weapon damage as Lightning.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Deadly Reach&lt;br /&gt;
|Level=3&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.&lt;br /&gt;
&lt;br /&gt;
|U1=9&lt;br /&gt;
|R1=Piercing Trident&lt;br /&gt;
|D1=Increases the area of effect of the second and third strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=18&lt;br /&gt;
|R2=Keen Eye&lt;br /&gt;
|D2=The third strike increases your Armor by 50% for 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Scattered Blows&lt;br /&gt;
|D3=The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Strike from Beyond&lt;br /&gt;
|D4=Critical Hits generate an additional 10 spirit for each target hit.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Foresight&lt;br /&gt;
|D5=The third strike increases the damage of all attacks by 18% for 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Crippling Wave&lt;br /&gt;
|Level=11&lt;br /&gt;
|Resource=+7/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U1=17&lt;br /&gt;
|R1=Mangle&lt;br /&gt;
|D1=Increase damage to 143% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U2=26&lt;br /&gt;
|R2=Concussion&lt;br /&gt;
|D2=Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Rising Tide&lt;br /&gt;
|D3=Critical Hits generate an additional 5 Spirit for each target hit.&lt;br /&gt;
&lt;br /&gt;
|U4=51&lt;br /&gt;
|R4=Tsunami&lt;br /&gt;
|D4=The range of Crippling Wave&amp;#039;s third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Breaking Wave&lt;br /&gt;
|D5=Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Way of the Hundred Fists&lt;br /&gt;
|Level=15&lt;br /&gt;
|Resource=+8/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a rapid series of punches that strikes enemies for 140% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hands of Lightning&lt;br /&gt;
|D1=Increases the number of hits in the second strike from 7 to 10.&lt;br /&gt;
&lt;br /&gt;
|U2=32&lt;br /&gt;
|R2=Blazing Fists&lt;br /&gt;
|D2=Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Fists of Fury&lt;br /&gt;
|D3=Affected targets will take an additional 100% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Spirited Salvo&lt;br /&gt;
|D4=Every activation of the skill has a 15% chance to generate 15 additional spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Windforce Flurry&lt;br /&gt;
|D5=The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Lashing Tail Kick&lt;br /&gt;
|Level=2&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=7&lt;br /&gt;
|R1=Vulture Claw Kick&lt;br /&gt;
|D1=Release a torrent of fire that burns nearby enemies for 220% weapon damage as Fire and causes Knockback.&lt;br /&gt;
&lt;br /&gt;
|U2=15&lt;br /&gt;
|R2=Sweeping Armada&lt;br /&gt;
|D2=Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Spinning Flame Kick&lt;br /&gt;
|D3=Hurl a column of fire that burns through enemies, causing 240% weapon damage as Fire to each enemy it strikes.&lt;br /&gt;
&lt;br /&gt;
|U4=38&lt;br /&gt;
|R4=Scorpion Sting&lt;br /&gt;
|D4=Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Hand of Ytar&lt;br /&gt;
|D5=Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Tempest Rush&lt;br /&gt;
|Level=5&lt;br /&gt;
|Resource=-15, -10 (channel)&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Charge directly thorugh your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.&lt;br /&gt;
&lt;br /&gt;
|U1=11&lt;br /&gt;
|R1=Northern Breeze&lt;br /&gt;
|D1=Reduces the channeling cost of Tempest Rush to 8 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=20&lt;br /&gt;
|R2=Tailwind&lt;br /&gt;
|D2=Increases the movement speed of Tempest Rush by 25%.&lt;br /&gt;
&lt;br /&gt;
|U3=33&lt;br /&gt;
|R3=Flurry&lt;br /&gt;
|D3=Increases the potency of the hobbling effect, slowing enemy movement by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=45&lt;br /&gt;
|R4=Slipstream&lt;br /&gt;
|D4=Reduces damage taken while running by 25%.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Bluster&lt;br /&gt;
|D5=Enemies knocked back have their damage reduced by 20% for the duration of the effect.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Wave of Light&lt;br /&gt;
|Level=12&lt;br /&gt;
|Resource=-100&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Focuses a wave of light that crushes enemies for 150% weapon damage as Holy, followed by and additional 150% weapon damage as Holy to all enemies in a line.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=Wall of Light&lt;br /&gt;
|D1=Increases damage of the initial strike to 240% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Explosive Light&lt;br /&gt;
|D2=Release bursts of energy that deal 330% weapon damage as Holy to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U3=35&lt;br /&gt;
|R3=Empowered Wave&lt;br /&gt;
|D3=Reduces the cost of Wave of Light to 60 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=49&lt;br /&gt;
|R4=Blinding Light&lt;br /&gt;
|D4=Critical Hits Stun enemies for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Pillar of the Ancients&lt;br /&gt;
|D5=Summon an ancient pillar that deals 240% weapon damage followed by an additional 240% weapon damage after 2 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Blinding Flash&lt;br /&gt;
|Level=4&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.&lt;br /&gt;
&lt;br /&gt;
|U1=12&lt;br /&gt;
|R1=Self Reflection&lt;br /&gt;
|D1=Increases the duration enemies are blinded to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=19&lt;br /&gt;
|R2=Blinded and Confused&lt;br /&gt;
|D2=Blinded enemies have a 25% chance to attack each other.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Blinding Echo&lt;br /&gt;
|D3=6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Searing Light&lt;br /&gt;
|D4=Increases the chance elite enemies will miss attacks to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Faith in the Light&lt;br /&gt;
|D5=For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Breath of Heaven&lt;br /&gt;
|Level=8&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=A blast of divine energy heals you and all allies within 12 yards for 6202-7442 Life.}}&lt;br /&gt;
&lt;br /&gt;
|U1=14&lt;br /&gt;
|R1=Circle of Scorn&lt;br /&gt;
|D1=Breath of Heaven also sears enemies for 80% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=21&lt;br /&gt;
|R2=Circle of Life&lt;br /&gt;
|D2=Increases the healing power of Breath of Heaven to 8063-9675 Life.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Blazing Wrath&lt;br /&gt;
|D3=Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Infused with Light&lt;br /&gt;
|D4=Gain 6 additional Spirit from Spirit Generator attacks for 5 seconds after using Breath of Heaven.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Penitent Flame&lt;br /&gt;
|D5=Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Serenity&lt;br /&gt;
|Level=16&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=20 s&lt;br /&gt;
|SD=You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Peaceful Repose&lt;br /&gt;
|D1=When activated, Serenity heals you for 6202-7752 Life.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Reap What Is Sown&lt;br /&gt;
|D2=When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Tranquility&lt;br /&gt;
|D3=Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Ascension&lt;br /&gt;
|D4=Increases the duration of Serenity to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Instant Karma&lt;br /&gt;
|D5=While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Inner Sanctuary&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Create a runic circle of protection on the ground for 6 seconds that cannot be passed by enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=26&lt;br /&gt;
|R1=Safe Haven&lt;br /&gt;
|D1=You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Sanctified Ground&lt;br /&gt;
|D2=When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Consecration&lt;br /&gt;
|D3=Increases the duration of Inner Sanctuary to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Circle of Protection&lt;br /&gt;
|D4=You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Forbidden Palace&lt;br /&gt;
|D5=You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Dashing Strike&lt;br /&gt;
|Level=9&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.&lt;br /&gt;
&lt;br /&gt;
|U1=15&lt;br /&gt;
|R1=Way of the Falling Star&lt;br /&gt;
|D1=After striking an enemy, your movement speed is increased 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=23&lt;br /&gt;
|R2=Flying Side Kick&lt;br /&gt;
|D2=Perform a flying kick that has a 50% chance to Stun your target for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Quicksilver&lt;br /&gt;
|D3=Reduces the cost of Dashing Strike to 10 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=39&lt;br /&gt;
|R4=Soaring Skull&lt;br /&gt;
|D4=Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=49&lt;br /&gt;
|R5=Blinding Speed&lt;br /&gt;
|D5=Receive a 20% increased chance to Dodge for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Exploding Palm&lt;br /&gt;
|Level=13&lt;br /&gt;
|Resource=-40&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target&amp;#039;s maxium Life as Physical damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=The Flesh is Weak&lt;br /&gt;
|D1=Also causes the target to take 12% additional damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Strong Spirit&lt;br /&gt;
|D2=If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Creeping Demise&lt;br /&gt;
|D3=Also reduces your target&amp;#039;s movement speed by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Impending Doom&lt;br /&gt;
|D4=Increases the duration of the Bleed effect to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=51&lt;br /&gt;
|R5=Essence Burn&lt;br /&gt;
|D5=Instead of bleeding, the target will burn for 250% weapon damage as Fire every second over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Sweeping Wind&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Master of Wind&lt;br /&gt;
|D1=Increases the duration of the vortex to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Blade Storm&lt;br /&gt;
|D2=Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U3=38&lt;br /&gt;
|R3=Fire Storm&lt;br /&gt;
|D3=Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Inner Storm&lt;br /&gt;
|D4=As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Cyclone&lt;br /&gt;
|D5=While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Cyclone Strike&lt;br /&gt;
|Level=14&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals 313% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U1=21&lt;br /&gt;
|R1=Eye of the Storm&lt;br /&gt;
|D1=Reduces the Spirit cost of Cyclone Strike to 30 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Implosion&lt;br /&gt;
|D2=Increases the distance enemies will be pulled towards you to 34 yards.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Sunburst&lt;br /&gt;
|D3=Changes the blast into an explosion of fire that has a 35% chance to Fear enemies for 1.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Wall of Wind&lt;br /&gt;
|D4=After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Soothing Breeze&lt;br /&gt;
|D5=Cyclone Strike heals you and all allies within 24 yards for 1240 Life.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Seven-Sided Strike&lt;br /&gt;
|Level=17&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Dash rapidly between nearby enemies, dealing 1777% weapon damage over 7 hits.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Sudden Assault&lt;br /&gt;
|D1=Teleport to the target, increasing damage done to 2310% weapon damage over 7 strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Several-Sided Strike&lt;br /&gt;
|D2=Increases the number of strikes to 9.  (2285% damage over 9 hits)&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Pandemonium&lt;br /&gt;
|D3=Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Sustained Attack&lt;br /&gt;
|D4=Reduces the cooldown of Seven-Sided Strike to 23 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Fulminating Onslaught&lt;br /&gt;
|D5=Each strike explodes, dealing 254% weapon damage as Holy in a 7 yard radius around the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mystic Ally&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Water Ally&lt;br /&gt;
|D1=Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Fire Ally&lt;br /&gt;
|D2=Imbue the ally with the essence of fire The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Air Ally&lt;br /&gt;
|D3=Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Eternal Ally&lt;br /&gt;
|D4=Imbue the ally with the essence of life. When the ally dies, it has a 100% chance to be reborn after 5 seconds. In addition, the physical damage of the ally&amp;#039;s basic attack is increased to 60% of your weapon damage per swing.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Earth Ally&lt;br /&gt;
|D5=Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantras===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Evasion&lt;br /&gt;
|Level=19&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hard Target&lt;br /&gt;
|D1=Mantra of Evasion also increases Armor by 20%.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Divine Protection&lt;br /&gt;
|D2=Each target can be protected at most once every 90 seconds by this effect.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Wind through the Reeds&lt;br /&gt;
|D3=Mantra of Evasion also increases movement speed by 5%.&lt;br /&gt;
&lt;br /&gt;
|U4=50&lt;br /&gt;
|R4=Perseverance&lt;br /&gt;
|D4=Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Backlash&lt;br /&gt;
|D5=Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Retribution&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=28&lt;br /&gt;
|R1=Retaliation&lt;br /&gt;
|D1=Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.&lt;br /&gt;
&lt;br /&gt;
|U2=36&lt;br /&gt;
|R2=Transgression&lt;br /&gt;
|D2=Increases attack speed for you and your allies by 8%.&lt;br /&gt;
&lt;br /&gt;
|U3=41&lt;br /&gt;
|R3=Indignation&lt;br /&gt;
|D3=When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=56&lt;br /&gt;
|R4=Against all Odds&lt;br /&gt;
|D4=When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Collateral Damage&lt;br /&gt;
|D5=An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Healing&lt;br /&gt;
|Level=26&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time.&lt;br /&gt;
&lt;br /&gt;
|U1=31&lt;br /&gt;
|R1=Sustenance&lt;br /&gt;
|D1=Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=38&lt;br /&gt;
|R2=Circular Breathing&lt;br /&gt;
|D2=Mantra of Healing also regenerates 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U3=42&lt;br /&gt;
|R3=Boon of Protection&lt;br /&gt;
|D3=Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target&amp;#039;s maximum Life in damage.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Heavenly Body&lt;br /&gt;
|D4=Mantra of Healing also increases Vitality by 10%.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Time of Need&lt;br /&gt;
|D5=Mantra of Healing also increases resistances to all damage types by 20%.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Conviction&lt;br /&gt;
|Level=30&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 24% additional damage.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=35&lt;br /&gt;
|R1=Overawe&lt;br /&gt;
|D1=Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=44&lt;br /&gt;
|R2=Intimidation&lt;br /&gt;
|D2=Enemies affected by Mantra of Conviction deal 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|U3=47&lt;br /&gt;
|R3=Dishearten&lt;br /&gt;
|D3=Slows the movement of enemies within 20 yards by 30%.&lt;br /&gt;
&lt;br /&gt;
|U4=55&lt;br /&gt;
|R4=Reclamation&lt;br /&gt;
|D4=You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Submission&lt;br /&gt;
|D5=Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Passive===&lt;br /&gt;
{{Text table}} width=100%&lt;br /&gt;
|-valign=top align=center&lt;br /&gt;
!width=139 align=left|Skill&lt;br /&gt;
!width=43|Unlock&amp;lt;br&amp;gt;Level&lt;br /&gt;
!align=left|Description&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Fleet Footed&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Increases movement speed by 10%.&lt;br /&gt;
|- &lt;br /&gt;
!Resolve&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Damage you deal reduces enemy damage by 20% for 2.5 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!The Guardian&amp;#039;s Path&lt;br /&gt;
|align=center| 13&lt;br /&gt;
|While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 35%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Transcendence&lt;br /&gt;
|align=center| 16&lt;br /&gt;
|Every point of Spirit spent heals you for 62.0 Life.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Chant of Resonance&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Seize the Initiative&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Your Armor is increased by 50% of your Dexterity.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Exalted Soul&lt;br /&gt;
|align=center| 24&lt;br /&gt;
|Increases maximum Spirit by 100 and increases Spirit regeneration by 1 per second. &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Sixth Sense&lt;br /&gt;
|align=center| 27&lt;br /&gt;
|Your dodge chance is increased by an amount equal to 50% of your Critical Hit Chance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Pacifism&lt;br /&gt;
|align=center| 30&lt;br /&gt;
|While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Beacon of Ytar&lt;br /&gt;
|align=center| 35&lt;br /&gt;
|Reduces all cooldowns by 20%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Guiding Light&lt;br /&gt;
|align=center| 40&lt;br /&gt;
|Whenever you use a direct heal skill on another player you and the other player deal 20% more damage for 15 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!One With Everything&lt;br /&gt;
|align=center| 45&lt;br /&gt;
|Your resistance to all elements is equal to your highest elemental resistance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Combination Strike&lt;br /&gt;
|align=center| 50&lt;br /&gt;
|Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Near Death Experience&lt;br /&gt;
|align=center| 58&lt;br /&gt;
|When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect cannot occur more than once every 90 seconds. (This effect resets if you die.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63304</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63304"/>
		<updated>2013-09-05T19:14:54Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Skills */ skills update primary - complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|Monk=}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
The Monk is the fourth character confirmed to be in the game by Blizzard, described as a combination of Diablo II&amp;#039;s [[Assassin]] and World of Warcraft&amp;#039;s [[Rogue]]. They use fast hand-to-hand combat, plus weaponry such as staffs and claw weapons. Fragile, yet very fast melee action. Monks use Spirit, which is generated by doing melee damage and the &amp;quot;Spirit Generation&amp;quot; skills. Spirit does not degrade like Fury, and is not generated by taking damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monktrailer Monk Trailer]&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monkgameplay Monk Gameplay]&lt;br /&gt;
*[http://battle.net/d3/class/monk/ Monk]&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Class Resource Systems]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use our [http://www.theamazonbasin.com/d3/forums/index.php?/forum/8-monk/ Monk] forum for strategy discussion, and feel free to add any resulting guides here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==    &lt;br /&gt;
*[http://battle.net/d3/calculator/monk Skill Calculator]&lt;br /&gt;
*{{Warn|=Information on this page is based on a level 60 character, and was last updated September 2013.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Fists of Thunder&lt;br /&gt;
|Level=1&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.&lt;br /&gt;
&lt;br /&gt;
|U1=6&lt;br /&gt;
|R1=Thunderclap&lt;br /&gt;
|D1=Teleport to the target and release an electric shockwave with every punch that hits all targets within 6 yards of your primary target for 35% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U2=14&lt;br /&gt;
|R2=Lightning Flash&lt;br /&gt;
|D2=Increases your chance to Dodge by 16% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=30&lt;br /&gt;
|R3=Static Charge&lt;br /&gt;
|D3=Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.&lt;br /&gt;
&lt;br /&gt;
|U4=42&lt;br /&gt;
|R4=Quickening&lt;br /&gt;
|D4=Critical Hits generate an additional 15 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Bounding Light&lt;br /&gt;
|D5=Every third strike releases Chain Lightning instead of knocking enemies back. Each Lightning strike inflicts 73% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Deadly Reach&lt;br /&gt;
|Level=3&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.&lt;br /&gt;
&lt;br /&gt;
|U1=9&lt;br /&gt;
|R1=Piercing Trident&lt;br /&gt;
|D1=Increases the area of effect of the second and third strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=18&lt;br /&gt;
