Gems Summary /780
Leap Slam
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Shield Charge
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Armour Breaker
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Shockwave Totem
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground.
Herald of Ash
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Infernal Cry
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Earthquake
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Sunder
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Seismic Cry
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Earthshatter
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Boneshatter
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Volcanic Fissure
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
Rolling Slam
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
Supercharged Slam
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
Ancestral Warrior Totem
Consume 3 Endurance Charges to Raise a Totem that uses socketed Mace Skills. This Totem has no Limit. Cannot use Channelling Skills or Skills with Cooldowns.
Perfect Strike
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
Resonating Shield
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
Magma Barrier
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to create an explosion, granting you an Endurance Charge.
Scavenged Plating
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
Molten Blast
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Hammer of the Gods
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Stampede
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
Shield Wall
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Fortifying Cry
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Time of Need
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
Overwhelming Presence
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
Berserk
While active, strengthens your Rage, but causes you to lose Life while not losing Rage.
Herald of Ash
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Iron Ward
While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
Forge Hammer
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Ancestral Cry
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Sniper's Mark
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Rain of Arrows
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Lightning Arrow
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Barrage
Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Herald of Thunder
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Plague Bearer
While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.
Rapid Assault
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
Disengage
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Blood Hunt
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Whirling Slash
Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
Spearfield
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
Lightning Spear
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Glacial Lance
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Escape Shot
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Spiral Volley
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Detonating Arrow
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Poisonburst Arrow
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Toxic Growth
Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
Stormcaller Arrow
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
Lightning Rod
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Snipe
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
Gas Arrow
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Electrocuting Arrow
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Vine Arrow
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
Rhoa Mount
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear and Mark Skills, run faster and barely slow to use Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
Twister
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Explosive Spear
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Thunderous Leap
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
Wind Dancer
While active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
Shockchain Arrow
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Ice Shot
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Voltaic Mark
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Tornado Shot
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Alchemist's Boon
While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
Magnetic Salvo
Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Freezing Salvo
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
Herald of Plague
While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
Mirage Archer
While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish. You cannot create another Mirage while one exists, or for a short time after one vanishes. Dodge rolling while you are unable to create a new Mirage will restart this timer.
Combat Frenzy
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
Herald of Thunder
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Whirlwind Lance
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Primal Strikes
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Cull The Weak
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Fangs of Frost
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Wind Serpent's Fury
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
Rake
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
Bloodhound's Mark
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is Consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Tame Beast
Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
Spear of Solaris
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Storm Lance
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Elemental Sundering
Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
Companion: {0}
Summon a Reviving Beast Companion to aid you in combat.
Trail of Caltrops
While active, scatters caltrops in your wake when you dodge.
Toxic Domain
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Ice-Tipped Arrows
Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to create Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
Firebolt
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Ice Nova
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Detonate Dead
Cause a Corpse to violently explode, damaging surrounding enemies.
Volatile Dead
Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
Raise Zombie
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Frost Wall
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Enervating Nova
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Temporal Chains
Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
Enfeeble
Curse all targets in an area after a short delay, making them deal less damage.
Despair
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
Lightning Warp
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Firestorm
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Power Siphon
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
Discipline
Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
Arc
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Arctic Armour
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Flammability
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Hypothermia
Curse all targets in an area after a short delay, lowering their Cold Resistance.
Conductivity
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Elemental Weakness
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Incinerate
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground.
Purity of Fire
Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
Purity of Ice
Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence.
Purity of Lightning
Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.
Impurity
Emit an Aura that boosts the Chaos Resistance of you and Allies in your Presence.
Flameblast
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
Ball Lightning
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Bone Offering
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Blasphemy
Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Frost Bomb
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Orb of Storms
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
Contagion
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
Wither
Channel a debilitating hex that Withers enemies in the area.
Essence Drain
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Frostbolt
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Dark Pact
Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
Skeletal Warrior
Activate to summon Reviving Skeletal Warriors.
Skeletal Reaver
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command.
Skeletal Brute
Activate to summon hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies and Warcry on Command. This Warcry Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an Area around them.
Skeletal Sniper
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Skeletal Frost Mage
Activate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy shield on Command.
Skeletal Storm Mage
Activate to summon Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
Skeletal Arsonist
Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Skeletal Cleric
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Vulnerability
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
Soulrend
Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
Sigil of Power
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Flame Wall
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Hexblast
Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
Exsanguinate
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
Reap
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Eye of Winter
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Lightning Conduit
Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
Galvanic Field
Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
Comet
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
Mana Tempest
Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Unleash
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Cast on Shock
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
Cast on Freeze
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Cast on Ignite
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
Cast on Elemental Ailment
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
Cast on Critical
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Bind Spectre
Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
Pain Offering
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Chaos Bolt
Fire a burst of Chaos energy at the target.
Bonestorm
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
Bone Cage
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
Unearth
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
Solar Orb
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
Fireball
Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
Snap
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Mana Remnants
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Freezing Shards
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Decompose
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Raging Spirits
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
Profane Ritual
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Soul Offering
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Dark Effigy
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Cast on Minion Death
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
Mana Drain
Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.
Bone Blast
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
Blink
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Malice
While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
Living Bomb
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Ember Fusillade
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Elemental Conflux
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
Sacrifice
While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
Archmage
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
Withering Presence
While active, emits an Aura that periodically Withers enemies in your Presence.
Ravenous Swarm
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
Ember Fusillade
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Withering Presence
While active, emits an Aura that periodically Withers enemies in your Presence.
Convalescence
While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Heart of Ice
Chills all enemies in your Presence.
Fulmination
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
Feast of Flesh
Consume Corpses near you to recover Life and Mana over a short time per Corpse Consumed.
Spellslinger
While active, gains Energy when you cast Spells. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Siphon Elements
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
Frost Darts
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Flicker Strike
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Falling Thunder
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Siege Ballista
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Whirling Assault
Advance while hitting enemies around you with a series of spinning Strikes.
Wind Blast
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
Wave of Frost
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
Ice Strike
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
Glacial Cascade
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Consecrate
Create an area of Consecrated Ground around you.
Artillery Ballista
Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.
