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This was one of the skills on the pre-made characters in the PvP [[Arena]] demo at Blizzcon 2010, and soon proved itself as one of the best skills in the entire demo. It was the best escape skill possessed by any of the characters. Flux wrote about using it in a lengthy hands-on PvP report. [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/]
*Rank: 1/5
**Enter the spirit realm, allowing unhindered movement for 3 seconds.
**Mana Cost: 12 mana
*Rank: 2/5
**Enter the spirit realm, allowing unhindered movement for 6 seconds. (A)
**Mana Cost: 12 mana
*Rank: 3/5
**Enter the spirit realm, allowing unhindered movement for 9 seconds. (A)
**Mana Cost: 12 mana
*Rank: 4/5
**Enter the spirit realm, allowing unhindered movement for 12 seconds. (A)
**Mana Cost: 12 mana
*Rank: 5/5
**Enter the spirit realm, allowing unhindered movement for 15 seconds. (A)
**Mana Cost: 12 mana
(legend (A) = Assumed)
==Runestone Effects==
Nothing is known about [[runestone]] effects on Spirit Walk.
skill page consistency
'''Spirit Walk''' is a [[Witch Doctor]] Tier Six 6 [[Witch Doctor skills|skill]]unlocked at [[clvl|character level]] 20. It's a very useful escape/movement skill, one which lets the Witch Doctor move without being seen by other players or monsters for several seconds. This can be used to bypass dangerous monsters, and it's essential in the [[Battle Arena]]. <br>This is a the Witch Doctor's [[movement ability]].
|ranks= 5
|user= Witch Doctor
|tree= SpiritTier 6
|description= Your Spirit spells return X% of their mana cost over 10 seconds
|type= Buff/Movement
|quantity= Duration
|effect= Self
|school= [[Magical]]|resource= [[Mana]]
|cost= 12 mana
|cast-time= Unknown
}}
The Witch Doctor enters the spirit realm through a trance, and can move unseen and untouched, passing through enemies, but still grabbing [[health orbs]] while he's there.
The Witch Doctor vanishes from the sight of all, leaving an empty husk of a body behind, floating in the air as a decoy. While in the spirit realm the Witch Doctor can run without being hindered by other characters or monsters, moving to a safe place before the duration wears off and he reenters the corporeal world.
==Skill Rank Table==* '''Rank 1:''' Enter the spirit realm, allowing unhindered movement for 3 seconds. Cost:Spirit Walk12 mana. I’ve raved about this one already* '''Rank 2:''' Enter the spirit realm, but it was really an awesomely useful skillallowing unhindered movement for 4 seconds. The Witch Doctor leaves a decoy of himself behind and has several Cost: 12 mana. (A)* '''Rank 3:''' Enter the spirit realm, allowing unhindered movement for 5 seconds to run free. Cost: 12 mana. (A)* '''Rank 4:''' Enter the spirit realm, invisible to everyoneallowing unhindered movement for 6 seconds. Best of all he can grab health orbs in this modeCost: 12 mana. He can’t cast other spells though(A)* '''Rank 5:''' Enter the spirit realm, so no detonating Sacrificesallowing unhindered movement for 7 seconds. Almost everyone used this to run to safety, and then recast their three Mongrels in some distant corner before returning to the battleCost: 12 mana. (A) (A) = Assumed
==Skill Rank Table[[Synergies]]==Stats as listed [[File:Spirit-walk2.jpg|frame|Spirit Walk decoy left behind in the Blizzcon 2009 demo[[Battle Arena]]. There will likely be changes in the final game]]* None known.
==Synergies==[[File:Spirit-walk2.jpgRune|frame|Spirit Walk decoy left behind in a [[Battle Arena]] shot.Skill Rune]]Effects==* None of the [[Witch Doctor traits]] have modifiers specially designed to benefit Spirit Walkknown.
==Development==
''Spirit Walk'' was listed as a Witch Doctor skill in previous Blizzcons, but was first used in 2010.
This was one of the skills on the pre-made characters in the PvP [[Arena]] demo at [[BlizzCon 2010]], and soon proved itself as one of the best skills in the entire demo. It was the best escape skill possessed by any of the characters. [[Flux]] wrote about using it in a lengthy hands-on PvP report:[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/]
<blockquote>I’ve raved about this one already, but it was really an awesomely useful skill. The Witch Doctor leaves a decoy of himself behind and has several seconds to run free, invisible to everyone. Best of all he can grab health orbs in this mode. He can’t cast other spells though, so no detonating Sacrifices. Almost everyone used this to run to safety, and then recast their three Mongrels in some distant corner before returning to the battle.</blockquote>
You can find pictures in the Diablo 3 screenshot and picture gallery.
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]
==References==
* [http://diablowww.incgamersdiii.comnet/blog/comments/handsfull-onwitch-fromdoctor-blizzcon-mega-pvp-arena-reportskills/ Blizzcon 2010 Arena reportFull Witch Doctor Skill Trees and Stats].* [http://wwwdiablo.diiiincgamers.netcom/blog/comments/fullhands-on-from-blizzcon-mega-witchpvp-doctorarena-skillsreport/ Full Witch Doctor Skill Trees and StatsBlizzCon 2010 PvP Hands-on Report].
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