|R2=Keen Eye&lt;br /&gt;
|D2=The third strike increases your Armor by 50% for 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Scattered Blows&lt;br /&gt;
|D3=The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Strike from Beyond&lt;br /&gt;
|D4=Critical Hits generate an additional 10 spirit for each target hit.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Foresight&lt;br /&gt;
|D5=The third strike increases the damage of all attacks by 18% for 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Crippling Wave&lt;br /&gt;
|Level=11&lt;br /&gt;
|Resource=+7/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U1=17&lt;br /&gt;
|R1=Mangle&lt;br /&gt;
|D1=Increase damage to 143% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U2=26&lt;br /&gt;
|R2=Concussion&lt;br /&gt;
|D2=Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Rising Tide&lt;br /&gt;
|D3=Critical Hits generate an additional 5 Spirit for each target hit.&lt;br /&gt;
&lt;br /&gt;
|U4=51&lt;br /&gt;
|R4=Tsunami&lt;br /&gt;
|D4=The range of Crippling Wave&amp;#039;s third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Breaking Wave&lt;br /&gt;
|D5=Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Way of the Hundred Fists&lt;br /&gt;
|Level=15&lt;br /&gt;
|Resource=+8/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a rapid series of punches that strikes enemies for 140% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hands of Lightning&lt;br /&gt;
|D1=Increases the number of hits in the second strike from 7 to 10.&lt;br /&gt;
&lt;br /&gt;
|U2=32&lt;br /&gt;
|R2=Blazing Fists&lt;br /&gt;
|D2=Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Fists of Fury&lt;br /&gt;
|D3=Affected targets will take an additional 100% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Spirited Salvo&lt;br /&gt;
|D4=Every activation of the skill has a 15% chance to generate 15 additional spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Windforce Flurry&lt;br /&gt;
|D5=The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Lashing Tail Kick&lt;br /&gt;
|Level=2&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=7&lt;br /&gt;
|R1=Vulture Claw Kick&lt;br /&gt;
|D1=Release a torrent of fire that burns nearby enemies for 220% weapon damage as Fire and causes Knockback.&lt;br /&gt;
&lt;br /&gt;
|U2=15&lt;br /&gt;
|R2=Sweeping Armada&lt;br /&gt;
|D2=Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Spinning Flame Kick&lt;br /&gt;
|D3=Hurl a column of fire that burns through enemies, causing 240% weapon damage as Fire to each enemy it strikes.&lt;br /&gt;
&lt;br /&gt;
|U4=38&lt;br /&gt;
|R4=Scorpion Sting&lt;br /&gt;
|D4=Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Hand of Ytar&lt;br /&gt;
|D5=Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Tempest Rush&lt;br /&gt;
|Level=5&lt;br /&gt;
|Resource=-15, -10 (channel)&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Charge directly thorugh your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.&lt;br /&gt;
&lt;br /&gt;
|U1=11&lt;br /&gt;
|R1=Northern Breeze&lt;br /&gt;
|D1=Reduces the channeling cost of Tempest Rush to 8 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=20&lt;br /&gt;
|R2=Tailwind&lt;br /&gt;
|D2=Increases the movement speed of Tempest Rush by 25%.&lt;br /&gt;
&lt;br /&gt;
|U3=33&lt;br /&gt;
|R3=Flurry&lt;br /&gt;
|D3=Increases the potency of the hobbling effect, slowing enemy movement by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=45&lt;br /&gt;
|R4=Slipstream&lt;br /&gt;
|D4=Reduces damage taken while running by 25%.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Bluster&lt;br /&gt;
|D5=Enemies knocked back have their damage reduced by 20% for the duration of the effect.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Wave of Light&lt;br /&gt;
|Level=12&lt;br /&gt;
|Resource=-100&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Focuses a wave of light that crushes enemies for 150% weapon damage as Holy, followed by and additional 150% weapon damage as Holy to all enemies in a line.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=Wall of Light&lt;br /&gt;
|D1=Increases damage of the initial strike to 240% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Explosive Light&lt;br /&gt;
|D2=Release bursts of energy that deal 330% weapon damage as Holy to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U3=35&lt;br /&gt;
|R3=Empowered Wave&lt;br /&gt;
|D3=Reduces the cost of Wave of Light to 60 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=49&lt;br /&gt;
|R4=Blinding Light&lt;br /&gt;
|D4=Critical Hits Stun enemies for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Pillar of the Ancients&lt;br /&gt;
|D5=Summon an ancient pillar that deals 240% weapon damage followed by an additional 240% weapon damage after 2 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Blinding Flash&lt;br /&gt;
|Level=4&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.&lt;br /&gt;
&lt;br /&gt;
|U1=12&lt;br /&gt;
|R1=Self Reflection&lt;br /&gt;
|D1=Increases the duration enemies are blinded to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=19&lt;br /&gt;
|R2=Blinded and Confused&lt;br /&gt;
|D2=Blinded enemies have a 25% chance to attack each other.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Blinding Echo&lt;br /&gt;
|D3=6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Searing Light&lt;br /&gt;
|D4=Increases the chance elite enemies will miss attacks to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Faith in the Light&lt;br /&gt;
|D5=For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Breath of Heaven&lt;br /&gt;
|Level=8&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=A blast of divine energy heals you and all allies within 12 yards for 6202-7442 Life.}}&lt;br /&gt;
&lt;br /&gt;
|U1=14&lt;br /&gt;
|R1=Circle of Scorn&lt;br /&gt;
|D1=Breath of Heaven also sears enemies for 80% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=21&lt;br /&gt;
|R2=Circle of Life&lt;br /&gt;
|D2=Increases the healing power of Breath of Heaven to 8063-9675 Life.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Blazing Wrath&lt;br /&gt;
|D3=Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Infused with Light&lt;br /&gt;
|D4=Gain 6 additional Spirit from Spirit Generator attacks for 5 seconds after using Breath of Heaven.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Penitent Flame&lt;br /&gt;
|D5=Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Serenity&lt;br /&gt;
|Level=16&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=20 s&lt;br /&gt;
|SD=You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Peaceful Repose&lt;br /&gt;
|D1=When activated, Serenity heals you for 6202-7752 Life.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Reap What Is Sown&lt;br /&gt;
|D2=When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Tranquility&lt;br /&gt;
|D3=Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Ascension&lt;br /&gt;
|D4=Increases the duration of Serenity to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Instant Karma&lt;br /&gt;
|D5=While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Inner Sanctuary&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Create a runic circle of protection on the ground for 6 seconds that cannot be passed by enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=26&lt;br /&gt;
|R1=Safe Haven&lt;br /&gt;
|D1=You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Sanctified Ground&lt;br /&gt;
|D2=When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Consecration&lt;br /&gt;
|D3=Increases the duration of Inner Sanctuary to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Circle of Protection&lt;br /&gt;
|D4=You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Forbidden Palace&lt;br /&gt;
|D5=You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Dashing Strike&lt;br /&gt;
|Level=9&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.&lt;br /&gt;
&lt;br /&gt;
|U1=15&lt;br /&gt;
|R1=Way of the Falling Star&lt;br /&gt;
|D1=After striking an enemy, your movement speed is increased 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=23&lt;br /&gt;
|R2=Flying Side Kick&lt;br /&gt;
|D2=Perform a flying kick that has a 50% chance to Stun your target for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Quicksilver&lt;br /&gt;
|D3=Reduces the cost of Dashing Strike to 10 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=39&lt;br /&gt;
|R4=Soaring Skull&lt;br /&gt;
|D4=Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=49&lt;br /&gt;
|R5=Blinding Speed&lt;br /&gt;
|D5=Receive a 20% increased chance to Dodge for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Exploding Palm&lt;br /&gt;
|Level=13&lt;br /&gt;
|Resource=-40&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target&amp;#039;s maxium Life as Physical damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=The Flesh is Weak&lt;br /&gt;
|D1=Also causes the target to take 12% additional damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Strong Spirit&lt;br /&gt;
|D2=If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Creeping Demise&lt;br /&gt;
|D3=Also reduces your target&amp;#039;s movement speed by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Impending Doom&lt;br /&gt;
|D4=Increases the duration of the Bleed effect to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=51&lt;br /&gt;
|R5=Essence Burn&lt;br /&gt;
|D5=Instead of bleeding, the target will burn for 250% weapon damage as Fire every second over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Sweeping Wind&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Master of Wind&lt;br /&gt;
|D1=Increases the duration of the vortex to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Blade Storm&lt;br /&gt;
|D2=Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U3=38&lt;br /&gt;
|R3=Fire Storm&lt;br /&gt;
|D3=Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Inner Storm&lt;br /&gt;
|D4=As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Cyclone&lt;br /&gt;
|D5=While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Cyclone Strike&lt;br /&gt;
|Level=14&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals 313% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U1=21&lt;br /&gt;
|R1=Eye of the Storm&lt;br /&gt;
|D1=Reduces the Spirit cost of Cyclone Strike to 30 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Implosion&lt;br /&gt;
|D2=Increases the distance enemies will be pulled towards you to 34 yards.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Sunburst&lt;br /&gt;
|D3=Changes the blast into an explosion of fire that has a 35% chance to Fear enemies for 1.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Wall of Wind&lt;br /&gt;
|D4=After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Soothing Breeze&lt;br /&gt;
|D5=Cyclone Strike heals you and all allies within 24 yards for 1240 Life.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Seven-Sided Strike&lt;br /&gt;
|Level=17&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Dash rapidly between nearby enemies, dealing 1777% weapon damage over 7 hits.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Sudden Assault&lt;br /&gt;
|D1=Teleport to the target, increasing damage done to 2310% weapon damage over 7 strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Several-Sided Strike&lt;br /&gt;
|D2=Increases the number of strikes to 9.  (2285% damage over 9 hits)&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Pandemonium&lt;br /&gt;
|D3=Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Sustained Attack&lt;br /&gt;
|D4=Reduces the cooldown of Seven-Sided Strike to 23 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Fulminating Onslaught&lt;br /&gt;
|D5=Each strike explodes, dealing 254% weapon damage as Holy in a 7 yard radius around the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mystic Ally&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Water Ally&lt;br /&gt;
|D1=Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Fire Ally&lt;br /&gt;
|D2=Imbue the ally with the essence of fire The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Air Ally&lt;br /&gt;
|D3=Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Eternal Ally&lt;br /&gt;
|D4=Imbue the ally with the essence of life. When the ally dies, it has a 100% chance to be reborn after 5 seconds. In addition, the physical damage of the ally&amp;#039;s basic attack is increased to 60% of your weapon damage per swing.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Earth Ally&lt;br /&gt;
|D5=Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantras===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Evasion&lt;br /&gt;
|Level=19&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hard Target&lt;br /&gt;
|D1=Mantra of Evasion also increases Armor by 20%.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Divine Protection&lt;br /&gt;
|D2=Each target can be protected at most once every 90 seconds by this effect.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Wind through the Reeds&lt;br /&gt;
|D3=Mantra of Evasion also increases movement speed by 5%.&lt;br /&gt;
&lt;br /&gt;
|U4=50&lt;br /&gt;
|R4=Perseverance&lt;br /&gt;
|D4=Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Backlash&lt;br /&gt;
|D5=Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Retribution&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=28&lt;br /&gt;
|R1=Retaliation&lt;br /&gt;
|D1=Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.&lt;br /&gt;
&lt;br /&gt;
|U2=36&lt;br /&gt;
|R2=Transgression&lt;br /&gt;
|D2=Increases attack speed for you and your allies by 8%.&lt;br /&gt;
&lt;br /&gt;
|U3=41&lt;br /&gt;
|R3=Indignation&lt;br /&gt;
|D3=When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=56&lt;br /&gt;
|R4=Against all Odds&lt;br /&gt;
|D4=When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Collateral Damage&lt;br /&gt;
|D5=An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Healing&lt;br /&gt;
|Level=26&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time.&lt;br /&gt;
&lt;br /&gt;
|U1=31&lt;br /&gt;
|R1=Sustenance&lt;br /&gt;
|D1=Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=38&lt;br /&gt;
|R2=Circular Breathing&lt;br /&gt;
|D2=Mantra of Healing also regenerates 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U3=42&lt;br /&gt;
|R3=Boon of Protection&lt;br /&gt;
|D3=Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target&amp;#039;s maximum Life in damage.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Heavenly Body&lt;br /&gt;
|D4=Mantra of Healing also increases Vitality by 10%.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Time of Need&lt;br /&gt;
|D5=Mantra of Healing also increases resistances to all damage types by 20%.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Conviction&lt;br /&gt;
|Level=30&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 24% additional damage.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=35&lt;br /&gt;
|R1=Overawe&lt;br /&gt;
|D1=Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=44&lt;br /&gt;
|R2=Intimidation&lt;br /&gt;
|D2=Enemies affected by Mantra of Conviction deal 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|U3=47&lt;br /&gt;
|R3=Dishearten&lt;br /&gt;
|D3=Slows the movement of enemies within 20 yards by 30%.&lt;br /&gt;
&lt;br /&gt;
|U4=55&lt;br /&gt;
|R4=Reclamation&lt;br /&gt;
|D4=You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Submission&lt;br /&gt;
|D5=Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Passive===&lt;br /&gt;
{{Text table}} width=100%&lt;br /&gt;
|-valign=top align=center&lt;br /&gt;
!width=139 align=left|Skill&lt;br /&gt;
!width=43|Unlock&amp;lt;br&amp;gt;Level&lt;br /&gt;
!align=left|Description&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Fleet Footed&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Increases movement speed by 10%.&lt;br /&gt;
|- &lt;br /&gt;
!Resolve&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Damage you deal reduces enemy damage by 20% for 2.5 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!The Guardian&amp;#039;s Path&lt;br /&gt;
|align=center| 13&lt;br /&gt;
|While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 35%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Transcendence&lt;br /&gt;
|align=center| 16&lt;br /&gt;
|Every point of Spirit spent heals you for 62.0 Life.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Chant of Resonance&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Seize the Initiative&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Your Armor is increased by 50% of your Dexterity.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Exalted Soul&lt;br /&gt;
|align=center| 24&lt;br /&gt;
|Increases maximum Spirit by 100 and increases Spirit regeneration by 1 per second. &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Sixth Sense&lt;br /&gt;
|align=center| 27&lt;br /&gt;
|Your dodge chance is increased by an amount equal to 50% of your Critical Hit Chance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Pacifism&lt;br /&gt;
|align=center| 30&lt;br /&gt;
|While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Beacon of Ytar&lt;br /&gt;
|align=center| 35&lt;br /&gt;
|Reduces all cooldowns by 20%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Guiding Light&lt;br /&gt;
|align=center| 40&lt;br /&gt;
|Whenever you use a direct heal skill on another player you and the other player deal 20% more damage for 15 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!One With Everything&lt;br /&gt;
|align=center| 45&lt;br /&gt;
|Your resistance to all elements is equal to your highest elemental resistance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Combination Strike&lt;br /&gt;
|align=center| 50&lt;br /&gt;
|Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Near Death Experience&lt;br /&gt;
|align=center| 58&lt;br /&gt;
|When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect cannot occur more than once every 90 seconds. (This effect resets if you die.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63302</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63302"/>
		<updated>2013-09-05T17:54:56Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Passive */ passives update - complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|Monk=}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
The Monk is the fourth character confirmed to be in the game by Blizzard, described as a combination of Diablo II&amp;#039;s [[Assassin]] and World of Warcraft&amp;#039;s [[Rogue]]. They use fast hand-to-hand combat, plus weaponry such as staffs and claw weapons. Fragile, yet very fast melee action. Monks use Spirit, which is generated by doing melee damage and the &amp;quot;Spirit Generation&amp;quot; skills. Spirit does not degrade like Fury, and is not generated by taking damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monktrailer Monk Trailer]&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monkgameplay Monk Gameplay]&lt;br /&gt;
*[http://battle.net/d3/class/monk/ Monk]&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Class Resource Systems]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use our [http://www.theamazonbasin.com/d3/forums/index.php?/forum/8-monk/ Monk] forum for strategy discussion, and feel free to add any resulting guides here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==    &lt;br /&gt;
*[http://battle.net/d3/calculator/monk Skill Calculator]&lt;br /&gt;
*{{Warn|=Information on this page is based on a level 60 character, and was last updated April 2012.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Fists of Thunder&lt;br /&gt;
|Level=1&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.&lt;br /&gt;
&lt;br /&gt;
|U1=6&lt;br /&gt;
|R1=Bounding Light&lt;br /&gt;
|D1=Every third punch releases chain lightning instead of knocking enemies back. Each lightning strike inflicts 73% weapon damage as lightning.&lt;br /&gt;
&lt;br /&gt;
|U2=14&lt;br /&gt;
|R2=Lightning Flash&lt;br /&gt;
|D2=Increases your chance to Dodge by 16% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=30&lt;br /&gt;
|R3=Static Charge&lt;br /&gt;
|D3=Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.&lt;br /&gt;
&lt;br /&gt;
|U4=42&lt;br /&gt;
|R4=Quickening&lt;br /&gt;
|D4=Critical Hits generate an additional 15 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Thunderclap&lt;br /&gt;
|D5=Teleport to the target and release an electric shockwave with every punch that hits all enemies within 6 yards of your primary target for 35% weapon damage as Lightning.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Deadly Reach&lt;br /&gt;
|Level=3&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.&lt;br /&gt;
&lt;br /&gt;
|U1=9&lt;br /&gt;
|R1=Piercing Trident&lt;br /&gt;
|D1=Increases the area of effect of the second and third strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=18&lt;br /&gt;
|R2=Keen Eye&lt;br /&gt;
|D2=The third strike increases your Armor by 50% for 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Scattered Blows&lt;br /&gt;
|D3=The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Strike from Beyond&lt;br /&gt;