Killing Palm
Dash to an enemy and Strike them, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Shattering Palm
Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
Barrier Invocation
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Cast on Dodge
While active, gains Energy when you dodge roll and triggers socketed spells on reaching maximum Energy.
Lingering Illusion
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will grant you a Power Charge.
Ghost Dance
While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Explosive Grenade
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Flash Grenade
Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires.
Gas Grenade
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Oil Grenade
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Voltaic Grenade
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Tempest Flurry
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Staggering Palm
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Charged Staff
Consume all Power Charges to charge your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Siphoning Strike
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Tempest Bell
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Frozen Locus
Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Raise Shield
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
High Velocity Rounds
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Fragmentation Rounds
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Siege Cascade
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Armour Piercing Rounds
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Explosive Shot
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Incendiary Shot
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Rapid Shot
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Glacial Bolt
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Permafrost Bolts
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Hailstorm Rounds
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
Ice Shards
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Plasma Blast
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Galvanic Shards
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Stormblast Bolts
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Shockburst Rounds
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Punch
Perform an Unarmed Strike.
Quarterstaff Strike
Strike with your Quarterstaff.
Flail Strike
Strike with your Flail.
Sword Slash
Strike with your Sword.
Sword Slash
Strike with your Swords.
Sword Slash
Strike with your Sword.
Axe Slash
Strike with your Axe.
Axe Slash
Strike with your Axes.
Axe Slash
Strike with your Axe.
Mace Strike
Strike with your Mace.
Mace Strike
Strike with your Maces.
Mace Strike
Strike with your Mace.
Claw Stab
Strike with your Claw.
Claw Stab
Strike with your Claws.
Dagger Stab
Strike with your Dagger.
Dagger Stab
Strike with your Daggers.
Spear Throw
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Bow Shot
Fire an arrow with your Bow.
Crossbow Shot
Fire a bolt from your crossbow.
Life Remnants
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
Explosive Concoction
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
Fulminating Concoction
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Shattering Concoction
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
Acidic Concoction
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
Bleeding Concoction
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Meditate
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is fully Overflowed.
Elemental Storm
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Vaulting Impact
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Storm Wave
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Mantra of Destruction
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants Purple Flames of Chayula for a duration.
Decompose
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Elemental Expression
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
War Banner
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Attack damage, Attack speed and Accuracy.
Defiance Banner
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Armour, Evasion and movement speed.
Dread Banner
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Freezing Mark
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Unbound Avatar
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Hand of Chayula
Dash to an enemy and Strike them, triggering socketed Marks with increased effect and applying socketed Curses with increased duration.
Summon Infernal Hound
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
Encase in Jade
Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.
Temporal Rift
While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time.
Time Freeze
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
Time Snap
Manipulate time, resetting the cooldowns of your other Skills.
Demon Form
Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
Sorcery Ward
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Elemental Invocation
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Attrition
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Into the Breach
Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
Ancestral Spirits
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
Ritual Sacrifice
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration.
Emergency Reload
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
Cluster Grenade
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
Blink
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Charge Regulation
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
Shard Scavenger
While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
Reaper's Invocation
While active, gains Energy when you kill an enemy with a Melee Attack. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Herald of Blood
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
Cast on Block
While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
Gathering Storm
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Blood Boil
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Inevitable Agony
Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
Called Shots
Applies a socketed Mark Skill to a nearby unmarked Enemy every few seconds. Consuming socketed Marks will cause them to be reapplied to an unmarked Enemy. This reapplication can happen at most once every half second.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Parry
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Trinity
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
Elemental Surge
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Fire Spell on Hit
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Manifest Weapon
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Supporting Fire
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
Temper Weapon
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
Unleash
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Void Illusion
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will cause damaging explosions. Copies created this way have 1 Life.
Mortar Cannon
Raise a cannon Ballista Totem which uses socketed Grenade Skills, with significantly improved Cooldown Recovery Rate.
Future-Past
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
Fire Attunement
Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
Efficiency I
Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
Efficiency II
Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
Knockback
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Life Leech I
Supports Attacks, causing their Physical damage to Leech Life.
Life Leech II
Supports Attacks, causing their Physical damage to Leech Life.
Life Leech III
Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
Heavy Swing
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Bloodlust
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
Fire Penetration I
Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
Fire Penetration II
Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
Bleed I
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Bleed II
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Bleed III
Supports any skill that Hits enemies, causing it to inflict Bleeding.
Bleed IV
Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
Immolate
Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
Brutality I
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality II
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality III
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Rage I
Supports Melee Attacks, causing them to grant Rage on Hit.
Rage II
Supports Melee Attacks, causing them to grant Rage on Hit.
Rage III
Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
Meat Shield I
Supports skills which create Minions, granting them less damage taken but making them deal less damage. Cannot support skills which create undamageable Minions.
Meat Shield II
Supports skills which create Minions, granting them less damage taken but making them deal less damage.
Brutus' Brain
Supports skills which create Minions, causing those Minions to be unable to deal or take Damage. Cannot support skills which create undamageable Minions.
Infernal Legion I
Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Infernal Legion II
Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Infernal Legion III
Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Lifetap
Supports any Skill, turning its Mana cost into a Life cost. Does not support Skills which reserve Spirit.
Atalui's Bloodletting
Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit. Supported Skills Gain a portion of their Life cost as extra Physical Damage.
Behead I
Supports Strike skills, causing them to steal a Modifier from Rare monsters they kill.
Behead II
Supports Strike skills, causing them to steal two Modifiers from Rare monsters they kill.
Einhar's Beastrite
Supports Melee Strike skills, causing them to steal a Modifier from Rare monsters they kill for a lengthy duration, while being unable to damage enemies not on low Life. Does not modify skills used by Minions.
Execute I
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
Execute II
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
Execute III
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
Jagged Ground I
Supports Slam skills. Supported Skills will consume Endurance Charges on use to create Jagged Ground.
Jagged Ground II
Supports Slam skills. Aftershocks caused by Supported Slam Skills always create patches of Jagged Ground.
Compressed Duration I
Supports any skill that has a duration making that duration shorter.
Compressed Duration II
Supports any skill that has a duration making that duration shorter.
Fist of War I
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Fist of War II
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Fist of War III
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
Prolonged Duration I
Supports any skill that has a duration, making that duration longer.
