Name Description Tier Item
Emerging Convergence The devourer's first attack now deals 200% heartrune damage and pulls targets in, but it no longer triggers a knock down as it emerges.
Lasting Rage Extends the base duration of primal fury by 10s.
Unstoppable Rage Gain Grit while in beast form.
Extending Coat While in beast form, gain Fortify, increasing armor by 20%, but also become weakened, reducing damage by 20%. Taking damage extends beast form by up to 10s.
Extending Claws While in beast form, become Empowered, increasing damage by 20%, but also become inflicted with Rend, reducing armor by 20%. Dealing damage extends beast form up to 10s.
Leeching Taunt Generate 300% more threat. Heal for 3% of the damage you deal (2s cooldown).
Leeching Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Heal for 1% of the damage you deal (2s cooldown).
Energized Taunt Generate 300% more threat. +4 Stamina on hit (3s cooldown).
Energized Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. +1 Stamina on hit (3s cooldown).
Siphoning Taunt Generate 300% more threat. +1.5 Mana on hit (2s cooldown).
Siphoning Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. +0.8 Mana on hit (2s cooldown).
Ignited Taunt Generate 300% more threat. Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Fire attacks deal +2% damage.
Frozen Taunt Generate 300% more threat. Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Ice attacks deal +2% damage.
Abyssal Taunt Generate 300% more threat. Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Abyssal Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Void attacks deal +2% damage.
Electrified Taunt Generate 300% more threat. Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Electrified Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Lightning attacks deal +2% damage.
Arboreal Taunt Generate 300% more threat. Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Arboreal Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Nature attacks deal +2% damage.
Empowered Taunt Generate 300% more threat. Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Empowered Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Arcane attacks deal +2% damage.
Punishing Taunt Generate 300% more threat. Your melee attacks deal +2% damage.
Punishing Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your melee attacks deal +1% damage.
Sighted Taunt Generate 300% more threat. Your ranged attacks deal +2% damage.
Sighted Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your ranged attacks deal +1% damage.
Leeching Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Heal for 3% of the damage you deal (2s cooldown).
Leeching Nature Ward +5% Nature Damage Absorption. Heal for 1% of the damage you deal (2s cooldown).
Energized Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +4 Stamina on hit (3s cooldown).
Energized Nature Ward +5% Nature Damage Absorption. +1 Stamina on hit (3s cooldown).
Siphoning Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +1.5 Mana on hit (2s cooldown).
Siphoning Nature Ward +5% Nature Damage Absorption. +0.8 Mana on hit (2s cooldown).
Ignited Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Nature Ward +5% Nature Damage Absorption. Your Fire attacks deal +2% damage.
Frozen Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Nature Ward +5% Nature Damage Absorption. Your Ice attacks deal +2% damage.
Abyssal Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Abyssal Nature Ward +5% Nature Damage Absorption. Your Void attacks deal +2% damage.
Electrified Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Electrified Nature Ward +5% Nature Damage Absorption. Your Lightning attacks deal +2% damage.
Augmented Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Arboreal Nature Ward +5% Nature Damage Absorption. Your Nature attacks deal +2% damage.
Empowered Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Empowered Nature Ward +5% Nature Damage Absorption. Your Arcane attacks deal +2% damage.
Punishing Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your melee attacks deal +2% damage.
Punishing Nature Ward +5% Nature Damage Absorption. Your melee attacks deal +1% damage.
Sighted Arboreal Convert 50% of damage dealt to Nature (sIf FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your ranged attacks deal +2% damage.
Sighted Nature Ward +5% Nature Damage Absorption. Your ranged attacks deal +1% damage.
Leeching Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Heal for 3% of the damage you deal (2s cooldown).