|D4=Critical Hits generate an additional 10 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Foresight&lt;br /&gt;
|D5=The third strike increases the damage of all attacks by 18% for 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Crippling Wave&lt;br /&gt;
|Level=11&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U1=17&lt;br /&gt;
|R1=Mangle&lt;br /&gt;
|D1=Increase damage to 143% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U2=26&lt;br /&gt;
|R2=Concussion&lt;br /&gt;
|D2=Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Rising Tide&lt;br /&gt;
|D3=Critical Hits generate an additional 5 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=51&lt;br /&gt;
|R4=Tsunami&lt;br /&gt;
|D4=The range of Crippling Wave&amp;#039;s third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Breaking Wave&lt;br /&gt;
|D5=Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Way of the Hundred Fists&lt;br /&gt;
|Level=15&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a rapid series of punches that strikes enemies for 140% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hands of Lightning&lt;br /&gt;
|D1=Increases the number of hits in the second strike from 7 to 10.&lt;br /&gt;
&lt;br /&gt;
|U2=32&lt;br /&gt;
|R2=Blazing Fists&lt;br /&gt;
|D2=Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Fists of Fury&lt;br /&gt;
|D3=Affected targets will take an additional 10% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Spirited Salvo&lt;br /&gt;
|D4=Every activation of the skill has a 15% chance to generate 15 additional spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Windforce Flurry&lt;br /&gt;
|D5=The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Lashing Tail Kick&lt;br /&gt;
|Level=2&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=7&lt;br /&gt;
|R1=Vulture Claw Kick&lt;br /&gt;
|D1=Release a torrent of fire that burns nearby enemies for 220% weapon damage as Fire and causes Knockback.&lt;br /&gt;
&lt;br /&gt;
|U2=15&lt;br /&gt;
|R2=Sweeping Armada&lt;br /&gt;
|D2=Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Spinning Flame Kick&lt;br /&gt;
|D3=Hurl a column of fire that burns through enemies, causing 240% weapon damage as Fire to each enemy it strikes.&lt;br /&gt;
&lt;br /&gt;
|U4=38&lt;br /&gt;
|R4=Scorpion Sting&lt;br /&gt;
|D4=Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Hand of Ytar&lt;br /&gt;
|D5=Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Tempest Rush&lt;br /&gt;
|Level=5&lt;br /&gt;
|Resource=-15, -10 (channel)&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Charge directly thorugh your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.&lt;br /&gt;
&lt;br /&gt;
|U1=11&lt;br /&gt;
|R1=Northern Breeze&lt;br /&gt;
|D1=Reduces the channeling cost of Tempest Rush to 8 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=20&lt;br /&gt;
|R2=Tailwind&lt;br /&gt;
|D2=Increases the movement speed of Tempest Rush by 25%.&lt;br /&gt;
&lt;br /&gt;
|U3=33&lt;br /&gt;
|R3=Flurry&lt;br /&gt;
|D3=Increases the potency of the hobbling effect, slowing enemy movement by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=45&lt;br /&gt;
|R4=Slipstream&lt;br /&gt;
|D4=Reduces damage taken while running by 25%.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Bluster&lt;br /&gt;
|D5=Enemies knocked back have their damage reduced by 20% for the duration of the effect.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Wave of Light&lt;br /&gt;
|Level=12&lt;br /&gt;
|Resource=-100&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Focuses a wave of light that crushes enemies for 150% weapon damage as Holy, followed by and additional 150% weapon damage as Holy to all enemies in a line.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=Wall of Light&lt;br /&gt;
|D1=Increases damage of the initial strike to 240% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Explosive Light&lt;br /&gt;
|D2=Release bursts of energy that deal 330% weapon damage as Holy to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U3=35&lt;br /&gt;
|R3=Empowered Wave&lt;br /&gt;
|D3=Reduces the cost of Wave of Light to 60 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=49&lt;br /&gt;
|R4=Blinding Light&lt;br /&gt;
|D4=Critical Hits Stun enemies for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Pillar of the Ancients&lt;br /&gt;
|D5=Summon an ancient pillar that deals 240% weapon damage followed by an additional 240% weapon damage after 2 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Blinding Flash&lt;br /&gt;
|Level=4&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.&lt;br /&gt;
&lt;br /&gt;
|U1=12&lt;br /&gt;
|R1=Self Reflection&lt;br /&gt;
|D1=Increases the duration enemies are blinded to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=19&lt;br /&gt;
|R2=Blinded and Confused&lt;br /&gt;
|D2=Blinded enemies have a 25% chance to attack each other.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Blinding Echo&lt;br /&gt;
|D3=6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Searing Light&lt;br /&gt;
|D4=Increases the chance elite enemies will miss attacks to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Faith in the Light&lt;br /&gt;
|D5=For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Breath of Heaven&lt;br /&gt;
|Level=8&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=A blast of divine energy heals you and all allies within 12 yards for 6202-7442 Life.}}&lt;br /&gt;
&lt;br /&gt;
|U1=14&lt;br /&gt;
|R1=Circle of Scorn&lt;br /&gt;
|D1=Breath of Heaven also sears enemies for 80% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=21&lt;br /&gt;
|R2=Circle of Life&lt;br /&gt;
|D2=Increases the healing power of Breath of Heaven to 8063-9675 Life.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Blazing Wrath&lt;br /&gt;
|D3=Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Infused with Light&lt;br /&gt;
|D4=Gain 6 additional Spirit from Spirit Generator attacks for 5 seconds after using Breath of Heaven.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Penitent Flame&lt;br /&gt;
|D5=Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Serenity&lt;br /&gt;
|Level=16&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=20 s&lt;br /&gt;
|SD=You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Peaceful Repose&lt;br /&gt;
|D1=When activated, Serenity heals you for 6202-7752 Life.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Reap What Is Sown&lt;br /&gt;
|D2=When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Tranquility&lt;br /&gt;
|D3=Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Ascension&lt;br /&gt;
|D4=Increases the duration of Serenity to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Instant Karma&lt;br /&gt;
|D5=While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Inner Sanctuary&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Create a runic circle of protection on the ground for 6 seconds that cannot be passed by enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=26&lt;br /&gt;
|R1=Safe Haven&lt;br /&gt;
|D1=You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Sanctified Ground&lt;br /&gt;
|D2=When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Consecration&lt;br /&gt;
|D3=Increases the duration of Inner Sanctuary to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Circle of Protection&lt;br /&gt;
|D4=You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Forbidden Palace&lt;br /&gt;
|D5=You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Dashing Strike&lt;br /&gt;
|Level=9&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.&lt;br /&gt;
&lt;br /&gt;
|U1=15&lt;br /&gt;
|R1=Way of the Falling Star&lt;br /&gt;
|D1=After striking an enemy, your movement speed is increased 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=23&lt;br /&gt;
|R2=Flying Side Kick&lt;br /&gt;
|D2=Perform a flying kick that has a 50% chance to Stun your target for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Quicksilver&lt;br /&gt;
|D3=Reduces the cost of Dashing Strike to 10 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=39&lt;br /&gt;
|R4=Soaring Skull&lt;br /&gt;
|D4=Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=49&lt;br /&gt;
|R5=Blinding Speed&lt;br /&gt;
|D5=Receive a 20% increased chance to Dodge for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Exploding Palm&lt;br /&gt;
|Level=13&lt;br /&gt;
|Resource=-40&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target&amp;#039;s maxium Life as Physical damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=The Flesh is Weak&lt;br /&gt;
|D1=Also causes the target to take 12% additional damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Strong Spirit&lt;br /&gt;
|D2=If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Creeping Demise&lt;br /&gt;
|D3=Also reduces your target&amp;#039;s movement speed by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Impending Doom&lt;br /&gt;
|D4=Increases the duration of the Bleed effect to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=51&lt;br /&gt;
|R5=Essence Burn&lt;br /&gt;
|D5=Instead of bleeding, the target will burn for 250% weapon damage as Fire every second over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Sweeping Wind&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Master of Wind&lt;br /&gt;
|D1=Increases the duration of the vortex to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Blade Storm&lt;br /&gt;
|D2=Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U3=38&lt;br /&gt;
|R3=Fire Storm&lt;br /&gt;
|D3=Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Inner Storm&lt;br /&gt;
|D4=As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Cyclone&lt;br /&gt;
|D5=While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Cyclone Strike&lt;br /&gt;
|Level=14&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals 313% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U1=21&lt;br /&gt;
|R1=Eye of the Storm&lt;br /&gt;
|D1=Reduces the Spirit cost of Cyclone Strike to 30 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Implosion&lt;br /&gt;
|D2=Increases the distance enemies will be pulled towards you to 34 yards.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Sunburst&lt;br /&gt;
|D3=Changes the blast into an explosion of fire that has a 35% chance to Fear enemies for 1.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Wall of Wind&lt;br /&gt;
|D4=After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Soothing Breeze&lt;br /&gt;
|D5=Cyclone Strike heals you and all allies within 24 yards for 1240 Life.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Seven-Sided Strike&lt;br /&gt;
|Level=17&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Dash rapidly between nearby enemies, dealing 1777% weapon damage over 7 hits.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Sudden Assault&lt;br /&gt;
|D1=Teleport to the target, increasing damage done to 2310% weapon damage over 7 strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Several-Sided Strike&lt;br /&gt;
|D2=Increases the number of strikes to 9.  (2285% damage over 9 hits)&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Pandemonium&lt;br /&gt;
|D3=Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Sustained Attack&lt;br /&gt;
|D4=Reduces the cooldown of Seven-Sided Strike to 23 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Fulminating Onslaught&lt;br /&gt;
|D5=Each strike explodes, dealing 254% weapon damage as Holy in a 7 yard radius around the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mystic Ally&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Water Ally&lt;br /&gt;
|D1=Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Fire Ally&lt;br /&gt;
|D2=Imbue the ally with the essence of fire The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Air Ally&lt;br /&gt;
|D3=Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Eternal Ally&lt;br /&gt;
|D4=Imbue the ally with the essence of life. When the ally dies, it has a 100% chance to be reborn after 5 seconds. In addition, the physical damage of the ally&amp;#039;s basic attack is increased to 60% of your weapon damage per swing.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Earth Ally&lt;br /&gt;
|D5=Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantras===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Evasion&lt;br /&gt;
|Level=19&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hard Target&lt;br /&gt;
|D1=Mantra of Evasion also increases Armor by 20%.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Divine Protection&lt;br /&gt;
|D2=Each target can be protected at most once every 90 seconds by this effect.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Wind through the Reeds&lt;br /&gt;
|D3=Mantra of Evasion also increases movement speed by 5%.&lt;br /&gt;
&lt;br /&gt;
|U4=50&lt;br /&gt;
|R4=Perseverance&lt;br /&gt;
|D4=Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Backlash&lt;br /&gt;
|D5=Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Retribution&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=28&lt;br /&gt;
|R1=Retaliation&lt;br /&gt;
|D1=Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.&lt;br /&gt;
&lt;br /&gt;
|U2=36&lt;br /&gt;
|R2=Transgression&lt;br /&gt;
|D2=Increases attack speed for you and your allies by 8%.&lt;br /&gt;
&lt;br /&gt;
|U3=41&lt;br /&gt;
|R3=Indignation&lt;br /&gt;
|D3=When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=56&lt;br /&gt;
|R4=Against all Odds&lt;br /&gt;
|D4=When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Collateral Damage&lt;br /&gt;
|D5=An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Healing&lt;br /&gt;
|Level=26&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time.&lt;br /&gt;
&lt;br /&gt;
|U1=31&lt;br /&gt;
|R1=Sustenance&lt;br /&gt;
|D1=Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=38&lt;br /&gt;
|R2=Circular Breathing&lt;br /&gt;
|D2=Mantra of Healing also regenerates 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U3=42&lt;br /&gt;
|R3=Boon of Protection&lt;br /&gt;
|D3=Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target&amp;#039;s maximum Life in damage.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Heavenly Body&lt;br /&gt;
|D4=Mantra of Healing also increases Vitality by 10%.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Time of Need&lt;br /&gt;
|D5=Mantra of Healing also increases resistances to all damage types by 20%.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Conviction&lt;br /&gt;
|Level=30&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 24% additional damage.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=35&lt;br /&gt;
|R1=Overawe&lt;br /&gt;
|D1=Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=44&lt;br /&gt;
|R2=Intimidation&lt;br /&gt;
|D2=Enemies affected by Mantra of Conviction deal 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|U3=47&lt;br /&gt;
|R3=Dishearten&lt;br /&gt;
|D3=Slows the movement of enemies within 20 yards by 30%.&lt;br /&gt;
&lt;br /&gt;
|U4=55&lt;br /&gt;
|R4=Reclamation&lt;br /&gt;
|D4=You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Submission&lt;br /&gt;
|D5=Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Passive===&lt;br /&gt;
{{Text table}} width=100%&lt;br /&gt;
|-valign=top align=center&lt;br /&gt;
!width=139 align=left|Skill&lt;br /&gt;
!width=43|Unlock&amp;lt;br&amp;gt;Level&lt;br /&gt;
!align=left|Description&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Fleet Footed&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Increases movement speed by 10%.&lt;br /&gt;
|- &lt;br /&gt;
!Resolve&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Damage you deal reduces enemy damage by 20% for 2.5 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!The Guardian&amp;#039;s Path&lt;br /&gt;
|align=center| 13&lt;br /&gt;
|While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 35%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Transcendence&lt;br /&gt;
|align=center| 16&lt;br /&gt;
|Every point of Spirit spent heals you for 62.0 Life.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Chant of Resonance&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Seize the Initiative&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Your Armor is increased by 50% of your Dexterity.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Exalted Soul&lt;br /&gt;
|align=center| 24&lt;br /&gt;
|Increases maximum Spirit by 100 and increases Spirit regeneration by 1 per second. &lt;br /&gt;
|-valign=top&lt;br /&gt;
!Sixth Sense&lt;br /&gt;
|align=center| 27&lt;br /&gt;
|Your dodge chance is increased by an amount equal to 50% of your Critical Hit Chance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Pacifism&lt;br /&gt;
|align=center| 30&lt;br /&gt;
|While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Beacon of Ytar&lt;br /&gt;
|align=center| 35&lt;br /&gt;
|Reduces all cooldowns by 20%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Guiding Light&lt;br /&gt;
|align=center| 40&lt;br /&gt;
|Whenever you use a direct heal skill on another player you and the other player deal 20% more damage for 15 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!One With Everything&lt;br /&gt;
|align=center| 45&lt;br /&gt;
|Your resistance to all elements is equal to your highest elemental resistance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Combination Strike&lt;br /&gt;
|align=center| 50&lt;br /&gt;
|Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Near Death Experience&lt;br /&gt;
|align=center| 58&lt;br /&gt;
|When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect cannot occur more than once every 90 seconds. (This effect resets if you die.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63300</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63300"/>
		<updated>2013-09-05T17:50:35Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Focus */ skill update - Cyclone Strike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|Monk=}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
The Monk is the fourth character confirmed to be in the game by Blizzard, described as a combination of Diablo II&amp;#039;s [[Assassin]] and World of Warcraft&amp;#039;s [[Rogue]]. They use fast hand-to-hand combat, plus weaponry such as staffs and claw weapons. Fragile, yet very fast melee action. Monks use Spirit, which is generated by doing melee damage and the &amp;quot;Spirit Generation&amp;quot; skills. Spirit does not degrade like Fury, and is not generated by taking damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monktrailer Monk Trailer]&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monkgameplay Monk Gameplay]&lt;br /&gt;
*[http://battle.net/d3/class/monk/ Monk]&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Class Resource Systems]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use our [http://www.theamazonbasin.com/d3/forums/index.php?/forum/8-monk/ Monk] forum for strategy discussion, and feel free to add any resulting guides here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==    &lt;br /&gt;
*[http://battle.net/d3/calculator/monk Skill Calculator]&lt;br /&gt;
*{{Warn|=Information on this page is based on a level 60 character, and was last updated April 2012.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Fists of Thunder&lt;br /&gt;
|Level=1&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.&lt;br /&gt;
&lt;br /&gt;
|U1=6&lt;br /&gt;
|R1=Bounding Light&lt;br /&gt;
|D1=Every third punch releases chain lightning instead of knocking enemies back. Each lightning strike inflicts 73% weapon damage as lightning.&lt;br /&gt;
&lt;br /&gt;
|U2=14&lt;br /&gt;
|R2=Lightning Flash&lt;br /&gt;
|D2=Increases your chance to Dodge by 16% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=30&lt;br /&gt;
|R3=Static Charge&lt;br /&gt;
|D3=Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.&lt;br /&gt;
&lt;br /&gt;
|U4=42&lt;br /&gt;
|R4=Quickening&lt;br /&gt;
|D4=Critical Hits generate an additional 15 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Thunderclap&lt;br /&gt;
|D5=Teleport to the target and release an electric shockwave with every punch that hits all enemies within 6 yards of your primary target for 35% weapon damage as Lightning.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Deadly Reach&lt;br /&gt;
|Level=3&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.&lt;br /&gt;
&lt;br /&gt;
|U1=9&lt;br /&gt;
|R1=Piercing Trident&lt;br /&gt;
|D1=Increases the area of effect of the second and third strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=18&lt;br /&gt;
|R2=Keen Eye&lt;br /&gt;
|D2=The third strike increases your Armor by 50% for 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Scattered Blows&lt;br /&gt;
|D3=The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Strike from Beyond&lt;br /&gt;
|D4=Critical Hits generate an additional 10 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Foresight&lt;br /&gt;
|D5=The third strike increases the damage of all attacks by 18% for 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Crippling Wave&lt;br /&gt;
|Level=11&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U1=17&lt;br /&gt;
|R1=Mangle&lt;br /&gt;
|D1=Increase damage to 143% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U2=26&lt;br /&gt;