Prolonged Duration II
Supports any skill that has a duration, making that duration longer.
Impact Shockwave
Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
Ignite I
Supports any skill that Hits enemies, making it more likely to Ignite.
Ignite II
Supports any skill that Hits enemies, making it more likely to Ignite.
Ignite III
Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
Searing Flame I
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Searing Flame II
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Eternal Flame I
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Eternal Flame II
Supports any skill that Hits enemies, causing its Ignites to last longer.
Eternal Flame III
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
Exploit Weakness
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Enraged Warcry I
Supports Warcries, causing them to expend Rage to bypass their usual Cooldown.
Enraged Warcry II
Supports Warcries, causing them to expend Rage to bypass their usual Cooldown.
Stun I
Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
Stun II
Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
Stun III
Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
Raging Cry
Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power.
Armour Demolisher I
Supports any skill, causing Armour Break it inflicts to be stronger.
Armour Demolisher II
Supports any skill, causing Armour Break it inflicts to be stronger.
Uruk's Smelting
Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
Rageforged I
Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
Rageforged II
Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply.
Armour Explosion
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Stomping Ground
Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
Fire Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
Deep Cuts I
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Deep Cuts II
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Corrupting Cry I
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Corrupting Cry II
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Paquate's Pact
Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
Vitality I
Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
Vitality II
Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
Herbalism I
Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
Herbalism II
Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
Cannibalism I
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
Cannibalism II
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
Rupture
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Armour Break I
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Armour Break II
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Armour Break III
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Elemental Armament I
Supports Attacks, causing them to deal more Elemental damage.
Elemental Armament II
Supports Attacks, causing them to deal more Elemental damage.
Elemental Armament III
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Font of Blood
Supports Skills which create Totems. Totems created by supported Skills generate a Font of Blood which will Leech Life to Allies within it.
Font of Rage
Supports Skills which create Totems. Totems created by supported Skills generate a Font of Rage which will Leech Rage to Allies within it.
Aftershock I
Supports Slams you use yourself, giving them a chance to create an Aftershock.
Aftershock II
Supports Slams you use yourself, giving them a chance to create an Aftershock.
Holy Descent
Supports Skills that leap into the air, causing them to create Consecrated Ground when you land
Double Barrel I
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed.
Double Barrel II
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed.
Double Barrel III
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed. Supported Skills will also automatically reload when they Heavy Stun an enemy.
Auto Reload
Supports Crossbow Ammunition Skills, causing them to automatically reload when they Heavy Stun an enemy.
Fresh Clip I
Supports Crossbow Skills, granting them more damage for each bolt reloaded by that Skill in the last 6 seconds.
Fresh Clip II
Supports Crossbow Skills, granting them more damage for each bolt reloaded by that Skill in the last 8 seconds.
Branching Fissures I
Supports Melee Attacks which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.
Branching Fissures II
Supports Melee Attacks which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.
Upheaval I
Supports Melee Attacks which create fissures in the ground, causing them to create an additional fissure at the cost of damage and attack speed.
Upheaval II
Supports Melee Attacks which create fissures in the ground, causing them to create additional fissures at the cost of damage and attack speed.
Kaom's Madness
Supports Melee Attacks which create fissures in the ground, causing them to create many additional fissures at the cost of damage, attack speed, and area of effect.
Urgent Totems I
Supports Skills which create Totems, causing those Skills to place Totems much more quickly.
Urgent Totems II
Supports Skills which create Totems, causing those Skills to place Totems much more quickly.
Urgent Totems III
Supports Skills which create Totems, causing those Skills to place Totems much more quickly. Totems created by Supported Skills have increased Attack and Cast Speed.
Long Fuse I
Supports Skills which have a Detonation Time, causing those Skills to have much higher Detonation Time and detonation damage.
Long Fuse II
Supports Skills which have a Detonation Time, causing those Skills to have much higher Detonation Time and detonation damage.
Reinforced Totems I
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Reinforced Totems II
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Heft
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
Retaliate I
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
Retaliate II
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Steadfast I
Supports Channelling Skills you use yourself, granting you higher Stun Threshold while Channelling them.
Steadfast II
Supports Channelling Skills you use yourself, granting you higher Stun Threshold and Ailment Threshold while Channelling them.
Flamepierce
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Battershout
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
Rusted Spikes
Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
Concoct I
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
Concoct II
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
Persistent Ground I
Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer.
Persistent Ground II
Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer and only end when their duration expires.
Persistent Ground III
Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer as well as lowering the Cooldown Recovery Speed of affected Enemies. Ground Surfaces from Supported Skills only end when their duration expires.
Selfless Remnants
Supports Skills that generate Remnants, causing those Remnants to affect Allies in your Presence when collected instead of you.
Remnant Potency I
Supports Skills which create Remnants, making those Remnants more powerful.
Remnant Potency II
Supports Skills which create Remnants, making those Remnants more powerful, but delaying their effect.
Remnant Potency III
Supports Skills which create Remnants, making those Remnants more powerful, but delaying their effect.
Clash
Supports Melee Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
Syzygy
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Defy I
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Defy II
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Haemocrystals
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
Spar
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Dauntless
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
Ancestral Call I
Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
Ancestral Call II
Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
Quill Burst
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
Barbs I
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
Barbs II
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
Barbs III
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit twice after you've Retaliated with Thorns Damage.
Thornskin I
Supports Persistent Buff Skills, causing you to deal increased Thorns Damage while the Supported Skill is active.
Thornskin II
Supports Persistent Buff Skills, causing you to deal increased Thorns Damage while the Supported Skill is active.
Direstrike I
Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
Direstrike II
Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
Cool Headed
Supports Persistent Buff Skills, causing Ignite applied to you to last for a shorter duration while the Supported Skill is active.
Refraction I
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Refraction II
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Refraction III
Supports Banner Skills, causing Enemies within their area to gain Refractive Dissolution, a Debuff which lowers Elemental Resistances.
Greatwood I
Supports Skills which create Totems, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
Greatwood II
Supports Skills which create Totems, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
Rip
Supports Melee Attack Skills you use yourself or that you Trigger. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Tear
Supports Melee Attacks you use yourself or that you Trigger. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
Brink I
Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
Brink II
Supports Melee Attack Skills. Supported Skills build up Stun more quickly, but cannot themselves Stun.