|R2=Concussion&lt;br /&gt;
|D2=Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Rising Tide&lt;br /&gt;
|D3=Critical Hits generate an additional 5 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=51&lt;br /&gt;
|R4=Tsunami&lt;br /&gt;
|D4=The range of Crippling Wave&amp;#039;s third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Breaking Wave&lt;br /&gt;
|D5=Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Way of the Hundred Fists&lt;br /&gt;
|Level=15&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a rapid series of punches that strikes enemies for 140% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hands of Lightning&lt;br /&gt;
|D1=Increases the number of hits in the second strike from 7 to 10.&lt;br /&gt;
&lt;br /&gt;
|U2=32&lt;br /&gt;
|R2=Blazing Fists&lt;br /&gt;
|D2=Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Fists of Fury&lt;br /&gt;
|D3=Affected targets will take an additional 10% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Spirited Salvo&lt;br /&gt;
|D4=Every activation of the skill has a 15% chance to generate 15 additional spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Windforce Flurry&lt;br /&gt;
|D5=The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Lashing Tail Kick&lt;br /&gt;
|Level=2&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=7&lt;br /&gt;
|R1=Vulture Claw Kick&lt;br /&gt;
|D1=Release a torrent of fire that burns nearby enemies for 220% weapon damage as Fire and causes Knockback.&lt;br /&gt;
&lt;br /&gt;
|U2=15&lt;br /&gt;
|R2=Sweeping Armada&lt;br /&gt;
|D2=Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Spinning Flame Kick&lt;br /&gt;
|D3=Hurl a column of fire that burns through enemies, causing 240% weapon damage as Fire to each enemy it strikes.&lt;br /&gt;
&lt;br /&gt;
|U4=38&lt;br /&gt;
|R4=Scorpion Sting&lt;br /&gt;
|D4=Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Hand of Ytar&lt;br /&gt;
|D5=Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Tempest Rush&lt;br /&gt;
|Level=5&lt;br /&gt;
|Resource=-15, -10 (channel)&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Charge directly thorugh your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.&lt;br /&gt;
&lt;br /&gt;
|U1=11&lt;br /&gt;
|R1=Northern Breeze&lt;br /&gt;
|D1=Reduces the channeling cost of Tempest Rush to 8 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=20&lt;br /&gt;
|R2=Tailwind&lt;br /&gt;
|D2=Increases the movement speed of Tempest Rush by 25%.&lt;br /&gt;
&lt;br /&gt;
|U3=33&lt;br /&gt;
|R3=Flurry&lt;br /&gt;
|D3=Increases the potency of the hobbling effect, slowing enemy movement by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=45&lt;br /&gt;
|R4=Slipstream&lt;br /&gt;
|D4=Reduces damage taken while running by 25%.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Bluster&lt;br /&gt;
|D5=Enemies knocked back have their damage reduced by 20% for the duration of the effect.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Wave of Light&lt;br /&gt;
|Level=12&lt;br /&gt;
|Resource=-100&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Focuses a wave of light that crushes enemies for 150% weapon damage as Holy, followed by and additional 150% weapon damage as Holy to all enemies in a line.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=Wall of Light&lt;br /&gt;
|D1=Increases damage of the initial strike to 240% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Explosive Light&lt;br /&gt;
|D2=Release bursts of energy that deal 330% weapon damage as Holy to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U3=35&lt;br /&gt;
|R3=Empowered Wave&lt;br /&gt;
|D3=Reduces the cost of Wave of Light to 60 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=49&lt;br /&gt;
|R4=Blinding Light&lt;br /&gt;
|D4=Critical Hits Stun enemies for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Pillar of the Ancients&lt;br /&gt;
|D5=Summon an ancient pillar that deals 240% weapon damage followed by an additional 240% weapon damage after 2 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Blinding Flash&lt;br /&gt;
|Level=4&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.&lt;br /&gt;
&lt;br /&gt;
|U1=12&lt;br /&gt;
|R1=Self Reflection&lt;br /&gt;
|D1=Increases the duration enemies are blinded to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=19&lt;br /&gt;
|R2=Blinded and Confused&lt;br /&gt;
|D2=Blinded enemies have a 25% chance to attack each other.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Blinding Echo&lt;br /&gt;
|D3=6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Searing Light&lt;br /&gt;
|D4=Increases the chance elite enemies will miss attacks to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Faith in the Light&lt;br /&gt;
|D5=For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Breath of Heaven&lt;br /&gt;
|Level=8&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=A blast of divine energy heals you and all allies within 12 yards for 6202-7442 Life.}}&lt;br /&gt;
&lt;br /&gt;
|U1=14&lt;br /&gt;
|R1=Circle of Scorn&lt;br /&gt;
|D1=Breath of Heaven also sears enemies for 80% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=21&lt;br /&gt;
|R2=Circle of Life&lt;br /&gt;
|D2=Increases the healing power of Breath of Heaven to 8063-9675 Life.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Blazing Wrath&lt;br /&gt;
|D3=Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Infused with Light&lt;br /&gt;
|D4=Gain 6 additional Spirit from Spirit Generator attacks for 5 seconds after using Breath of Heaven.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Penitent Flame&lt;br /&gt;
|D5=Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Serenity&lt;br /&gt;
|Level=16&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=20 s&lt;br /&gt;
|SD=You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Peaceful Repose&lt;br /&gt;
|D1=When activated, Serenity heals you for 6202-7752 Life.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Reap What Is Sown&lt;br /&gt;
|D2=When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Tranquility&lt;br /&gt;
|D3=Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Ascension&lt;br /&gt;
|D4=Increases the duration of Serenity to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Instant Karma&lt;br /&gt;
|D5=While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Inner Sanctuary&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Create a runic circle of protection on the ground for 6 seconds that cannot be passed by enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=26&lt;br /&gt;
|R1=Safe Haven&lt;br /&gt;
|D1=You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Sanctified Ground&lt;br /&gt;
|D2=When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Consecration&lt;br /&gt;
|D3=Increases the duration of Inner Sanctuary to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Circle of Protection&lt;br /&gt;
|D4=You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Forbidden Palace&lt;br /&gt;
|D5=You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Dashing Strike&lt;br /&gt;
|Level=9&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.&lt;br /&gt;
&lt;br /&gt;
|U1=15&lt;br /&gt;
|R1=Way of the Falling Star&lt;br /&gt;
|D1=After striking an enemy, your movement speed is increased 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=23&lt;br /&gt;
|R2=Flying Side Kick&lt;br /&gt;
|D2=Perform a flying kick that has a 50% chance to Stun your target for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Quicksilver&lt;br /&gt;
|D3=Reduces the cost of Dashing Strike to 10 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=39&lt;br /&gt;
|R4=Soaring Skull&lt;br /&gt;
|D4=Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=49&lt;br /&gt;
|R5=Blinding Speed&lt;br /&gt;
|D5=Receive a 20% increased chance to Dodge for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Exploding Palm&lt;br /&gt;
|Level=13&lt;br /&gt;
|Resource=-40&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target&amp;#039;s maxium Life as Physical damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=The Flesh is Weak&lt;br /&gt;
|D1=Also causes the target to take 12% additional damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Strong Spirit&lt;br /&gt;
|D2=If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Creeping Demise&lt;br /&gt;
|D3=Also reduces your target&amp;#039;s movement speed by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Impending Doom&lt;br /&gt;
|D4=Increases the duration of the Bleed effect to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=51&lt;br /&gt;
|R5=Essence Burn&lt;br /&gt;
|D5=Instead of bleeding, the target will burn for 250% weapon damage as Fire every second over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Sweeping Wind&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Master of Wind&lt;br /&gt;
|D1=Increases the duration of the vortex to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Blade Storm&lt;br /&gt;
|D2=Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U3=38&lt;br /&gt;
|R3=Fire Storm&lt;br /&gt;
|D3=Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Inner Storm&lt;br /&gt;
|D4=As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Cyclone&lt;br /&gt;
|D5=While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Cyclone Strike&lt;br /&gt;
|Level=14&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals 313% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U1=21&lt;br /&gt;
|R1=Eye of the Storm&lt;br /&gt;
|D1=Reduces the Spirit cost of Cyclone Strike to 30 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Implosion&lt;br /&gt;
|D2=Increases the distance enemies will be pulled towards you to 34 yards.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Sunburst&lt;br /&gt;
|D3=Changes the blast into an explosion of fire that has a 35% chance to Fear enemies for 1.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Wall of Wind&lt;br /&gt;
|D4=After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Soothing Breeze&lt;br /&gt;
|D5=Cyclone Strike heals you and all allies within 24 yards for 1240 Life.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Seven-Sided Strike&lt;br /&gt;
|Level=17&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Dash rapidly between nearby enemies, dealing 1777% weapon damage over 7 hits.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Sudden Assault&lt;br /&gt;
|D1=Teleport to the target, increasing damage done to 2310% weapon damage over 7 strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Several-Sided Strike&lt;br /&gt;
|D2=Increases the number of strikes to 9.  (2285% damage over 9 hits)&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Pandemonium&lt;br /&gt;
|D3=Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Sustained Attack&lt;br /&gt;
|D4=Reduces the cooldown of Seven-Sided Strike to 23 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Fulminating Onslaught&lt;br /&gt;
|D5=Each strike explodes, dealing 254% weapon damage as Holy in a 7 yard radius around the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mystic Ally&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Water Ally&lt;br /&gt;
|D1=Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Fire Ally&lt;br /&gt;
|D2=Imbue the ally with the essence of fire The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Air Ally&lt;br /&gt;
|D3=Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Eternal Ally&lt;br /&gt;
|D4=Imbue the ally with the essence of life. When the ally dies, it has a 100% chance to be reborn after 5 seconds. In addition, the physical damage of the ally&amp;#039;s basic attack is increased to 60% of your weapon damage per swing.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Earth Ally&lt;br /&gt;
|D5=Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantras===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Evasion&lt;br /&gt;
|Level=19&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hard Target&lt;br /&gt;
|D1=Mantra of Evasion also increases Armor by 20%.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Divine Protection&lt;br /&gt;
|D2=Each target can be protected at most once every 90 seconds by this effect.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Wind through the Reeds&lt;br /&gt;
|D3=Mantra of Evasion also increases movement speed by 5%.&lt;br /&gt;
&lt;br /&gt;
|U4=50&lt;br /&gt;
|R4=Perseverance&lt;br /&gt;
|D4=Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Backlash&lt;br /&gt;
|D5=Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Retribution&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=28&lt;br /&gt;
|R1=Retaliation&lt;br /&gt;
|D1=Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.&lt;br /&gt;
&lt;br /&gt;
|U2=36&lt;br /&gt;
|R2=Transgression&lt;br /&gt;
|D2=Increases attack speed for you and your allies by 8%.&lt;br /&gt;
&lt;br /&gt;
|U3=41&lt;br /&gt;
|R3=Indignation&lt;br /&gt;
|D3=When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=56&lt;br /&gt;
|R4=Against all Odds&lt;br /&gt;
|D4=When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Collateral Damage&lt;br /&gt;
|D5=An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Healing&lt;br /&gt;
|Level=26&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time.&lt;br /&gt;
&lt;br /&gt;
|U1=31&lt;br /&gt;
|R1=Sustenance&lt;br /&gt;
|D1=Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=38&lt;br /&gt;
|R2=Circular Breathing&lt;br /&gt;
|D2=Mantra of Healing also regenerates 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U3=42&lt;br /&gt;
|R3=Boon of Protection&lt;br /&gt;
|D3=Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target&amp;#039;s maximum Life in damage.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Heavenly Body&lt;br /&gt;
|D4=Mantra of Healing also increases Vitality by 10%.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Time of Need&lt;br /&gt;
|D5=Mantra of Healing also increases resistances to all damage types by 20%.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Conviction&lt;br /&gt;
|Level=30&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 24% additional damage.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=35&lt;br /&gt;
|R1=Overawe&lt;br /&gt;
|D1=Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=44&lt;br /&gt;
|R2=Intimidation&lt;br /&gt;
|D2=Enemies affected by Mantra of Conviction deal 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|U3=47&lt;br /&gt;
|R3=Dishearten&lt;br /&gt;
|D3=Slows the movement of enemies within 20 yards by 30%.&lt;br /&gt;
&lt;br /&gt;
|U4=55&lt;br /&gt;
|R4=Reclamation&lt;br /&gt;
|D4=You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Submission&lt;br /&gt;
|D5=Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Passive===&lt;br /&gt;
{{Text table}} width=100%&lt;br /&gt;
|-valign=top align=center&lt;br /&gt;
!width=139 align=left|Skill&lt;br /&gt;
!width=43|Unlock&amp;lt;br&amp;gt;Level&lt;br /&gt;
!align=left|Description&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Fleet Footed&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Increases movement speed by 10%.&lt;br /&gt;
|- &lt;br /&gt;
!Resolve&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Damage you deal reduces enemy damage by 25% for 2.5 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!The Guardian&amp;#039;s Path&lt;br /&gt;
|align=center| 13&lt;br /&gt;
|While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 25%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Transcendence&lt;br /&gt;
|align=center| 16&lt;br /&gt;
|Every point of Spirit spent heals you for 62.0 Life.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Chant of Resonance&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Seize the Initiative&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Your Armor is increased by 100% of your Dexterity.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Exalted Soul&lt;br /&gt;
|align=center| 24&lt;br /&gt;
|Increases maximum Spirit by 100. Spirit fuels your defensive and offensive abilities.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Sixth Sense&lt;br /&gt;
|align=center| 27&lt;br /&gt;
|Your dodge chance is increased by an amount equal to 30% of your Critical Hit Chance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Pacifism&lt;br /&gt;
|align=center| 30&lt;br /&gt;
|While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Beacon of Ytar&lt;br /&gt;
|align=center| 35&lt;br /&gt;
|Reduces all cooldowns by 15%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Guiding Light&lt;br /&gt;
|align=center| 40&lt;br /&gt;
|Whenever you use a direct heal skill on another player you and the other player deal 16% more damage for 15 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!One With Everything&lt;br /&gt;
|align=center| 45&lt;br /&gt;
|Your resistance to all elements is equal to your highest elemental resistance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Combination Strike&lt;br /&gt;
|align=center| 50&lt;br /&gt;
|Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Near Death Experience&lt;br /&gt;
|align=center| 58&lt;br /&gt;
|When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect cannot occur more than once every 90 seconds. (This effect resets if you die.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63299</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63299"/>
		<updated>2013-09-05T17:48:28Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Focus */ skill update - Seven Sided Strike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|Monk=}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
The Monk is the fourth character confirmed to be in the game by Blizzard, described as a combination of Diablo II&amp;#039;s [[Assassin]] and World of Warcraft&amp;#039;s [[Rogue]]. They use fast hand-to-hand combat, plus weaponry such as staffs and claw weapons. Fragile, yet very fast melee action. Monks use Spirit, which is generated by doing melee damage and the &amp;quot;Spirit Generation&amp;quot; skills. Spirit does not degrade like Fury, and is not generated by taking damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monktrailer Monk Trailer]&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monkgameplay Monk Gameplay]&lt;br /&gt;
*[http://battle.net/d3/class/monk/ Monk]&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Class Resource Systems]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use our [http://www.theamazonbasin.com/d3/forums/index.php?/forum/8-monk/ Monk] forum for strategy discussion, and feel free to add any resulting guides here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==    &lt;br /&gt;
*[http://battle.net/d3/calculator/monk Skill Calculator]&lt;br /&gt;
*{{Warn|=Information on this page is based on a level 60 character, and was last updated April 2012.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Fists of Thunder&lt;br /&gt;
|Level=1&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.&lt;br /&gt;
&lt;br /&gt;
|U1=6&lt;br /&gt;
|R1=Bounding Light&lt;br /&gt;
|D1=Every third punch releases chain lightning instead of knocking enemies back. Each lightning strike inflicts 73% weapon damage as lightning.&lt;br /&gt;
&lt;br /&gt;
|U2=14&lt;br /&gt;
|R2=Lightning Flash&lt;br /&gt;
|D2=Increases your chance to Dodge by 16% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=30&lt;br /&gt;
|R3=Static Charge&lt;br /&gt;
|D3=Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.&lt;br /&gt;
&lt;br /&gt;
|U4=42&lt;br /&gt;
|R4=Quickening&lt;br /&gt;
|D4=Critical Hits generate an additional 15 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Thunderclap&lt;br /&gt;
|D5=Teleport to the target and release an electric shockwave with every punch that hits all enemies within 6 yards of your primary target for 35% weapon damage as Lightning.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Deadly Reach&lt;br /&gt;
|Level=3&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.&lt;br /&gt;
&lt;br /&gt;
|U1=9&lt;br /&gt;
|R1=Piercing Trident&lt;br /&gt;
|D1=Increases the area of effect of the second and third strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=18&lt;br /&gt;
|R2=Keen Eye&lt;br /&gt;
|D2=The third strike increases your Armor by 50% for 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Scattered Blows&lt;br /&gt;
|D3=The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Strike from Beyond&lt;br /&gt;
|D4=Critical Hits generate an additional 10 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Foresight&lt;br /&gt;
|D5=The third strike increases the damage of all attacks by 18% for 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Crippling Wave&lt;br /&gt;
|Level=11&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U1=17&lt;br /&gt;
|R1=Mangle&lt;br /&gt;
|D1=Increase damage to 143% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U2=26&lt;br /&gt;
|R2=Concussion&lt;br /&gt;
|D2=Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Rising Tide&lt;br /&gt;
|D3=Critical Hits generate an additional 5 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=51&lt;br /&gt;
|R4=Tsunami&lt;br /&gt;
|D4=The range of Crippling Wave&amp;#039;s third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Breaking Wave&lt;br /&gt;
|D5=Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Way of the Hundred Fists&lt;br /&gt;
|Level=15&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a rapid series of punches that strikes enemies for 140% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hands of Lightning&lt;br /&gt;
|D1=Increases the number of hits in the second strike from 7 to 10.&lt;br /&gt;
&lt;br /&gt;
|U2=32&lt;br /&gt;
|R2=Blazing Fists&lt;br /&gt;
|D2=Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Fists of Fury&lt;br /&gt;
|D3=Affected targets will take an additional 10% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Spirited Salvo&lt;br /&gt;
|D4=Every activation of the skill has a 15% chance to generate 15 additional spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Windforce Flurry&lt;br /&gt;
|D5=The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Lashing Tail Kick&lt;br /&gt;
|Level=2&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=7&lt;br /&gt;
|R1=Vulture Claw Kick&lt;br /&gt;
|D1=Release a torrent of fire that burns nearby enemies for 220% weapon damage as Fire and causes Knockback.&lt;br /&gt;
&lt;br /&gt;
|U2=15&lt;br /&gt;
|R2=Sweeping Armada&lt;br /&gt;
|D2=Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Spinning Flame Kick&lt;br /&gt;
|D3=Hurl a column of fire that burns through enemies, causing 240% weapon damage as Fire to each enemy it strikes.&lt;br /&gt;
&lt;br /&gt;
|U4=38&lt;br /&gt;
|R4=Scorpion Sting&lt;br /&gt;
|D4=Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Hand of Ytar&lt;br /&gt;
|D5=Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Tempest Rush&lt;br /&gt;
|Level=5&lt;br /&gt;
|Resource=-15, -10 (channel)&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Charge directly thorugh your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.&lt;br /&gt;
&lt;br /&gt;
|U1=11&lt;br /&gt;
|R1=Northern Breeze&lt;br /&gt;
|D1=Reduces the channeling cost of Tempest Rush to 8 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=20&lt;br /&gt;
|R2=Tailwind&lt;br /&gt;
|D2=Increases the movement speed of Tempest Rush by 25%.&lt;br /&gt;
&lt;br /&gt;
|U3=33&lt;br /&gt;
|R3=Flurry&lt;br /&gt;
|D3=Increases the potency of the hobbling effect, slowing enemy movement by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=45&lt;br /&gt;
|R4=Slipstream&lt;br /&gt;
|D4=Reduces damage taken while running by 25%.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Bluster&lt;br /&gt;
|D5=Enemies knocked back have their damage reduced by 20% for the duration of the effect.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Wave of Light&lt;br /&gt;
|Level=12&lt;br /&gt;
|Resource=-100&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Focuses a wave of light that crushes enemies for 150% weapon damage as Holy, followed by and additional 150% weapon damage as Holy to all enemies in a line.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=Wall of Light&lt;br /&gt;
|D1=Increases damage of the initial strike to 240% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Explosive Light&lt;br /&gt;
|D2=Release bursts of energy that deal 330% weapon damage as Holy to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U3=35&lt;br /&gt;
|R3=Empowered Wave&lt;br /&gt;
|D3=Reduces the cost of Wave of Light to 60 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=49&lt;br /&gt;
|R4=Blinding Light&lt;br /&gt;
|D4=Critical Hits Stun enemies for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Pillar of the Ancients&lt;br /&gt;
|D5=Summon an ancient pillar that deals 240% weapon damage followed by an additional 240% weapon damage after 2 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Blinding Flash&lt;br /&gt;
|Level=4&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.&lt;br /&gt;
&lt;br /&gt;
|U1=12&lt;br /&gt;
|R1=Self Reflection&lt;br /&gt;
|D1=Increases the duration enemies are blinded to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=19&lt;br /&gt;
|R2=Blinded and Confused&lt;br /&gt;
|D2=Blinded enemies have a 25% chance to attack each other.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Blinding Echo&lt;br /&gt;
|D3=6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Searing Light&lt;br /&gt;
|D4=Increases the chance elite enemies will miss attacks to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Faith in the Light&lt;br /&gt;
|D5=For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Breath of Heaven&lt;br /&gt;
|Level=8&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=A blast of divine energy heals you and all allies within 12 yards for 6202-7442 Life.}}&lt;br /&gt;
&lt;br /&gt;
|U1=14&lt;br /&gt;
|R1=Circle of Scorn&lt;br /&gt;
|D1=Breath of Heaven also sears enemies for 80% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=21&lt;br /&gt;
|R2=Circle of Life&lt;br /&gt;
|D2=Increases the healing power of Breath of Heaven to 8063-9675 Life.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Blazing Wrath&lt;br /&gt;
|D3=Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Infused with Light&lt;br /&gt;
|D4=Gain 6 additional Spirit from Spirit Generator attacks for 5 seconds after using Breath of Heaven.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Penitent Flame&lt;br /&gt;
|D5=Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Serenity&lt;br /&gt;
|Level=16&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=20 s&lt;br /&gt;
|SD=You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Peaceful Repose&lt;br /&gt;
|D1=When activated, Serenity heals you for 6202-7752 Life.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Reap What Is Sown&lt;br /&gt;
|D2=When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Tranquility&lt;br /&gt;
|D3=Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Ascension&lt;br /&gt;
|D4=Increases the duration of Serenity to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Instant Karma&lt;br /&gt;
|D5=While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Inner Sanctuary&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Create a runic circle of protection on the ground for 6 seconds that cannot be passed by enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=26&lt;br /&gt;
|R1=Safe Haven&lt;br /&gt;
|D1=You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Sanctified Ground&lt;br /&gt;
|D2=When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Consecration&lt;br /&gt;
|D3=Increases the duration of Inner Sanctuary to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Circle of Protection&lt;br /&gt;
|D4=You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Forbidden Palace&lt;br /&gt;
|D5=You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Dashing Strike&lt;br /&gt;
|Level=9&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.&lt;br /&gt;
&lt;br /&gt;
|U1=15&lt;br /&gt;
|R1=Way of the Falling Star&lt;br /&gt;
|D1=After striking an enemy, your movement speed is increased 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=23&lt;br /&gt;
|R2=Flying Side Kick&lt;br /&gt;
|D2=Perform a flying kick that has a 50% chance to Stun your target for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Quicksilver&lt;br /&gt;
|D3=Reduces the cost of Dashing Strike to 10 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=39&lt;br /&gt;
|R4=Soaring Skull&lt;br /&gt;
|D4=Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=49&lt;br /&gt;
|R5=Blinding Speed&lt;br /&gt;
|D5=Receive a 20% increased chance to Dodge for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Exploding Palm&lt;br /&gt;
|Level=13&lt;br /&gt;
|Resource=-40&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target&amp;#039;s maxium Life as Physical damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=The Flesh is Weak&lt;br /&gt;
|D1=Also causes the target to take 12% additional damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Strong Spirit&lt;br /&gt;
|D2=If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Creeping Demise&lt;br /&gt;
|D3=Also reduces your target&amp;#039;s movement speed by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Impending Doom&lt;br /&gt;
|D4=Increases the duration of the Bleed effect to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=51&lt;br /&gt;
|R5=Essence Burn&lt;br /&gt;
|D5=Instead of bleeding, the target will burn for 250% weapon damage as Fire every second over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Sweeping Wind&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Master of Wind&lt;br /&gt;
|D1=Increases the duration of the vortex to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Blade Storm&lt;br /&gt;
|D2=Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U3=38&lt;br /&gt;
|R3=Fire Storm&lt;br /&gt;
|D3=Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Inner Storm&lt;br /&gt;
|D4=As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Cyclone&lt;br /&gt;
|D5=While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Cyclone Strike&lt;br /&gt;
|Level=14&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Pull all enemies within 24 yards towards you, followed by a furious blast of energy that deals 100% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U1=21&lt;br /&gt;
|R1=Eye of the Storm&lt;br /&gt;
|D1=Reduces the Spirit cost of Cyclone Strike to 30 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Implosion&lt;br /&gt;
|D2=Increases the distance enemies will be pulled towards you to 34 yards.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Sunburst&lt;br /&gt;
|D3=Changes the blast into an explosion of fire that has a 25% chance to Fear enemies for 2.0 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Wall of Wind&lt;br /&gt;
|D4=After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Soothing Breeze&lt;br /&gt;
|D5=Cyclone Strike heals you and all allies within 24 yards for 1240 Life.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Seven-Sided Strike&lt;br /&gt;
|Level=17&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Dash rapidly between nearby enemies, dealing 1777% weapon damage over 7 hits.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Sudden Assault&lt;br /&gt;
|D1=Teleport to the target, increasing damage done to 2310% weapon damage over 7 strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Several-Sided Strike&lt;br /&gt;
|D2=Increases the number of strikes to 9.  (2285% damage over 9 hits)&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Pandemonium&lt;br /&gt;
|D3=Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Sustained Attack&lt;br /&gt;
|D4=Reduces the cooldown of Seven-Sided Strike to 23 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Fulminating Onslaught&lt;br /&gt;
|D5=Each strike explodes, dealing 254% weapon damage as Holy in a 7 yard radius around the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mystic Ally&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Water Ally&lt;br /&gt;
|D1=Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Fire Ally&lt;br /&gt;
|D2=Imbue the ally with the essence of fire The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Air Ally&lt;br /&gt;
|D3=Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Eternal Ally&lt;br /&gt;
|D4=Imbue the ally with the essence of life. When the ally dies, it has a 100% chance to be reborn after 5 seconds. In addition, the physical damage of the ally&amp;#039;s basic attack is increased to 60% of your weapon damage per swing.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Earth Ally&lt;br /&gt;
|D5=Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantras===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Evasion&lt;br /&gt;
|Level=19&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hard Target&lt;br /&gt;
|D1=Mantra of Evasion also increases Armor by 20%.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Divine Protection&lt;br /&gt;
|D2=Each target can be protected at most once every 90 seconds by this effect.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Wind through the Reeds&lt;br /&gt;
|D3=Mantra of Evasion also increases movement speed by 5%.&lt;br /&gt;
&lt;br /&gt;
|U4=50&lt;br /&gt;
|R4=Perseverance&lt;br /&gt;
|D4=Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Backlash&lt;br /&gt;
|D5=Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Retribution&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=28&lt;br /&gt;
|R1=Retaliation&lt;br /&gt;
|D1=Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.&lt;br /&gt;
&lt;br /&gt;
|U2=36&lt;br /&gt;
|R2=Transgression&lt;br /&gt;
|D2=Increases attack speed for you and your allies by 8%.&lt;br /&gt;
&lt;br /&gt;
|U3=41&lt;br /&gt;
|R3=Indignation&lt;br /&gt;
|D3=When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=56&lt;br /&gt;
|R4=Against all Odds&lt;br /&gt;
|D4=When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Collateral Damage&lt;br /&gt;
|D5=An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Healing&lt;br /&gt;
|Level=26&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time.&lt;br /&gt;
&lt;br /&gt;
|U1=31&lt;br /&gt;
|R1=Sustenance&lt;br /&gt;
|D1=Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=38&lt;br /&gt;
|R2=Circular Breathing&lt;br /&gt;
|D2=Mantra of Healing also regenerates 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U3=42&lt;br /&gt;
|R3=Boon of Protection&lt;br /&gt;
|D3=Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target&amp;#039;s maximum Life in damage.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Heavenly Body&lt;br /&gt;
|D4=Mantra of Healing also increases Vitality by 10%.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Time of Need&lt;br /&gt;
|D5=Mantra of Healing also increases resistances to all damage types by 20%.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Conviction&lt;br /&gt;
|Level=30&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 24% additional damage.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=35&lt;br /&gt;
|R1=Overawe&lt;br /&gt;
|D1=Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=44&lt;br /&gt;
|R2=Intimidation&lt;br /&gt;
|D2=Enemies affected by Mantra of Conviction deal 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|U3=47&lt;br /&gt;
|R3=Dishearten&lt;br /&gt;
|D3=Slows the movement of enemies within 20 yards by 30%.&lt;br /&gt;
&lt;br /&gt;
|U4=55&lt;br /&gt;
|R4=Reclamation&lt;br /&gt;
|D4=You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Submission&lt;br /&gt;
|D5=Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Passive===&lt;br /&gt;
{{Text table}} width=100%&lt;br /&gt;
|-valign=top align=center&lt;br /&gt;
!width=139 align=left|Skill&lt;br /&gt;
!width=43|Unlock&amp;lt;br&amp;gt;Level&lt;br /&gt;
!align=left|Description&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Fleet Footed&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Increases movement speed by 10%.&lt;br /&gt;
|- &lt;br /&gt;
!Resolve&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Damage you deal reduces enemy damage by 25% for 2.5 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!The Guardian&amp;#039;s Path&lt;br /&gt;
|align=center| 13&lt;br /&gt;
|While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 25%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Transcendence&lt;br /&gt;
|align=center| 16&lt;br /&gt;
|Every point of Spirit spent heals you for 62.0 Life.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Chant of Resonance&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Seize the Initiative&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Your Armor is increased by 100% of your Dexterity.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Exalted Soul&lt;br /&gt;
|align=center| 24&lt;br /&gt;
|Increases maximum Spirit by 100. Spirit fuels your defensive and offensive abilities.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Sixth Sense&lt;br /&gt;
|align=center| 27&lt;br /&gt;
|Your dodge chance is increased by an amount equal to 30% of your Critical Hit Chance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Pacifism&lt;br /&gt;
|align=center| 30&lt;br /&gt;
|While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Beacon of Ytar&lt;br /&gt;
|align=center| 35&lt;br /&gt;
|Reduces all cooldowns by 15%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Guiding Light&lt;br /&gt;
|align=center| 40&lt;br /&gt;
|Whenever you use a direct heal skill on another player you and the other player deal 16% more damage for 15 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!One With Everything&lt;br /&gt;
|align=center| 45&lt;br /&gt;
|Your resistance to all elements is equal to your highest elemental resistance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Combination Strike&lt;br /&gt;
|align=center| 50&lt;br /&gt;
|Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Near Death Experience&lt;br /&gt;
|align=center| 58&lt;br /&gt;
|When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect cannot occur more than once every 90 seconds. (This effect resets if you die.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63298</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63298"/>
		<updated>2013-09-05T17:45:21Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Focus */ skill update - Mystic Ally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|Monk=}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
The Monk is the fourth character confirmed to be in the game by Blizzard, described as a combination of Diablo II&amp;#039;s [[Assassin]] and World of Warcraft&amp;#039;s [[Rogue]]. They use fast hand-to-hand combat, plus weaponry such as staffs and claw weapons. Fragile, yet very fast melee action. Monks use Spirit, which is generated by doing melee damage and the &amp;quot;Spirit Generation&amp;quot; skills. Spirit does not degrade like Fury, and is not generated by taking damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monktrailer Monk Trailer]&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monkgameplay Monk Gameplay]&lt;br /&gt;
*[http://battle.net/d3/class/monk/ Monk]&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Class Resource Systems]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use our [http://www.theamazonbasin.com/d3/forums/index.php?/forum/8-monk/ Monk] forum for strategy discussion, and feel free to add any resulting guides here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==    &lt;br /&gt;
*[http://battle.net/d3/calculator/monk Skill Calculator]&lt;br /&gt;
*{{Warn|=Information on this page is based on a level 60 character, and was last updated April 2012.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Fists of Thunder&lt;br /&gt;
|Level=1&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.&lt;br /&gt;
&lt;br /&gt;
|U1=6&lt;br /&gt;
|R1=Bounding Light&lt;br /&gt;
|D1=Every third punch releases chain lightning instead of knocking enemies back. Each lightning strike inflicts 73% weapon damage as lightning.&lt;br /&gt;
&lt;br /&gt;
|U2=14&lt;br /&gt;
|R2=Lightning Flash&lt;br /&gt;
|D2=Increases your chance to Dodge by 16% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=30&lt;br /&gt;
|R3=Static Charge&lt;br /&gt;
|D3=Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.&lt;br /&gt;
&lt;br /&gt;
|U4=42&lt;br /&gt;
|R4=Quickening&lt;br /&gt;
|D4=Critical Hits generate an additional 15 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Thunderclap&lt;br /&gt;
|D5=Teleport to the target and release an electric shockwave with every punch that hits all enemies within 6 yards of your primary target for 35% weapon damage as Lightning.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Deadly Reach&lt;br /&gt;
|Level=3&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.&lt;br /&gt;
&lt;br /&gt;
|U1=9&lt;br /&gt;
|R1=Piercing Trident&lt;br /&gt;
|D1=Increases the area of effect of the second and third strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=18&lt;br /&gt;
|R2=Keen Eye&lt;br /&gt;
|D2=The third strike increases your Armor by 50% for 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Scattered Blows&lt;br /&gt;
|D3=The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Strike from Beyond&lt;br /&gt;
|D4=Critical Hits generate an additional 10 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Foresight&lt;br /&gt;
|D5=The third strike increases the damage of all attacks by 18% for 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Crippling Wave&lt;br /&gt;
|Level=11&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U1=17&lt;br /&gt;
|R1=Mangle&lt;br /&gt;
|D1=Increase damage to 143% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U2=26&lt;br /&gt;
|R2=Concussion&lt;br /&gt;
|D2=Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Rising Tide&lt;br /&gt;
|D3=Critical Hits generate an additional 5 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=51&lt;br /&gt;
|R4=Tsunami&lt;br /&gt;
|D4=The range of Crippling Wave&amp;#039;s third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Breaking Wave&lt;br /&gt;
|D5=Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Way of the Hundred Fists&lt;br /&gt;
|Level=15&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a rapid series of punches that strikes enemies for 140% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hands of Lightning&lt;br /&gt;
|D1=Increases the number of hits in the second strike from 7 to 10.&lt;br /&gt;