Tireless
Supports Warcry Skills. Attacks Empowered by Supported Skills have a chance not to lower the Empowerment count of Supported Skills when they are used.
Volcanic Eruption
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
Incision
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
Short Fuse I
Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation.
Short Fuse II
Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage.
Stoicism I
Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
Stoicism II
Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
Hardy Totems I
Supports Skills which create Totems, causing those Totems to have more Life.
Hardy Totems II
Supports Skills which create Totems, causing those Totems to have more Life.
Tawhoa's Tending
Supports Skills which create Totems, causing those Totems to have more Life. Totems created by Supported Skills explode on death, dealing Physical damage based on their Life.
Enduring Impact I
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Enduring Impact II
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Crater
Supports Melee Skills that leap into the air, causing them to create Fissures when you land. Cannot Support Totem Skills, and does not modify Skills used by Minions.
Vanguard I
Supports Shield Skills, causing you to gain Guard on Stunning Enemies with the Supported Skill.
Vanguard II
Supports Shield Skills, causing you to gain Guard on Stunning Enemies with the Supported Skill.
Skittering Stone I
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Skittering Stone II
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Xoph's Pyre
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Uul-Netol's Embrace
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Uhtred's Exodus
Supports Skills which can gain levels, granting them many additional levels provided no other supports are used with the supported Skill. Does not support skills which do not have levels.
Uhtred's Omen
Supports Skills which can gain levels, granting them many additional levels provided exactly one other support is used with the supported Skill. Does not support skills which do not have levels.
Uhtred's Augury
Supports Skills which can gain levels, granting them many additional levels provided exactly two other supports are used with the supported Skill. Does not support skills which do not have levels.
Daresso's Passion
Supports Banner Skills, causing them to require significantly less Glory to use.
Amanamu's Tithe
Supports Persistent Minion Skills, granting a chance when Supported Minions die for you to gain an Abyssal Monster Modifier.
Rapid Attacks I
Supports Attacks, causing them to Attack faster.
Rapid Attacks II
Supports Attacks, causing them to Attack faster.
Rapid Attacks III
Supports Attacks, causing them to Attack faster at the cost of Damage.
Multishot I
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Multishot II
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Nova Projectiles
Supports Projectile Skills, making them fire extra Projectiles in a circle, at the cost of Damage. Does not support Skills which rain down Projectiles from above.
Projectile Acceleration I
Supports Projectile skills, making those Projectiles travel faster.
Projectile Acceleration II
Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
Projectile Acceleration III
Supports Projectile skills, making those Projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
Heightened Accuracy I
Supports Attacks, causing them to gain Accuracy.
Heightened Accuracy II
Supports Attacks, causing them to gain Accuracy, and never miss against Enemies on full Life.
Lightning Attunement
Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
Pierce I
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Pierce II
Supports Projectile skills, making their Projectiles Pierce an enemy.
Pierce III
Supports Projectile skills, making their Projectiles Pierce an unlimited number of enemies, losing damage as they do so.
Blind I
Supports any skill that Hits enemies, causing them to Blind on Hit.
Blind II
Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
Lightning Penetration
Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
Chain I
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Chain II
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Chain III
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Fork
Supports Projectile skills, making their Projectiles Fork.
Projectile Deceleration I
Supports Projectile skills, making those Projectiles travel more slowly.
Projectile Deceleration II
Supports Projectile skills, making those Projectiles travel more slowly.
Shock
Supports any skill that Hits enemies, making it more likely to Shock.
Poison I
Supports any skill that Hits enemies, giving it a chance to Poison enemies.
Poison II
Supports any skill that Hits enemies, giving it a chance to Poison enemies.
Poison III
Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
Maim
Supports Attacks, causing them to Maim enemies.
Lasting Shock
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Momentum
Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
Close Combat I
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Close Combat II
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Second Wind I
Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills, or modify the skills of minions.
Second Wind II
Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills, or modify the skills of minions.
Second Wind III
Supports skills with cooldowns, giving them extra uses of that cooldown and causing them to restore Life on use. Cannot support instant or triggered skills, or modify the skills of minions.
Overcharge
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
Neural Overload
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Perpetual Charge
Supports skills that consume Power, Frenzy or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of consuming them.
Corrosion
Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
Bursting Plague
Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
Overabundance I
Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word "Limit".
Overabundance II
Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word "Limit".
Overabundance III
Supports skills which can have a Limited number of effects active at once, doubling that Limit at the cost of Cursing yourself on Skill use. Only applies to restrictions that use the word "Limit".
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Deadly Herald
Supports Herald Skills, making their triggered effects deal more damage at the expense of higher Spirit cost.
Lockdown
Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
Mobility
Supports skills that can be used while moving, allowing you to move faster while using them.
Pin I
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
Pin II
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Pin III
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
Bounty I
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
Bounty II
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
Mana Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Life Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Life Drain
Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
Soul Drain
Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
Innervate
Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
Escalating Poison
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
Charge Profusion I
Supports skills that can generate Charges, giving them a chance to generate an additional Charge when they do so.
Charge Profusion II
Supports skills that can generate Charges, giving them a chance to generate an additional Charge when they do so, as well as a chance to generate an additional Charge of a random type.
Murderous Intent
Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.
Crescendo I
Supports Strikes that perform a Final Strike at the end of a combination of attacks, allowing you to use the Final Strike twice in succession.
Crescendo II
Supports Strikes that perform a Final Strike at the end of a combination of attacks, allowing you to use the Final Strike twice in succession, and causing Non-Final Strike Attacks to be faster.
Crescendo III
Supports Strikes that perform a Final Strike at the end of a combination of attacks, causing the Final Strike to be Ancestrally Boosted.
Lightning Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
Deadly Poison I
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Deadly Poison II
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Window of Opportunity I
Supports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage if released with Perfect Timing but reducing the Perfect Timing window.
Window of Opportunity II
Supports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage and grant Perfect Deflection if released with Perfect Timing but reducing the Perfect Timing window.