&lt;br /&gt;
|U2=32&lt;br /&gt;
|R2=Blazing Fists&lt;br /&gt;
|D2=Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Fists of Fury&lt;br /&gt;
|D3=Affected targets will take an additional 10% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Spirited Salvo&lt;br /&gt;
|D4=Every activation of the skill has a 15% chance to generate 15 additional spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Windforce Flurry&lt;br /&gt;
|D5=The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Lashing Tail Kick&lt;br /&gt;
|Level=2&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=7&lt;br /&gt;
|R1=Vulture Claw Kick&lt;br /&gt;
|D1=Release a torrent of fire that burns nearby enemies for 220% weapon damage as Fire and causes Knockback.&lt;br /&gt;
&lt;br /&gt;
|U2=15&lt;br /&gt;
|R2=Sweeping Armada&lt;br /&gt;
|D2=Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Spinning Flame Kick&lt;br /&gt;
|D3=Hurl a column of fire that burns through enemies, causing 240% weapon damage as Fire to each enemy it strikes.&lt;br /&gt;
&lt;br /&gt;
|U4=38&lt;br /&gt;
|R4=Scorpion Sting&lt;br /&gt;
|D4=Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Hand of Ytar&lt;br /&gt;
|D5=Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Tempest Rush&lt;br /&gt;
|Level=5&lt;br /&gt;
|Resource=-15, -10 (channel)&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Charge directly thorugh your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.&lt;br /&gt;
&lt;br /&gt;
|U1=11&lt;br /&gt;
|R1=Northern Breeze&lt;br /&gt;
|D1=Reduces the channeling cost of Tempest Rush to 8 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=20&lt;br /&gt;
|R2=Tailwind&lt;br /&gt;
|D2=Increases the movement speed of Tempest Rush by 25%.&lt;br /&gt;
&lt;br /&gt;
|U3=33&lt;br /&gt;
|R3=Flurry&lt;br /&gt;
|D3=Increases the potency of the hobbling effect, slowing enemy movement by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=45&lt;br /&gt;
|R4=Slipstream&lt;br /&gt;
|D4=Reduces damage taken while running by 25%.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Bluster&lt;br /&gt;
|D5=Enemies knocked back have their damage reduced by 20% for the duration of the effect.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Wave of Light&lt;br /&gt;
|Level=12&lt;br /&gt;
|Resource=-100&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Focuses a wave of light that crushes enemies for 150% weapon damage as Holy, followed by and additional 150% weapon damage as Holy to all enemies in a line.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=Wall of Light&lt;br /&gt;
|D1=Increases damage of the initial strike to 240% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Explosive Light&lt;br /&gt;
|D2=Release bursts of energy that deal 330% weapon damage as Holy to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U3=35&lt;br /&gt;
|R3=Empowered Wave&lt;br /&gt;
|D3=Reduces the cost of Wave of Light to 60 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=49&lt;br /&gt;
|R4=Blinding Light&lt;br /&gt;
|D4=Critical Hits Stun enemies for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Pillar of the Ancients&lt;br /&gt;
|D5=Summon an ancient pillar that deals 240% weapon damage followed by an additional 240% weapon damage after 2 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Blinding Flash&lt;br /&gt;
|Level=4&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.&lt;br /&gt;
&lt;br /&gt;
|U1=12&lt;br /&gt;
|R1=Self Reflection&lt;br /&gt;
|D1=Increases the duration enemies are blinded to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=19&lt;br /&gt;
|R2=Blinded and Confused&lt;br /&gt;
|D2=Blinded enemies have a 25% chance to attack each other.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Blinding Echo&lt;br /&gt;
|D3=6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Searing Light&lt;br /&gt;
|D4=Increases the chance elite enemies will miss attacks to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Faith in the Light&lt;br /&gt;
|D5=For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Breath of Heaven&lt;br /&gt;
|Level=8&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=A blast of divine energy heals you and all allies within 12 yards for 6202-7442 Life.}}&lt;br /&gt;
&lt;br /&gt;
|U1=14&lt;br /&gt;
|R1=Circle of Scorn&lt;br /&gt;
|D1=Breath of Heaven also sears enemies for 80% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=21&lt;br /&gt;
|R2=Circle of Life&lt;br /&gt;
|D2=Increases the healing power of Breath of Heaven to 8063-9675 Life.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Blazing Wrath&lt;br /&gt;
|D3=Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Infused with Light&lt;br /&gt;
|D4=Gain 6 additional Spirit from Spirit Generator attacks for 5 seconds after using Breath of Heaven.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Penitent Flame&lt;br /&gt;
|D5=Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Serenity&lt;br /&gt;
|Level=16&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=20 s&lt;br /&gt;
|SD=You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Peaceful Repose&lt;br /&gt;
|D1=When activated, Serenity heals you for 6202-7752 Life.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Reap What Is Sown&lt;br /&gt;
|D2=When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Tranquility&lt;br /&gt;
|D3=Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Ascension&lt;br /&gt;
|D4=Increases the duration of Serenity to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Instant Karma&lt;br /&gt;
|D5=While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Inner Sanctuary&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Create a runic circle of protection on the ground for 6 seconds that cannot be passed by enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=26&lt;br /&gt;
|R1=Safe Haven&lt;br /&gt;
|D1=You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Sanctified Ground&lt;br /&gt;
|D2=When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Consecration&lt;br /&gt;
|D3=Increases the duration of Inner Sanctuary to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Circle of Protection&lt;br /&gt;
|D4=You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Forbidden Palace&lt;br /&gt;
|D5=You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Dashing Strike&lt;br /&gt;
|Level=9&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.&lt;br /&gt;
&lt;br /&gt;
|U1=15&lt;br /&gt;
|R1=Way of the Falling Star&lt;br /&gt;
|D1=After striking an enemy, your movement speed is increased 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=23&lt;br /&gt;
|R2=Flying Side Kick&lt;br /&gt;
|D2=Perform a flying kick that has a 50% chance to Stun your target for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Quicksilver&lt;br /&gt;
|D3=Reduces the cost of Dashing Strike to 10 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=39&lt;br /&gt;
|R4=Soaring Skull&lt;br /&gt;
|D4=Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=49&lt;br /&gt;
|R5=Blinding Speed&lt;br /&gt;
|D5=Receive a 20% increased chance to Dodge for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Exploding Palm&lt;br /&gt;
|Level=13&lt;br /&gt;
|Resource=-40&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target&amp;#039;s maxium Life as Physical damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=The Flesh is Weak&lt;br /&gt;
|D1=Also causes the target to take 12% additional damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Strong Spirit&lt;br /&gt;
|D2=If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Creeping Demise&lt;br /&gt;
|D3=Also reduces your target&amp;#039;s movement speed by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Impending Doom&lt;br /&gt;
|D4=Increases the duration of the Bleed effect to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=51&lt;br /&gt;
|R5=Essence Burn&lt;br /&gt;
|D5=Instead of bleeding, the target will burn for 250% weapon damage as Fire every second over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Sweeping Wind&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Master of Wind&lt;br /&gt;
|D1=Increases the duration of the vortex to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Blade Storm&lt;br /&gt;
|D2=Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U3=38&lt;br /&gt;
|R3=Fire Storm&lt;br /&gt;
|D3=Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Inner Storm&lt;br /&gt;
|D4=As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Cyclone&lt;br /&gt;
|D5=While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Cyclone Strike&lt;br /&gt;
|Level=14&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Pull all enemies within 24 yards towards you, followed by a furious blast of energy that deals 100% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U1=21&lt;br /&gt;
|R1=Eye of the Storm&lt;br /&gt;
|D1=Reduces the Spirit cost of Cyclone Strike to 30 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Implosion&lt;br /&gt;
|D2=Increases the distance enemies will be pulled towards you to 34 yards.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Sunburst&lt;br /&gt;
|D3=Changes the blast into an explosion of fire that has a 25% chance to Fear enemies for 2.0 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Wall of Wind&lt;br /&gt;
|D4=After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Soothing Breeze&lt;br /&gt;
|D5=Cyclone Strike heals you and all allies within 24 yards for 1240 Life.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Seven-Sided Strike&lt;br /&gt;
|Level=17&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Dash rapidly between nearby enemies, dealing 777% weapon damage over 7 hits.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Sudden Assault&lt;br /&gt;
|D1=Teleport to the target, increasing damage done to 1007% weapon damage over 7 strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Several-Sided Strike&lt;br /&gt;
|D2=Increases the number of strikes to 9.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Pandemonium&lt;br /&gt;
|D3=Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Sustained Attack&lt;br /&gt;
|D4=Reduces the cooldown of Seven-Sided Strike by 7 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Fulminating Onslaught&lt;br /&gt;
|D5=Each strike explodes, dealing 111% weapon damage as Holy in a 7 yard radius around the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mystic Ally&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Water Ally&lt;br /&gt;
|D1=Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Fire Ally&lt;br /&gt;
|D2=Imbue the ally with the essence of fire The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Air Ally&lt;br /&gt;
|D3=Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Eternal Ally&lt;br /&gt;
|D4=Imbue the ally with the essence of life. When the ally dies, it has a 100% chance to be reborn after 5 seconds. In addition, the physical damage of the ally&amp;#039;s basic attack is increased to 60% of your weapon damage per swing.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Earth Ally&lt;br /&gt;
|D5=Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantras===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Evasion&lt;br /&gt;
|Level=19&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hard Target&lt;br /&gt;
|D1=Mantra of Evasion also increases Armor by 20%.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Divine Protection&lt;br /&gt;
|D2=Each target can be protected at most once every 90 seconds by this effect.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Wind through the Reeds&lt;br /&gt;
|D3=Mantra of Evasion also increases movement speed by 5%.&lt;br /&gt;
&lt;br /&gt;
|U4=50&lt;br /&gt;
|R4=Perseverance&lt;br /&gt;
|D4=Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Backlash&lt;br /&gt;
|D5=Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Retribution&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=28&lt;br /&gt;
|R1=Retaliation&lt;br /&gt;
|D1=Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.&lt;br /&gt;
&lt;br /&gt;
|U2=36&lt;br /&gt;
|R2=Transgression&lt;br /&gt;
|D2=Increases attack speed for you and your allies by 8%.&lt;br /&gt;
&lt;br /&gt;
|U3=41&lt;br /&gt;
|R3=Indignation&lt;br /&gt;
|D3=When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=56&lt;br /&gt;
|R4=Against all Odds&lt;br /&gt;
|D4=When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Collateral Damage&lt;br /&gt;
|D5=An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Healing&lt;br /&gt;
|Level=26&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time.&lt;br /&gt;
&lt;br /&gt;
|U1=31&lt;br /&gt;
|R1=Sustenance&lt;br /&gt;
|D1=Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=38&lt;br /&gt;
|R2=Circular Breathing&lt;br /&gt;
|D2=Mantra of Healing also regenerates 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U3=42&lt;br /&gt;
|R3=Boon of Protection&lt;br /&gt;
|D3=Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target&amp;#039;s maximum Life in damage.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Heavenly Body&lt;br /&gt;
|D4=Mantra of Healing also increases Vitality by 10%.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Time of Need&lt;br /&gt;
|D5=Mantra of Healing also increases resistances to all damage types by 20%.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Conviction&lt;br /&gt;
|Level=30&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 24% additional damage.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=35&lt;br /&gt;
|R1=Overawe&lt;br /&gt;
|D1=Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=44&lt;br /&gt;
|R2=Intimidation&lt;br /&gt;
|D2=Enemies affected by Mantra of Conviction deal 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|U3=47&lt;br /&gt;
|R3=Dishearten&lt;br /&gt;
|D3=Slows the movement of enemies within 20 yards by 30%.&lt;br /&gt;
&lt;br /&gt;
|U4=55&lt;br /&gt;
|R4=Reclamation&lt;br /&gt;
|D4=You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Submission&lt;br /&gt;
|D5=Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Passive===&lt;br /&gt;
{{Text table}} width=100%&lt;br /&gt;
|-valign=top align=center&lt;br /&gt;
!width=139 align=left|Skill&lt;br /&gt;
!width=43|Unlock&amp;lt;br&amp;gt;Level&lt;br /&gt;
!align=left|Description&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Fleet Footed&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Increases movement speed by 10%.&lt;br /&gt;
|- &lt;br /&gt;
!Resolve&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Damage you deal reduces enemy damage by 25% for 2.5 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!The Guardian&amp;#039;s Path&lt;br /&gt;
|align=center| 13&lt;br /&gt;
|While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 25%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Transcendence&lt;br /&gt;
|align=center| 16&lt;br /&gt;
|Every point of Spirit spent heals you for 62.0 Life.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Chant of Resonance&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Seize the Initiative&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Your Armor is increased by 100% of your Dexterity.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Exalted Soul&lt;br /&gt;
|align=center| 24&lt;br /&gt;
|Increases maximum Spirit by 100. Spirit fuels your defensive and offensive abilities.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Sixth Sense&lt;br /&gt;
|align=center| 27&lt;br /&gt;
|Your dodge chance is increased by an amount equal to 30% of your Critical Hit Chance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Pacifism&lt;br /&gt;
|align=center| 30&lt;br /&gt;
|While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Beacon of Ytar&lt;br /&gt;
|align=center| 35&lt;br /&gt;
|Reduces all cooldowns by 15%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Guiding Light&lt;br /&gt;
|align=center| 40&lt;br /&gt;
|Whenever you use a direct heal skill on another player you and the other player deal 16% more damage for 15 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!One With Everything&lt;br /&gt;
|align=center| 45&lt;br /&gt;
|Your resistance to all elements is equal to your highest elemental resistance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Combination Strike&lt;br /&gt;
|align=center| 50&lt;br /&gt;
|Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Near Death Experience&lt;br /&gt;
|align=center| 58&lt;br /&gt;
|When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect cannot occur more than once every 90 seconds. (This effect resets if you die.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63297</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Monk&amp;diff=63297"/>
		<updated>2013-09-05T17:40:21Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Passive */ update info on Near Death Experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|Monk=}}&lt;br /&gt;
{{Intro}}&lt;br /&gt;
The Monk is the fourth character confirmed to be in the game by Blizzard, described as a combination of Diablo II&amp;#039;s [[Assassin]] and World of Warcraft&amp;#039;s [[Rogue]]. They use fast hand-to-hand combat, plus weaponry such as staffs and claw weapons. Fragile, yet very fast melee action. Monks use Spirit, which is generated by doing melee damage and the &amp;quot;Spirit Generation&amp;quot; skills. Spirit does not degrade like Fury, and is not generated by taking damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monktrailer Monk Trailer]&lt;br /&gt;
*[http://battle.net/d3/media/videos/?view#/monkgameplay Monk Gameplay]&lt;br /&gt;
*[http://battle.net/d3/class/monk/ Monk]&lt;br /&gt;
*[http://us.battle.net/d3/en/blog/3390853 Class Resource Systems]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use our [http://www.theamazonbasin.com/d3/forums/index.php?/forum/8-monk/ Monk] forum for strategy discussion, and feel free to add any resulting guides here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==    &lt;br /&gt;
*[http://battle.net/d3/calculator/monk Skill Calculator]&lt;br /&gt;
*{{Warn|=Information on this page is based on a level 60 character, and was last updated April 2012.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Fists of Thunder&lt;br /&gt;
|Level=1&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.&lt;br /&gt;
&lt;br /&gt;
|U1=6&lt;br /&gt;
|R1=Bounding Light&lt;br /&gt;
|D1=Every third punch releases chain lightning instead of knocking enemies back. Each lightning strike inflicts 73% weapon damage as lightning.&lt;br /&gt;
&lt;br /&gt;
|U2=14&lt;br /&gt;
|R2=Lightning Flash&lt;br /&gt;
|D2=Increases your chance to Dodge by 16% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=30&lt;br /&gt;
|R3=Static Charge&lt;br /&gt;
|D3=Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.&lt;br /&gt;
&lt;br /&gt;
|U4=42&lt;br /&gt;
|R4=Quickening&lt;br /&gt;
|D4=Critical Hits generate an additional 15 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Thunderclap&lt;br /&gt;
|D5=Teleport to the target and release an electric shockwave with every punch that hits all enemies within 6 yards of your primary target for 35% weapon damage as Lightning.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Deadly Reach&lt;br /&gt;
|Level=3&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.&lt;br /&gt;
&lt;br /&gt;
|U1=9&lt;br /&gt;
|R1=Piercing Trident&lt;br /&gt;
|D1=Increases the area of effect of the second and third strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=18&lt;br /&gt;
|R2=Keen Eye&lt;br /&gt;
|D2=The third strike increases your Armor by 50% for 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Scattered Blows&lt;br /&gt;
|D3=The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Strike from Beyond&lt;br /&gt;
|D4=Critical Hits generate an additional 10 spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Foresight&lt;br /&gt;
|D5=The third strike increases the damage of all attacks by 18% for 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Crippling Wave&lt;br /&gt;
|Level=11&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U1=17&lt;br /&gt;
|R1=Mangle&lt;br /&gt;
|D1=Increase damage to 143% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U2=26&lt;br /&gt;
|R2=Concussion&lt;br /&gt;
|D2=Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Rising Tide&lt;br /&gt;
|D3=Critical Hits generate an additional 5 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=51&lt;br /&gt;
|R4=Tsunami&lt;br /&gt;
|D4=The range of Crippling Wave&amp;#039;s third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Breaking Wave&lt;br /&gt;
|D5=Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Way of the Hundred Fists&lt;br /&gt;
|Level=15&lt;br /&gt;
|Resource=+6/attack&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a rapid series of punches that strikes enemies for 140% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hands of Lightning&lt;br /&gt;
|D1=Increases the number of hits in the second strike from 7 to 10.&lt;br /&gt;
&lt;br /&gt;
|U2=32&lt;br /&gt;
|R2=Blazing Fists&lt;br /&gt;
|D2=Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Fists of Fury&lt;br /&gt;
|D3=Affected targets will take an additional 10% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Spirited Salvo&lt;br /&gt;
|D4=Every activation of the skill has a 15% chance to generate 15 additional spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Windforce Flurry&lt;br /&gt;
|D5=The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Lashing Tail Kick&lt;br /&gt;
|Level=2&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U1=7&lt;br /&gt;
|R1=Vulture Claw Kick&lt;br /&gt;
|D1=Release a torrent of fire that burns nearby enemies for 220% weapon damage as Fire and causes Knockback.&lt;br /&gt;
&lt;br /&gt;
|U2=15&lt;br /&gt;
|R2=Sweeping Armada&lt;br /&gt;
|D2=Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Spinning Flame Kick&lt;br /&gt;
|D3=Hurl a column of fire that burns through enemies, causing 240% weapon damage as Fire to each enemy it strikes.&lt;br /&gt;
&lt;br /&gt;
|U4=38&lt;br /&gt;
|R4=Scorpion Sting&lt;br /&gt;
|D4=Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.&lt;br /&gt;
&lt;br /&gt;
|U5=52&lt;br /&gt;
|R5=Hand of Ytar&lt;br /&gt;
|D5=Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Tempest Rush&lt;br /&gt;
|Level=5&lt;br /&gt;
|Resource=-15, -10 (channel)&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Charge directly thorugh your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.&lt;br /&gt;
&lt;br /&gt;
|U1=11&lt;br /&gt;
|R1=Northern Breeze&lt;br /&gt;
|D1=Reduces the channeling cost of Tempest Rush to 8 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=20&lt;br /&gt;
|R2=Tailwind&lt;br /&gt;
|D2=Increases the movement speed of Tempest Rush by 25%.&lt;br /&gt;
&lt;br /&gt;
|U3=33&lt;br /&gt;
|R3=Flurry&lt;br /&gt;
|D3=Increases the potency of the hobbling effect, slowing enemy movement by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=45&lt;br /&gt;
|R4=Slipstream&lt;br /&gt;
|D4=Reduces damage taken while running by 25%.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Bluster&lt;br /&gt;
|D5=Enemies knocked back have their damage reduced by 20% for the duration of the effect.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Wave of Light&lt;br /&gt;
|Level=12&lt;br /&gt;
|Resource=-100&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Focuses a wave of light that crushes enemies for 150% weapon damage as Holy, followed by and additional 150% weapon damage as Holy to all enemies in a line.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=Wall of Light&lt;br /&gt;
|D1=Increases damage of the initial strike to 240% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Explosive Light&lt;br /&gt;
|D2=Release bursts of energy that deal 330% weapon damage as Holy to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U3=35&lt;br /&gt;
|R3=Empowered Wave&lt;br /&gt;
|D3=Reduces the cost of Wave of Light to 60 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=49&lt;br /&gt;
|R4=Blinding Light&lt;br /&gt;
|D4=Critical Hits Stun enemies for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=57&lt;br /&gt;
|R5=Pillar of the Ancients&lt;br /&gt;
|D5=Summon an ancient pillar that deals 240% weapon damage followed by an additional 240% weapon damage after 2 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Blinding Flash&lt;br /&gt;
|Level=4&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.&lt;br /&gt;
&lt;br /&gt;
|U1=12&lt;br /&gt;
|R1=Self Reflection&lt;br /&gt;
|D1=Increases the duration enemies are blinded to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=19&lt;br /&gt;
|R2=Blinded and Confused&lt;br /&gt;
|D2=Blinded enemies have a 25% chance to attack each other.&lt;br /&gt;
&lt;br /&gt;
|U3=28&lt;br /&gt;
|R3=Blinding Echo&lt;br /&gt;
|D3=6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Searing Light&lt;br /&gt;
|D4=Increases the chance elite enemies will miss attacks to 60%.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Faith in the Light&lt;br /&gt;
|D5=For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Breath of Heaven&lt;br /&gt;
|Level=8&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=15 s&lt;br /&gt;
|SD=A blast of divine energy heals you and all allies within 12 yards for 6202-7442 Life.}}&lt;br /&gt;
&lt;br /&gt;
|U1=14&lt;br /&gt;
|R1=Circle of Scorn&lt;br /&gt;
|D1=Breath of Heaven also sears enemies for 80% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U2=21&lt;br /&gt;
|R2=Circle of Life&lt;br /&gt;
|D2=Increases the healing power of Breath of Heaven to 8063-9675 Life.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Blazing Wrath&lt;br /&gt;
|D3=Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Infused with Light&lt;br /&gt;
|D4=Gain 6 additional Spirit from Spirit Generator attacks for 5 seconds after using Breath of Heaven.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Penitent Flame&lt;br /&gt;
|D5=Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Serenity&lt;br /&gt;
|Level=16&lt;br /&gt;
|Resource=-10&lt;br /&gt;
|Cooldown=20 s&lt;br /&gt;
|SD=You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Peaceful Repose&lt;br /&gt;
|D1=When activated, Serenity heals you for 6202-7752 Life.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Reap What Is Sown&lt;br /&gt;
|D2=When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Tranquility&lt;br /&gt;
|D3=Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.&lt;br /&gt;
&lt;br /&gt;
|U4=47&lt;br /&gt;
|R4=Ascension&lt;br /&gt;
|D4=Increases the duration of Serenity to 4 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=54&lt;br /&gt;
|R5=Instant Karma&lt;br /&gt;
|D5=While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Inner Sanctuary&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-30&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Create a runic circle of protection on the ground for 6 seconds that cannot be passed by enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=26&lt;br /&gt;
|R1=Safe Haven&lt;br /&gt;
|D1=You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Sanctified Ground&lt;br /&gt;
|D2=When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Consecration&lt;br /&gt;
|D3=Increases the duration of Inner Sanctuary to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Circle of Protection&lt;br /&gt;
|D4=You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Forbidden Palace&lt;br /&gt;
|D5=You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Dashing Strike&lt;br /&gt;
|Level=9&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.&lt;br /&gt;
&lt;br /&gt;
|U1=15&lt;br /&gt;
|R1=Way of the Falling Star&lt;br /&gt;
|D1=After striking an enemy, your movement speed is increased 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=23&lt;br /&gt;
|R2=Flying Side Kick&lt;br /&gt;
|D2=Perform a flying kick that has a 50% chance to Stun your target for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U3=32&lt;br /&gt;
|R3=Quicksilver&lt;br /&gt;
|D3=Reduces the cost of Dashing Strike to 10 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U4=39&lt;br /&gt;
|R4=Soaring Skull&lt;br /&gt;
|D4=Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=49&lt;br /&gt;
|R5=Blinding Speed&lt;br /&gt;
|D5=Receive a 20% increased chance to Dodge for 3 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Exploding Palm&lt;br /&gt;
|Level=13&lt;br /&gt;
|Resource=-40&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target&amp;#039;s maxium Life as Physical damage to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=18&lt;br /&gt;
|R1=The Flesh is Weak&lt;br /&gt;
|D1=Also causes the target to take 12% additional damage for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Strong Spirit&lt;br /&gt;
|D2=If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.&lt;br /&gt;
&lt;br /&gt;
|U3=36&lt;br /&gt;
|R3=Creeping Demise&lt;br /&gt;
|D3=Also reduces your target&amp;#039;s movement speed by 80%.&lt;br /&gt;
&lt;br /&gt;
|U4=44&lt;br /&gt;
|R4=Impending Doom&lt;br /&gt;
|D4=Increases the duration of the Bleed effect to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=51&lt;br /&gt;
|R5=Essence Burn&lt;br /&gt;
|D5=Instead of bleeding, the target will burn for 250% weapon damage as Fire every second over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Sweeping Wind&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-75&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Master of Wind&lt;br /&gt;
|D1=Increases the duration of the vortex to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Blade Storm&lt;br /&gt;
|D2=Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.&lt;br /&gt;
&lt;br /&gt;
|U3=38&lt;br /&gt;
|R3=Fire Storm&lt;br /&gt;
|D3=Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Inner Storm&lt;br /&gt;
|D4=As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U5=56&lt;br /&gt;
|R5=Cyclone&lt;br /&gt;
|D5=While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Cyclone Strike&lt;br /&gt;
|Level=14&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Pull all enemies within 24 yards towards you, followed by a furious blast of energy that deals 100% weapon damage as Holy.&lt;br /&gt;
&lt;br /&gt;
|U1=21&lt;br /&gt;
|R1=Eye of the Storm&lt;br /&gt;
|D1=Reduces the Spirit cost of Cyclone Strike to 30 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U2=25&lt;br /&gt;
|R2=Implosion&lt;br /&gt;
|D2=Increases the distance enemies will be pulled towards you to 34 yards.&lt;br /&gt;
&lt;br /&gt;
|U3=34&lt;br /&gt;
|R3=Sunburst&lt;br /&gt;
|D3=Changes the blast into an explosion of fire that has a 25% chance to Fear enemies for 2.0 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=41&lt;br /&gt;
|R4=Wall of Wind&lt;br /&gt;
|D4=After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=55&lt;br /&gt;
|R5=Soothing Breeze&lt;br /&gt;
|D5=Cyclone Strike heals you and all allies within 24 yards for 1240 Life.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Seven-Sided Strike&lt;br /&gt;
|Level=17&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=30 s&lt;br /&gt;
|SD=Dash rapidly between nearby enemies, dealing 777% weapon damage over 7 hits.&lt;br /&gt;
&lt;br /&gt;
|U1=23&lt;br /&gt;
|R1=Sudden Assault&lt;br /&gt;
|D1=Teleport to the target, increasing damage done to 1007% weapon damage over 7 strikes.&lt;br /&gt;
&lt;br /&gt;
|U2=29&lt;br /&gt;
|R2=Several-Sided Strike&lt;br /&gt;
|D2=Increases the number of strikes to 9.&lt;br /&gt;
&lt;br /&gt;
|U3=37&lt;br /&gt;
|R3=Pandemonium&lt;br /&gt;
|D3=Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.&lt;br /&gt;
&lt;br /&gt;
|U4=43&lt;br /&gt;
|R4=Sustained Attack&lt;br /&gt;
|D4=Reduces the cooldown of Seven-Sided Strike by 7 seconds.&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Fulminating Onslaught&lt;br /&gt;
|D5=Each strike explodes, dealing 111% weapon damage as Holy in a 7 yard radius around the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mystic Ally&lt;br /&gt;
|Level=22&lt;br /&gt;
|Resource=-25&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.&lt;br /&gt;
&lt;br /&gt;
|U1=27&lt;br /&gt;
|R1=Water Ally&lt;br /&gt;
|D1=Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 30% for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=31&lt;br /&gt;
|R2=Fire Ally&lt;br /&gt;
|D2=Imbue the ally with the essence of fire The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.&lt;br /&gt;
&lt;br /&gt;
|U3=39&lt;br /&gt;
|R3=Air Ally&lt;br /&gt;
|D3=Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.&lt;br /&gt;
&lt;br /&gt;
|U4=46&lt;br /&gt;
|R4=Eternal Ally&lt;br /&gt;
|D4=Imbue the ally with the essence of life. When the ally dies, it has a 50% chance to be reborn after 5 seconds. In addition, the physical damage of the ally&amp;#039;s basic attack is increased to 44% of your weapon damage per swing.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Earth Ally&lt;br /&gt;
|D5=Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantras===&lt;br /&gt;
{{Skill header&lt;br /&gt;
|Resource=Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Evasion&lt;br /&gt;
|Level=19&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=24&lt;br /&gt;
|R1=Hard Target&lt;br /&gt;
|D1=Mantra of Evasion also increases Armor by 20%.&lt;br /&gt;
&lt;br /&gt;
|U2=33&lt;br /&gt;
|R2=Divine Protection&lt;br /&gt;
|D2=Each target can be protected at most once every 90 seconds by this effect.&lt;br /&gt;
&lt;br /&gt;
|U3=40&lt;br /&gt;
|R3=Wind through the Reeds&lt;br /&gt;
|D3=Mantra of Evasion also increases movement speed by 5%.&lt;br /&gt;
&lt;br /&gt;
|U4=50&lt;br /&gt;
|R4=Perseverance&lt;br /&gt;
|D4=Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.&lt;br /&gt;
&lt;br /&gt;
|U5=58&lt;br /&gt;
|R5=Backlash&lt;br /&gt;
|D5=Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Retribution&lt;br /&gt;
|Level=21&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=28&lt;br /&gt;
|R1=Retaliation&lt;br /&gt;
|D1=Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.&lt;br /&gt;
&lt;br /&gt;
|U2=36&lt;br /&gt;
|R2=Transgression&lt;br /&gt;
|D2=Increases attack speed for you and your allies by 8%.&lt;br /&gt;
&lt;br /&gt;
|U3=41&lt;br /&gt;
|R3=Indignation&lt;br /&gt;
|D3=When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
|U4=56&lt;br /&gt;
|R4=Against all Odds&lt;br /&gt;
|D4=When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.&lt;br /&gt;
&lt;br /&gt;
|U5=59&lt;br /&gt;
|R5=Collateral Damage&lt;br /&gt;
|D5=An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Healing&lt;br /&gt;
|Level=26&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that grants you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time.&lt;br /&gt;
&lt;br /&gt;
|U1=31&lt;br /&gt;
|R1=Sustenance&lt;br /&gt;
|D1=Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.&lt;br /&gt;
&lt;br /&gt;
|U2=38&lt;br /&gt;
|R2=Circular Breathing&lt;br /&gt;
|D2=Mantra of Healing also regenerates 3 Spirit per second.&lt;br /&gt;
&lt;br /&gt;
|U3=42&lt;br /&gt;
|R3=Boon of Protection&lt;br /&gt;
|D3=Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target&amp;#039;s maximum Life in damage.&lt;br /&gt;
&lt;br /&gt;
|U4=48&lt;br /&gt;
|R4=Heavenly Body&lt;br /&gt;
|D4=Mantra of Healing also increases Vitality by 10%.&lt;br /&gt;
&lt;br /&gt;
|U5=53&lt;br /&gt;
|R5=Time of Need&lt;br /&gt;
|D5=Mantra of Healing also increases resistances to all damage types by 20%.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill stats&lt;br /&gt;
|Skill=Mantra of Conviction&lt;br /&gt;
|Level=30&lt;br /&gt;
|Resource=-50&lt;br /&gt;
|Cooldown=None&lt;br /&gt;
|SD=Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.&lt;br /&gt;
For 3 seconds after activation, the effect is increased to 24% additional damage.&lt;br /&gt;
This is a Mantra. You can only have one Mantra active at a time. &lt;br /&gt;
&lt;br /&gt;
|U1=35&lt;br /&gt;
|R1=Overawe&lt;br /&gt;
|D1=Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.&lt;br /&gt;
&lt;br /&gt;
|U2=44&lt;br /&gt;
|R2=Intimidation&lt;br /&gt;
|D2=Enemies affected by Mantra of Conviction deal 10% less damage.&lt;br /&gt;
&lt;br /&gt;
|U3=47&lt;br /&gt;
|R3=Dishearten&lt;br /&gt;
|D3=Slows the movement of enemies within 20 yards by 30%.&lt;br /&gt;
&lt;br /&gt;
|U4=55&lt;br /&gt;
|R4=Reclamation&lt;br /&gt;
|D4=You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction&lt;br /&gt;
&lt;br /&gt;
|U5=60&lt;br /&gt;
|R5=Submission&lt;br /&gt;
|D5=Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Passive===&lt;br /&gt;
{{Text table}} width=100%&lt;br /&gt;
|-valign=top align=center&lt;br /&gt;
!width=139 align=left|Skill&lt;br /&gt;
!width=43|Unlock&amp;lt;br&amp;gt;Level&lt;br /&gt;
!align=left|Description&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Fleet Footed&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Increases movement speed by 10%.&lt;br /&gt;
|- &lt;br /&gt;
!Resolve&lt;br /&gt;
|align=center| 10&lt;br /&gt;
|Damage you deal reduces enemy damage by 25% for 2.5 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!The Guardian&amp;#039;s Path&lt;br /&gt;
|align=center| 13&lt;br /&gt;
|While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 25%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Transcendence&lt;br /&gt;
|align=center| 16&lt;br /&gt;
|Every point of Spirit spent heals you for 62.0 Life.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Chant of Resonance&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Seize the Initiative&lt;br /&gt;
|align=center| 20&lt;br /&gt;
|Your Armor is increased by 100% of your Dexterity.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Exalted Soul&lt;br /&gt;
|align=center| 24&lt;br /&gt;
|Increases maximum Spirit by 100. Spirit fuels your defensive and offensive abilities.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Sixth Sense&lt;br /&gt;
|align=center| 27&lt;br /&gt;
|Your dodge chance is increased by an amount equal to 30% of your Critical Hit Chance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Pacifism&lt;br /&gt;
|align=center| 30&lt;br /&gt;
|While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Beacon of Ytar&lt;br /&gt;
|align=center| 35&lt;br /&gt;
|Reduces all cooldowns by 15%.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Guiding Light&lt;br /&gt;
|align=center| 40&lt;br /&gt;
|Whenever you use a direct heal skill on another player you and the other player deal 16% more damage for 15 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!One With Everything&lt;br /&gt;
|align=center| 45&lt;br /&gt;
|Your resistance to all elements is equal to your highest elemental resistance.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Combination Strike&lt;br /&gt;
|align=center| 50&lt;br /&gt;
|Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.&lt;br /&gt;
|-valign=top&lt;br /&gt;
!Near Death Experience&lt;br /&gt;
|align=center| 58&lt;br /&gt;
|When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect cannot occur more than once every 90 seconds. (This effect resets if you die.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63292</id>
		<title>User:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63292"/>
		<updated>2013-09-04T17:01:23Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Editing Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Forum name: Skie_M&lt;br /&gt;
*Location: South Western Oklahoma (USA)&lt;br /&gt;
*Nationality: American-Asian (Korean)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current Guides==&lt;br /&gt;
&lt;br /&gt;
* [[A Guide to Rushing]] (Rush/Recovery for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Bows and Modifiers]] (Item and game mechanics guide for Guild Wars)&lt;br /&gt;
* [[The Tao of Magic Find]] (Magic Find Sorceress guide for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Combat in Guild Wars]] (item and game mechanics guide for combat in general, in Guild Wars)&lt;br /&gt;
&lt;br /&gt;
[[User:Skie/The Litterbox|The Litterbox]]  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Editing Tools ===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
[[Diablo_III#Quests]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Paragon]]&lt;br /&gt;
&lt;br /&gt;
[[Paragon 2.0]]&lt;br /&gt;
&lt;br /&gt;
[[Gold Find]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]]&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Diablo III nav}}&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to D3 pages to add nav bar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Diablo III]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to file uploads for D3 files&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[File:Filename.jpg]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- to display file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; &amp;lt;--- to sign for my changes/text messages in discussion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;{{[[User:Skie/Litterbox|The Litterbox]]}}&amp;lt;/span&amp;gt; &amp;lt;--- do NOT go in there!&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Diablo_III_Armory_Page&amp;diff=63291</id>
		<title>Diablo III Armory Page</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Diablo_III_Armory_Page&amp;diff=63291"/>
		<updated>2013-09-04T16:41:09Z</updated>

		<summary type="html">&lt;p&gt;Skie: new page - DIablo III Armory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
&lt;br /&gt;
The Diablo III Armory is a Battlenet byproduct hosted directly by Blizzard Entertainment.  It allows anyone to browse through Sanctuary, casually looking through the skillsets, equipment, and current progress of every single character in the game.  A link can be found here:&lt;br /&gt;
&lt;br /&gt;
http://us.battle.net/d3/en/profile/Auriana-1411/&lt;br /&gt;
&lt;br /&gt;
Apparently, the Armory does not have it&amp;#039;s own home page, you must go to a player&amp;#039;s page directly. The Search function in the top right can be used to search by battletag or character name to find the player you are searching for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to this, DiabloProgress pulls from the same API and allows further comparison as to how your character and gear stands up to pretty much everybody else in the world, though DP only displays characters over level 55, at this time.  A link can be found here:&lt;br /&gt;
&lt;br /&gt;
http://www.diabloprogress.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DP also provides a link that can take you directly to the player&amp;#039;s armory page.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User_talk:Skie&amp;diff=63290</id>