Swift Affliction I
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction II
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction III
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Combo Finisher I
Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal more damage. Cannot support skills which already Combo, or Triggered Skills.
Combo Finisher II
Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo, or Triggered Skills.
Ailith's Chimes
Supports Skills which can expend Combo. On expending Combo with Supported Skills, you have a chance to gain Power Charges based on the amount of Combo expended.
Slow Potency
Supports any skill, causing inflicted Slows to be more powerful.
Precision I
Supports Persistent Buff Skills, causing you to gain increased Accuracy while the Skill is active.
Precision II
Supports Persistent Buff Skills, causing you to gain increased Accuracy while the Skill is active.
Culling Strike I
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
Culling Strike II
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Longshot I
Supports Attacks, causing them to deal more damage from farther away.
Longshot II
Supports Attacks, causing them to deal more damage from farther away.
Cooldown Recovery I
Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Cooldown Recovery II
Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Ratha's Assault
Supports Crossbow Ammunition Skills, causing them to load multiple extra bolts. Supported Skills cannot reload normally, instead loading bolts when you Dodge.
Ammo Conservation I
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Ammo Conservation II
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Ammo Conservation III
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing, at the cost of Reload speed.
Arjun's Medal
Supports Crossbow Skills, granting a chance to load a bolt into all Crossbow Ammunition on kill with Supported Skill.
Nimble Reload
Supports Crossbow Ammunition Skills, causing them to Reload bolts significantly faster.
Ricochet I
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Ricochet II
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Ricochet III
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Payload
Supports Skills which fire Grenades, giving fired Grenades a chance to activate again, but lengthening their cooldowns.
Practiced Combo
Supports Strike Skills. Supported Skills have a chance to build additional Combo on Hit. Cannot support Skills used by Minions.
Culmination I
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Does not modify Skills used by Minions.
Culmination II
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Does not modify Skills used by Minions.
Ferocity
Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
Adhesive Grenades I
Supports Grenade Skills. Grenades from Supported Skills do not bounce, instead halting movement where they intially land, but doing lower damage when they detonate.
Adhesive Grenades II
Supports Grenade Skills. Grenades from Supported Skills do not bounce, instead halting movement where they intially land.
Salvo
Supports Attack Skills you use yourself which fire Projectiles. Supported Skills accumulate Seals over time, and consume them when used. For each Seal consumed, the Attack will fire additional Projectiles. Projectiles from Supported Skills are fired in random directions. Cannot Support Skills which require Combo, have a Cooldown or already gain Seals.
Cadence
Supports Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
Volt
Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage.
Alignment I
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Alignment II
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Alignment III
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire additional Projectiles. Cannot Support Channelled Skills.
Charged Shots I
Supports Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
Charged Shots II
Supports Bow Attacks. Every third shot with Supported Skills Gains Damage as extra Lightning Damage.
Stormchain
Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
Spectral Volley
Supports Bow or Spear Projectile Attacks you use yourself. Supported Skills deal lower damage initially, but generate Spectral Projectiles, which deal more damage when they fire. Spectral Projectiles linger and will fire a short duration after no new Spectral Projectiles have been created. Cannot support Channelling Skills, Leaping skills, or skills which rain Projectiles from above.
Malady
Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
Overextend
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Retreat I
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Retreat II
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Retreat III
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last two seconds, but cannot themselves deal Melee Damage.
Pursuit I
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Pursuit II
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Pursuit III
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last two seconds, but cannot themselves deal Projectile Damage.
Overreach
Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
Commiserate
Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Blindside
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Hit and Run
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Caltrops
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
Shocking Leap
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
Warm Blooded
Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
Punch Through
Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
Frenzied Riposte
Supports Attacks you use yourself or that you Trigger, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
Heightened Charges
Supports any Skill that Consumes Charges, granting a chance for benefits of that Consumption to be doubled.
Delayed Gratification
Supports Skills which require some Condition to be met for use. Supported Skills can be used an additional time after their Condition has been met, but meeting that Condition is harder.
Rearm I
Supports Skills which create Hazards. Hazards created by Supported Skills have a chance to be rearmed a short duration after triggering.
Rearm II
Supports Skills which create Hazards. Hazards created by Supported Skills have a chance to be rearmed a short duration after triggering.
Delayed Reaction
Supports Skills which create Hazards, causing those Hazards to only be able to trigger immediately after creation or at the end of their duration. Created Hazards have significantly lowered duration, and deal more damage.
Gambleshot
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Impale
Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
Perfection
Supports skills which have a benefit for Perfectly Timing their use. On successfully executing Perfect Timing with Supported Skills, gain Perfection, which is a powerful damage buff. However, failing to execute any Perfect Timing (even with skills not supported by Perfection) will remove all Perfection on you.
Deliberation
Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
Mark for Death
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
Admixture
Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
Brambleslam
Supports Slam Skills. Supported Skills create Hazardous Brambles on the ground that activate after a duration. Enemies which come in contact with these thorns take damage and are Maimed. A maximum of 20 Brambles are allowed at one time. Does not modify Skills used by Minions or Totems.
Inhibitor
Supports any Skill you use yourself or that you Trigger. Supported Skills cannot consume Charges or Infusion by any means. Cannot Support Skills which require Charges or Infusion to be used.
Frozen Spite
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Piety's Mercy
Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
Streamlined Rounds
Supports Crossbow Ammunition Skills. Supported Skills have significantly higher Attack speed and bolt capacity, but deal less damage and have longer reload time.
Perfected Endurance
Supports skills which have a benefit for Perfect Timing. Supported Skills grant at least one Endurance Charge when Hitting an enemy with Perfect Timing.
Durability
Supports Skills which create objects that are destroyed after being Hit a number of times, allowing for them to last for additional Hits. Does not modify Skills used by Minions.
Tul's Stillness
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Rakiata's Flow
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Rigwald's Ferocity
Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
Tacati's Ire
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Garukhan's Resolve
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Arakaali's Lust
Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
Cold Attunement
Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
Magnified Area I
Supports any skill with an area of effect, making it larger.
Magnified Area II
Supports any skill with an area of effect, making it larger at the cost of damage.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Mana Leech
Supports Attacks, causing their Physical damage to Leech Mana.