		<title>User talk:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User_talk:Skie&amp;diff=63290"/>
		<updated>2013-09-04T10:10:35Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Umm ... yeah ... so talk! :) [[User:Skie|Skie of Marduke]] 03:27, 13 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting major overhaul of the Diablo III Wiki here in the Basin...  I&amp;#039;ve got a LOT of work ahead of me to start turning this into a workable resource, but I&amp;#039;m gonna do my best!  [[User:Skie|Skie of Marduke]] 02:59, 4 September 2013 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Naptime [[User:Skie|Skie of Marduke]] 03:10, 4 September 2013 (PDT)&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Talk:Main_Page&amp;diff=63289</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Talk:Main_Page&amp;diff=63289"/>
		<updated>2013-09-04T10:09:36Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* uhhh */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apparently the main page doesn&amp;#039;t exist yet. Might as well make it then, eh?&lt;br /&gt;
&lt;br /&gt;
-hiry&lt;br /&gt;
&lt;br /&gt;
This is the place we talk about what to put on the Main Page.&lt;br /&gt;
&lt;br /&gt;
== Whoa, nice. ==&lt;br /&gt;
&lt;br /&gt;
Howdy! Nice stuff. :)&lt;br /&gt;
&lt;br /&gt;
-Drake&lt;br /&gt;
&lt;br /&gt;
== I guess I should learn to skin wiki, huh? ==&lt;br /&gt;
&lt;br /&gt;
I haven&amp;#039;t spent any time with the CSS or layout of this thing. What you see is the &amp;#039;out of the box&amp;#039; design.&lt;br /&gt;
&lt;br /&gt;
== When editing CSS... ==&lt;br /&gt;
&lt;br /&gt;
Don&amp;#039;t forget to make sure the two link types are of a different color; in the default skin, red links lead to empty pages that haven&amp;#039;t been created yet while blue ones lead to pages that have user created content. It&amp;#039;s very handy, because when you make guides you will often put Wiki links that lead to pages not yet written, having them another color is helpful for readers. :)&lt;br /&gt;
&lt;br /&gt;
-Drake&lt;br /&gt;
&lt;br /&gt;
== ARR mateys ==&lt;br /&gt;
&lt;br /&gt;
it does work. It&amp;#039;s quite sensible that the OOB design is, uh, working well ^^&lt;br /&gt;
&lt;br /&gt;
Please sign your comments .)&lt;br /&gt;
&lt;br /&gt;
-MOnkeycid&lt;br /&gt;
&lt;br /&gt;
== Table of Contents box ==&lt;br /&gt;
&lt;br /&gt;
Where did it come from? Was it auto-generated? It isn&amp;#039;t shown when I edit the page.&lt;br /&gt;
&lt;br /&gt;
TPJ&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The wiki config automatically adds the tabel of contents.  You can add a line to remove it from a given page.  The command slips my mind at the time tho. Doh!  Ralph provided the info in the very next section.  --[[User:Jini|Jini]] 14:06, 17 Apr 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Re: Table of content == &lt;br /&gt;
&lt;br /&gt;
Its generated automaticly because we have more then 3 headings on the page, use the &amp;quot;__&amp;#039;&amp;#039;&amp;#039;NOTOC&amp;#039;&amp;#039;&amp;#039;__&amp;quot; code to turn it off (bold to prevent it working).&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;lt;table border = &amp;quot;0&amp;quot; cellpadding=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td bgcolor=&amp;quot;#6600CC&amp;quot;&amp;gt;Ph34z&amp;lt;/td&amp;gt;&amp;lt;td bgcolor=&amp;quot;#0066CC&amp;quot;&amp;gt;My&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td bgcolor=&amp;quot;#00CC66&amp;quot;&amp;gt;HTML&amp;lt;/td&amp;gt;&amp;lt;td bgcolor=&amp;quot;#CC6600&amp;quot;&amp;gt;Skillz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
-Ralph&lt;br /&gt;
&lt;br /&gt;
Edit: Looks like my failure to use the preview button has clogged up the log a bit, sorry&lt;br /&gt;
&lt;br /&gt;
== DAoC ==&lt;br /&gt;
&lt;br /&gt;
Mmm  so earlier I removed the link to the DAoC section as sort of an acknowledgement of its closing.  However someone put it back.  Am I misunderstanding what is said here: http://www.theamazonbasin.com/daoc/ ?  Does/will DAoC generate enough content to be a whole section?&lt;br /&gt;
&lt;br /&gt;
-kosmikpanda&lt;br /&gt;
&lt;br /&gt;
==Signing your comments==&lt;br /&gt;
Comment signatures anywhere is easily added and timestamped by using the code &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. It will turn into what you see after this comment. -- [[User:Jugalator|Jugalator]] 17:50, 15 Apr 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Whoohoo for Diablo II!==&lt;br /&gt;
I&amp;#039;m editing some of the stuff on the D2 side.  Just to let people know.  [[User:ForeStorm|ForeStorm]] 05:10, 26 Apr 2006 (GMT)&lt;br /&gt;
:Could someone look at Act IV Quests on the D2 side?  I don&amp;#039;t know which formatting to go by - oops.  [[User:ForeStorm|ForeStorm]] 05:33, 26 Apr 2006 (GMT)&lt;br /&gt;
::On it. :) [[User:Masterkilla|Masterkilla]] 01:55, 6 Jun 2006 (GMT)&lt;br /&gt;
:::Mmmm ... would it be something associated with the [[A_Guide_to_Rushing|Guide to Rushing]] that is already available over there? [[User:Skie|Skie of Marduke]]&lt;br /&gt;
== Testing edit ==&lt;br /&gt;
&lt;br /&gt;
Was getting SQL errors, testing the talk page&lt;br /&gt;
&lt;br /&gt;
== uhhh ==&lt;br /&gt;
&lt;br /&gt;
there already exists a &amp;quot;guildwiki&amp;quot;: http://gw.gamewikis.org i would know, cuz i created it so poo on u  [[User:Gravewit|Gravewit]] 01:42, 29 Oct 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
removed porn links... sorry if someone was storing them here ;)  [[User:CoonerTheRed|CoonerTheRed]] 19:02, 6 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hey, I was watching that!  (kidding, lol) [[User:Skie|Skie of Marduke]] 03:09, 4 September 2013 (PDT)&lt;br /&gt;
&lt;br /&gt;
== dude, what&amp;#039;s goin on here? ==&lt;br /&gt;
&lt;br /&gt;
I just added 8 pages to the D3 wiki and the main page refuses to update and say that there are now 14 pages! [[User:Skie|Skie of Marduke]] 03:09, 4 September 2013 (PDT)&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Gold_Find&amp;diff=63288</id>
		<title>Gold Find</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Gold_Find&amp;diff=63288"/>
		<updated>2013-09-04T10:03:30Z</updated>

		<summary type="html">&lt;p&gt;Skie: new page - Gold Find for Diablo III&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav}}&lt;br /&gt;
&lt;br /&gt;
== Adding Gold Find ==&lt;br /&gt;
&lt;br /&gt;
Adding Gold Find (or GF) to your character aids you in finding more gold from monsters and item drops as you adventure.  In and of itself, it provides no useful benefit, and can take up a slot on your equip that could be better put towards keeping your character alive or allowing you to dish out more pain to those evildoers.&lt;br /&gt;
&lt;br /&gt;
Diablo III has many ways to obtain additional Gold Find.  You can find it on your equipment, apply it from shrines you find, add stacks of [[Nephalim Valor]], add [[Monster Power]] to increase it, play with more players to get a little more, increase your [[Paragon]] Level, and even socket your helmet with an Emerald to get just that little bit more ...  But Diablo III also introduces the concept of a Gold Find cap.  Your combined equipment (plus 20% of your follower&amp;#039;s Gold Find) and your Paragon Level cannot exceed 300% GF. All other effects can apply to increase your Gold Find over the cap.&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User_talk:Skie&amp;diff=63287</id>
		<title>User talk:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User_talk:Skie&amp;diff=63287"/>
		<updated>2013-09-04T09:59:08Z</updated>

		<summary type="html">&lt;p&gt;Skie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Umm ... yeah ... so talk! :) [[User:Skie|Skie of Marduke]] 03:27, 13 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting major overhaul of the Diablo III Wiki here in the Basin...  I&amp;#039;ve got a LOT of work ahead of me to start turning this into a workable resource, but I&amp;#039;m gonna do my best!  [[User:Skie|Skie of Marduke]] 02:59, 4 September 2013 (PDT)&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63286</id>
		<title>User:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63286"/>
		<updated>2013-09-04T09:57:38Z</updated>

		<summary type="html">&lt;p&gt;Skie: changed spacing/formatting for easier viewing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Forum name: Skie_M&lt;br /&gt;
*Location: South Western Oklahoma (USA)&lt;br /&gt;
*Nationality: American-Asian (Korean)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current Guides==&lt;br /&gt;
&lt;br /&gt;
* [[A Guide to Rushing]] (Rush/Recovery for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Bows and Modifiers]] (Item and game mechanics guide for Guild Wars)&lt;br /&gt;
* [[The Tao of Magic Find]] (Magic Find Sorceress guide for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Combat in Guild Wars]] (item and game mechanics guide for combat in general, in Guild Wars)&lt;br /&gt;
&lt;br /&gt;
[[User:Skie/The Litterbox|The Litterbox]]  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Editing Tools ===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
[[Diablo_III#Quests]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Paragon]]&lt;br /&gt;
&lt;br /&gt;
[[Paragon 2.0]]&lt;br /&gt;
&lt;br /&gt;
[[Gold Find]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]]&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special Pages]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Diablo III nav}}&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to D3 pages to add nav bar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Diablo III]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to file uploads for D3 files&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[File:Filename.jpg]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- to display file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; &amp;lt;--- to sign for my changes/text messages in discussion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;{{[[User:Skie/Litterbox|The Litterbox]]}}&amp;lt;/span&amp;gt; &amp;lt;--- do NOT go in there!&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63285</id>
		<title>User:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63285"/>
		<updated>2013-09-04T09:53:36Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Templates */  removed my personal templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Forum name: Skie_M&lt;br /&gt;
 Location: South Western Oklahoma (USA)&lt;br /&gt;
 Nationality: American-Asian (Korean)&lt;br /&gt;
&lt;br /&gt;
==Current Guides:==&lt;br /&gt;
&lt;br /&gt;
* [[A Guide to Rushing]] (Rush/Recovery for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Bows and Modifiers]] (Item and game mechanics guide for Guild Wars)&lt;br /&gt;
* [[The Tao of Magic Find]] (Magic Find Sorceress guide for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Combat in Guild Wars]] (item and game mechanics guide for combat in general, in Guild Wars)&lt;br /&gt;
&lt;br /&gt;
[[User:Skie/The Litterbox|The Litterbox]]  &lt;br /&gt;
&lt;br /&gt;
=== Editing Tools ===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
[[Diablo_III#Quests]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Paragon]]&lt;br /&gt;
&lt;br /&gt;
[[Paragon 2.0]]&lt;br /&gt;
&lt;br /&gt;
[[Gold Find]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]]&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]&lt;br /&gt;
&lt;br /&gt;
[[Special Pages]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Diablo III nav}}&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to D3 pages to add nav bar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Diablo III]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to file uploads for D3 files&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[File:Filename.jpg]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- to display file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; &amp;lt;--- to sign for my changes/text messages in discussion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;{{[[User:Skie/Litterbox|The Litterbox]]}}&amp;lt;/span&amp;gt; &amp;lt;--- do NOT go in there!&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63281</id>
		<title>User:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63281"/>
		<updated>2013-09-04T09:50:34Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Templates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Forum name: Skie_M&lt;br /&gt;
 Location: South Western Oklahoma (USA)&lt;br /&gt;
 Nationality: American-Asian (Korean)&lt;br /&gt;
&lt;br /&gt;
==Current Guides:==&lt;br /&gt;
&lt;br /&gt;
* [[A Guide to Rushing]] (Rush/Recovery for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Bows and Modifiers]] (Item and game mechanics guide for Guild Wars)&lt;br /&gt;
* [[The Tao of Magic Find]] (Magic Find Sorceress guide for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Combat in Guild Wars]] (item and game mechanics guide for combat in general, in Guild Wars)&lt;br /&gt;
&lt;br /&gt;
[[User:Skie/The Litterbox|The Litterbox]]  &lt;br /&gt;
&lt;br /&gt;
=== Editing Tools ===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
[[Diablo_III#Quests]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Paragon]]&lt;br /&gt;
&lt;br /&gt;
[[Paragon 2.0]]&lt;br /&gt;
&lt;br /&gt;
[[Gold Find]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]]&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]&lt;br /&gt;
&lt;br /&gt;
[[Special Pages]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Diablo III nav}}&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to D3 pages to add nav bar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Diablo III]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to file uploads for D3 files&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[File:Filename.jpg]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- to display file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; &amp;lt;--- to sign for my changes/text messages in discussion&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
* [[User:Skie/Hidden Skill Bar]]&lt;br /&gt;
* [[User:Skie/Template:Blank Build]]&lt;br /&gt;
* [[User:Skie/Scalable variant skill bar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;{{[[User:Skie/Litterbox|The Litterbox]]}}&amp;lt;/span&amp;gt; &amp;lt;--- do NOT go in there!&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63280</id>
		<title>User:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63280"/>
		<updated>2013-09-04T09:50:17Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Current Guides: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Forum name: Skie_M&lt;br /&gt;
 Location: South Western Oklahoma (USA)&lt;br /&gt;
 Nationality: American-Asian (Korean)&lt;br /&gt;
&lt;br /&gt;
==Current Guides:==&lt;br /&gt;
&lt;br /&gt;
* [[A Guide to Rushing]] (Rush/Recovery for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Bows and Modifiers]] (Item and game mechanics guide for Guild Wars)&lt;br /&gt;
* [[The Tao of Magic Find]] (Magic Find Sorceress guide for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Combat in Guild Wars]] (item and game mechanics guide for combat in general, in Guild Wars)&lt;br /&gt;
&lt;br /&gt;
[[User:Skie/The Litterbox|The Litterbox]]  &lt;br /&gt;
&lt;br /&gt;
=== Editing Tools ===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
[[Diablo_III#Quests]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Paragon]]&lt;br /&gt;
&lt;br /&gt;
[[Paragon 2.0]]&lt;br /&gt;
&lt;br /&gt;
[[Gold Find]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]]&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]&lt;br /&gt;
&lt;br /&gt;
[[Special Pages]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Diablo III nav}}&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to D3 pages to add nav bar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Diablo III]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to file uploads for D3 files&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[File:Filename.jpg]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- to display file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; &amp;lt;--- to sign for my changes/text messages in discussion&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
* [[User:Skie/Hidden Skill Bar]]&lt;br /&gt;
* [[User:Skie/Template:Blank Build]]&lt;br /&gt;
* [[User:Skie/Scalable variant skill bar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;{{[[User:Skie/Litterbox|The Litterbox]]}}&amp;lt;/span&amp;gt;&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63279</id>
		<title>User:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63279"/>
		<updated>2013-09-04T09:49:40Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Current Guides: */  do NOT go in there .... o.O&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Forum name: Skie_M&lt;br /&gt;
 Location: South Western Oklahoma (USA)&lt;br /&gt;
 Nationality: American-Asian (Korean)&lt;br /&gt;
&lt;br /&gt;
==Current Guides:==&lt;br /&gt;
&lt;br /&gt;
* [[A Guide to Rushing]] (Rush/Recovery for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Bows and Modifiers]] (Item and game mechanics guide for Guild Wars)&lt;br /&gt;
* [[The Tao of Magic Find]] (Magic Find Sorceress guide for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Combat in Guild Wars]] (item and game mechanics guide for combat in general, in Guild Wars)&lt;br /&gt;
&lt;br /&gt;
[[User:Skie/The Litterbox|The Litterbox]]  &amp;lt;--- do NOT go in there!&lt;br /&gt;
&lt;br /&gt;
=== Editing Tools ===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
[[Diablo_III#Quests]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Paragon]]&lt;br /&gt;
&lt;br /&gt;
[[Paragon 2.0]]&lt;br /&gt;
&lt;br /&gt;
[[Gold Find]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]]&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]&lt;br /&gt;
&lt;br /&gt;
[[Special Pages]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Diablo III nav}}&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to D3 pages to add nav bar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Diablo III]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to file uploads for D3 files&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[File:Filename.jpg]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- to display file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; &amp;lt;--- to sign for my changes/text messages in discussion&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
* [[User:Skie/Hidden Skill Bar]]&lt;br /&gt;
* [[User:Skie/Template:Blank Build]]&lt;br /&gt;
* [[User:Skie/Scalable variant skill bar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;{{[[User:Skie/Litterbox|The Litterbox]]}}&amp;lt;/span&amp;gt;&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63278</id>
		<title>User:Skie</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:Skie&amp;diff=63278"/>
		<updated>2013-09-04T09:48:48Z</updated>

		<summary type="html">&lt;p&gt;Skie: /* Editing Tools */  why did they get all bunched up?? :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Forum name: Skie_M&lt;br /&gt;
 Location: South Western Oklahoma (USA)&lt;br /&gt;
 Nationality: American-Asian (Korean)&lt;br /&gt;
&lt;br /&gt;
==Current Guides:==&lt;br /&gt;
&lt;br /&gt;
* [[A Guide to Rushing]] (Rush/Recovery for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Bows and Modifiers]] (Item and game mechanics guide for Guild Wars)&lt;br /&gt;
* [[The Tao of Magic Find]] (Magic Find Sorceress guide for Diablo II/LoD)&lt;br /&gt;
* [[Diablo Clone Info]] (Basic information about the Diablo Clone, for Diablo II/LoD)&lt;br /&gt;
* [[A Guide to Combat in Guild Wars]] (item and game mechanics guide for combat in general, in Guild Wars)&lt;br /&gt;
&lt;br /&gt;
[[User:Skie/The Litterbox|The Litterbox]]&lt;br /&gt;
&lt;br /&gt;
=== Editing Tools ===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
[[Diablo_III#Quests]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Paragon]]&lt;br /&gt;
&lt;br /&gt;
[[Paragon 2.0]]&lt;br /&gt;
&lt;br /&gt;
[[Gold Find]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Find]]&lt;br /&gt;
&lt;br /&gt;
[[Crusader]]&lt;br /&gt;
&lt;br /&gt;
[[Special Pages]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Diablo III nav}}&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to D3 pages to add nav bar&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Diablo III]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- append to file uploads for D3 files&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[File:Filename.jpg]]&amp;lt;/nowiki&amp;gt; &amp;lt;-- to display file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; &amp;lt;--- to sign for my changes/text messages in discussion&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
* [[User:Skie/Hidden Skill Bar]]&lt;br /&gt;
* [[User:Skie/Template:Blank Build]]&lt;br /&gt;
* [[User:Skie/Scalable variant skill bar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;{{[[User:Skie/Litterbox|The Litterbox]]}}&amp;lt;/span&amp;gt;&lt;br /&gt;
{{clear}}&lt;/div&gt;</summary>
		<author><name>Skie</name></author>
	</entry>
</feed>