Chaos Attunement
Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
Rapid Casting I
Supports Spells, causing them to cast faster.
Rapid Casting II
Supports Spells, causing them to cast faster.
Rapid Casting III
Supports Spells, causing them to cast faster for each different Spell you've cast Recently.
Concentrated Area
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Cold Penetration
Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
Spell Echo
Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills Remote skills or skills which are Triggered.
Elemental Army
Supports skills which create Minions, bolstering the Elemental Resistances of those Minions. Cannot support skills which create undamageable Minions.
Vilenta's Propulsion
Supports Spell Skills that fire Projectiles, causing increases and reductions to cast speed to also apply to Projectile speed.
Ice Bite
Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
Freeze
Supports any skill that Hits enemies, making it more effective at Freezing enemies.
Controlled Destruction
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Elemental Focus
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Wildfire
Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
Arcane Surge
Supports Spells you cast yourself, tracking the mana you spend to cast them. Spending enough mana grants a burst of Mana Regeneration and Cast Speed.
Withering Touch
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
Unleash
Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown.
Feeding Frenzy I
Supports skills which create Minions, making them deal and take more damage. Cannot support skills which create undamageable Minions.
Feeding Frenzy II
FeedingFrenzySupportTwo
Impending Doom
Supports Curse skills you cast yourself, causing them to trigger Doom Blast on Cursed enemies when the Curse expires.
Inevitable Critical
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Frost Nexus
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Shock Siphon
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Shock Conduction
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
Deep Freeze
Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
Essence Harvest
Supports Skills which create Reviving Persistent Minions. When those Minions die, you Recoup a percentage of your maximum Mana.
Pinpoint Critical
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Fortress I
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage.
Fortress II
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage and have lowered Area of Effect.
Ahn's Citadel
Supports skills that create walls in a line, causing them to instead be created along a Fissure, at the cost of damage and Area of Effect.
Frostfire
Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
Stormfire
Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
Biting Frost
Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
Elemental Discharge
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
Hourglass
Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
Fiery Death
Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
Mana Flare
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Minion Instability
Supports skills which create Minions, causing them to violently explode when reduced to Low Life.
Heightened Curse
Supports Curse Skills, magnifying their power.
Corpse Conservation
Supports skills that consume Corpses, giving them a chance to take effect without destroying the Corpse.
Decaying Hex
Supports Curse skills. Cursed enemies' bodies decay, taking Chaos damage over time.
Focused Curse
Supports Curse skills, causing them to Curse enemies more quickly after being cast.
Ritualistic Curse
Supports Curse skills, causing them to cover a larger area but take longer to Curse enemies.
Minion Pact I
Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
Minion Pact II
Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
Last Gasp
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life.
Tecrod's Revenge
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life. Minions from Supported Skills gain Soul Eater and a burst of speed on entering this state.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Fire Mastery
Supports Fire skills, granting them an additional level. Does not support skills which do not have levels.
Cold Mastery
Supports Cold skills, granting them an additional level. Does not support skills which do not have levels.
Lightning Mastery
Supports Lightning skills, granting them an additional level. Does not support skills which do not have levels.
Chaos Mastery
Supports Chaos skills, granting them an additional level. Does not support skills which do not have levels.
Physical Mastery
Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
Minion Mastery
Supports Minion skills, granting them an additional level. Does not support skills which do not have levels.
Intense Agony
Supports Spells that deal non-Ailment damage over time, causing them to have a shorter duration but deal substantially more damage over time with Debuffs inflicted against enemies on full life.
Drain Ailments
Supports Spells that deal non-Ailment damage over time, causing them to consume Ailments on enemies it applies damage over time Debuffs to in order to deal substantially more damage over time.
Chaotic Freeze
Supports Spells that deal non-Ailment Chaos damage over time. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. Does not Support Skills used by Minions.
Clarity I
Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Clarity II
Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Spell Cascade
Supports Spells that affect an area around you or a target location, causing those Spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills.
Cursed Ground
Supports Curse Skills. Supported Curse Skills create areas which Curse Enemies so long as they are within them.
Doedre's Undoing
Supports Curse Skills. Supported Curse Skills create Hazardous areas which explode when Enemies enter them, Cursing Enemies and dealing Chaos Damage based on your Intelligence.
Font of Mana
Supports Skills which create Totems. Totems created by supported Skills generate a Font of Mana which will Leech Mana to Allies within it.
Burning Inscription
Supports any Skill which creates Runic Inscriptions when Cast, causing those Runic Inscriptions to trigger Burning Inscription when they expire. Burning Inscription is a Spell which creates Ignited Ground based off of your Maximum Mana.
Sacrificial Lamb I
Supports skills which create Minions, causing your skills which can target Minions to prioritise targeting Minions from the Supported Skill.
Sacrificial Lamb II
Supports skills which create Minions, causing your skills which can target Minions to prioritise targeting Minions from the Supported Skill, as well as causing them to always be considered Detonatable.
Potent Exposure
Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
Considered Casting
Supports Spell Skills that Hit Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
Wildshards I
Supports Projectile Spells. Supported Spells have a chance to fire many additional Projectiles in a circle.
Wildshards II
Supports Projectile Spells. Supported Spells have a chance to fire many additional Projectiles in a circle.
Sione's Temper
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Icicle
Supports any Skill which creates Ice Crystals, causing them to be created with lower Life.
Glacier
Supports any Skill which creates Ice Crystals, causing them to be created with higher Life.
Rising Tempest
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Extraction
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Astral Projection
Supports Nova Skills, causing those Skills to take place at the targeted location when used instead of around you.
Expanse
Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Excise
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Execrate
Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Energy Retention
Supports Meta Skills. Supported Skills gain a chance to partially Refund a portion of Energy cost when Triggering or Invoking other Skills.
Sacrificial Offering
Supports Offering Skills. Supported Skills Sacrifice a portion of your life on use, but deal much more damage and have more powerful Buffs in return.
Danse Macabre
Supports Offering Skills. Supported Skills have increased Buff effect and deal more damage, but will target an additional skeletal Minion when cast. If there is not an additional skeletal Minion to target, no damage or Buff effect will be granted.
Energy Capacitor
Supports Invocation Skills which Trigger other Skills. Supported Skills have significantly higher Maximum Energy.
Boundless Energy I
Supports Meta Skills. Supported Skills generate Energy significantly faster.
Boundless Energy II
Supports Meta Skills. Supported Skills generate Energy significantly faster.
Harmonic Remnants I
Supports Skills which create Remnants, allowing those Remnants to be collected from further away.
Harmonic Remnants II
Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant.
Fluke
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
Ixchel's Torment
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage, Area of Effect, and Projectile Speed randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
Zenith I
Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not modify Skills used by Minions.
Zenith II
Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions.
Bidding I
Supports Minion Skills. Supported Minions deal more damage and have increased Cooldown Recovery Rate with Command Skills.
Bidding II
Supports Minion Skills. Supported Minions deal more damage and have increased Cooldown Recovery Rate with Command Skills.
Bidding III
Supports Minion Skills. Supported Minions have significantly increased Cooldown Recovery Rate with Command Skills.
Commandment
Supports Minions which have Command Skills. Supported Minions have massively increased cooldown recovery speed for Command Skills they use, but deal no damage with non-Command Skills.
Bone Shrapnel
Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
Derange
Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Profanity I
Supports Skills you use yourself. Supported Skills consume a Corpse on use, dealing more Chaos Damage if they do. Cannot support Triggered Skills or Reservation Skills.
Profanity II
Supports Skills you use yourself. Supported Skills consume many Corpses on use, dealing more Chaos Damage per Corpse consumed. Cannot support Triggered Skills or Reservation Skills.
Burgeon I
Supports Channelling Skills you use yourself, causing them to deal more damage the longer they have been Channelled.
Burgeon II
Supports Channelling Skills you use yourself, causing them to deal more damage the longer they have been Channelled.
Freezefork
Supports Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
Verglas
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
Embitter
Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
Abiding Hex
Supports Curse Skills you cast yourself. Supported Skills will consume Power Charges on use, gaining significant Curse duration if they do.
Crazed Minions
Supports Minion Skills which summon Reviving Minions. Supported Minions deal significantly more Damage if they have Revived Recently.
Deathmarch
Supports Skills which create Persistent Minions. Supported Minions will restore Life to nearby Allied Minions on death, as well as removing Ailments from those Minions.
Acrimony
Supports Skills which can Damage Enemies. Enemies affected by Damage over time from Supported Skills which was not caused by a Damaging Ailment have reduced Life regeneration rate. Only the strongest instance of this Debuff will apply. Does not Support Skills used by Minions.
Ambrosia
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
Crackling Barrier
Supports Channelling Skills. While Channelling Supported Skills, you gain Lightning Thorns based off of your maximum Mana.
Volatility
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Muster
Supports Skills which summon Minions. Supported Minions deal more Damage the more different kinds of Reviving Minions you have summoned.
Hulking Minions
Supports Skills which summon Persistent Minions. Supported Minions are larger, have more Life, and deal more Damage, but cost significantly more Spirit.
Mysticism I
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Mysticism II
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Upwelling I
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
Upwelling II
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
Strong Hearted
Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
Catharsis
Supports any Skill you use yourself, causing supported Skill to detonate Volatility that is present on you. Supported Skill can only be used while you have a certain amount of Volatility and cannot support Skills which already have another Condition. Does not support Triggered Skills.
Loyalty
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.
Romira's Requital
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. A percentage of Damage taken this way is Recouped by you as [Life].
Encroaching Ground
Supports Skills that create Ground Surfaces, causing those Surfaces to grow over time, up to a limit.
Living Lightning
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Living Lightning II
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Crystalline Shards
Supports Skills which create Ice Crystals. Damaging Explosions caused by Ice Crystals from Supported Skills will Impale Enemies.
Dialla's Desire
Supports any Skill which has levels, increasing the level and Quality, while reducing the cost and Reservation.
Kalisa's Crescendo
Supports Curse Skills. Enemies Cursed by Supported Skills are Pacified for the final portion of the Supported Curse's duration.
Esh's Radiance
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Atziri's Allure
Supports Curse Skills, causing those Curses to ignore the usual Curse Limit, but be reflected back to you.
Zarokh's Refrain
Supports Spells that affect an area around you or a target location. Supported Spells echo twice, causing their effects to happen again after a short delay, but Supported Skills are given a short Cooldown. Cannot support Channelling skills, Remote skills, skills which already have a Cooldown, or skills which are Triggered.
Kurgal's Leash
Supports Commandable Minions causing you and the Supported Minion to gain Unholy Might when you Command them.
Kulemak's Dominion
Supports Offering Skills, causing Spells that affect an area around you or a target location to also affect the area around Supported Offerings.
Varashta's Blessing
Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
Arbiter's Ignition
Supports Fire Spell Skills. You have a chance to gain Flame Archon when Igniting with Supported Skills.
Hex Bloom
Supports Curses, spreading their effects when a Cursed enemy dies.
Skill Gems Gem/310
Attack Melee Strike Slam Warcry Spell Orb Nova Channelling Physical Fire Cold Lightning Chaos Projectile Chaining Minion Totem Aura Herald Travel Curse Mark Buff Persistent AoE Duration Trigger Sustained Payoff Staged Conditional Meta Companion Detonator Barrageable Hazard Invocation Remnant Shapeshift Ammunition Grenade Merging Banner
Name
Herald of Ash (1)
Boneshatter (1)
Earthquake (1)
Rolling Slam (1)
Armour Breaker (3)
Infernal Cry (3)
Shield Charge (3)
Shockwave Totem (3)
Herald of Ash (4)
Iron Ward (4)
Magma Barrier (4)
Scavenged Plating (4)
Molten Blast (5)
Perfect Strike (5)
Resonating Shield (5)
Earthshatter (7)
Leap Slam (7)
Shield Wall (7)
Volcanic Fissure (7)
Overwhelming Presence (8)
Time of Need (8)
Forge Hammer (9)
Fortifying Cry (9)
Sunder (9)
Seismic Cry (11)
Stampede (11)
Supercharged Slam (11)
Ancestral Cry (13)
Ancestral Warrior Totem (13)
Hammer of the Gods (13)
Berserk (14)
Name
Companion: {0} (1)
Herald of Thunder (1)
Disengage (1)
Escape Shot (1)
Explosive Spear (1)
Lightning Arrow (1)
Lightning Rod (1)
Poisonburst Arrow (1)
Twister (1)
Whirling Slash (1)
Cull The Weak (3)
Fangs of Frost (3)
Ice-Tipped Arrows (3)
Lightning Spear (3)
Rake (3)
Snipe (3)
Stormcaller Arrow (3)
Vine Arrow (3)
Herald of Thunder (4)
Plague Bearer (4)
Wind Dancer (4)
Barrage (5)
Electrocuting Arrow (5)
Freezing Salvo (5)
Rapid Assault (5)
Spearfield (5)
Storm Lance (5)
Toxic Growth (5)
Blood Hunt (7)
Gas Arrow (7)
Glacial Lance (7)
Primal Strikes (7)
Sniper's Mark (7)
Voltaic Mark (7)
Combat Frenzy (8)
Herald of Plague (8)
Mirage Archer (8)
Trail of Caltrops (8)
Bloodhound's Mark (9)
Detonating Arrow (9)
Ice Shot (9)
Rain of Arrows (9)
Tame Beast (9)
Thunderous Leap (9)
Elemental Sundering (11)
Shockchain Arrow (11)
Tornado Shot (11)
Whirlwind Lance (11)
Magnetic Salvo (13)
Spear of Solaris (13)
Spiral Volley (13)
Toxic Domain (13)
Wind Serpent's Fury (13)
Alchemist's Boon (14)
Rhoa Mount (14)
Name
Bone Blast (1)
Cast on Freeze (1)
Cast on Ignite (1)
Cast on Shock (1)
Chaos Bolt (1)
Conductivity (1)
Decompose (1)
Dark Pact (1)
Discipline (1)
Enervating Nova (1)
Exsanguinate (1)
Feast of Flesh (1)
Firebolt (1)
Flammability (1)
Freezing Shards (1)
Fulmination (1)
Galvanic Field (1)
Heart of Ice (1)
Hypothermia (1)
Impurity (1)
Lightning Bolt (1)
Malice (1)
Mana Drain (1)
Power Siphon (1)
Purity of Fire (1)
Purity of Ice (1)
Purity of Lightning (1)
Reap (1)
Sigil of Power (1)
Skeletal Sniper (1)
Skeletal Warrior (1)
Solar Orb (1)
Soulrend (1)
Spellslinger (1)
Lightning Bolt (1)
Ember Fusillade (1)
Spark (1)
Withering Presence (1)
Unleash (1)
Volatile Dead (1)
Wither (1)
Contagion (1)
Flame Wall (1)
Frost Bomb (1)
Ice Nova (1)
Skeletal Sniper (1)
Spark (1)
Unearth (1)
Bone Cage (3)
Enfeeble (3)
Essence Drain (3)
Fireball (3)
Frost Darts (3)
Living Bomb (3)
Orb of Storms (3)
Skeletal Arsonist (3)
Arctic Armour (4)
Convalescence (4)
Mana Remnants (4)
Raging Spirits (4)
Ravenous Swarm (4)
Withering Presence (4)
Arc (5)
Bonestorm (5)
Ember Fusillade (5)
Frostbolt (5)
Pain Offering (5)
Raise Zombie (5)
Skeletal Frost Mage (5)
Snap (5)
Bind Spectre (7)
Detonate Dead (7)
Elemental Weakness (7)
Mana Tempest (7)
Profane Ritual (7)
Temporal Chains (7)
Vulnerability (7)
Blasphemy (8)
Blink (8)
Cast on Minion Death (8)
Siphon Elements (8)
Dark Effigy (9)
Despair (9)
Frost Wall (9)
Incinerate (9)
Lightning Warp (9)
Skeletal Reaver (9)
Ball Lightning (11)
Bone Offering (11)
Comet (11)
Firestorm (11)
Hexblast (11)
Skeletal Storm Mage (11)
Eye of Winter (13)
Flameblast (13)
Lightning Conduit (13)
Skeletal Brute (13)
Skeletal Cleric (13)
Soul Offering (13)
Archmage (14)
Cast on Critical (14)
Cast on Elemental Ailment (14)
Elemental Conflux (14)
Sacrifice (14)
Name
Ancestral Spirits (1)
Bleeding Concoction (1)
Elemental Expression (1)
Elemental Storm (1)
Encase in Jade (1)
Explosive Concoction (1)
Fulminating Concoction (1)
Life Remnants (1)
Meditate (1)
Acidic Concoction (1)
Shattering Concoction (1)
Summon Infernal Hound (1)
Elemental Surge (1)
Unbound Avatar (1)
Unleash (1)
Blink (1)
Blood Boil (1)
Fire Spell on Hit (1)
Cast on Block (1)
Decompose (1)
Demon Form (1)
Shapeshift, Buff
Future-Past (1)
Inevitable Agony (1)
Into the Breach (1)
Manifest Weapon (1)
Called Shots (1)
Parry (1)
Axe Slash (1)
Mace Strike (1)
Sword Slash (1)
Axe Slash (1)
Mace Strike (1)
Sword Slash (1)
Axe Slash (1)
Bow Shot (1)
Claw Stab (1)
Claw Stab (1)
Crossbow Shot (1)
Dagger Stab (1)
Dagger Stab (1)
Flail Strike (1)
Mace Strike (1)
Quarterstaff Strike (1)
Spear Stab (1)
Spear Stab (1)
Spear Throw (1)
Sword Slash (1)
Punch (1)
Ritual Sacrifice (1)
Raise Shield (1)
Sorcery Ward (1)
Consecrate (1)
Supporting Fire (1)
Temper Weapon (1)
Temporal Rift (1)
Time Freeze (1)
Time Snap (1)
Herald of Ice (1)
Void Illusion (1)
Armour Piercing Rounds (1)
Explosive Grenade (1)
Falling Thunder (1)
Fragmentation Rounds (1)
Frozen Locus (1)
Glacial Cascade (1)
Killing Palm (1)
Permafrost Bolts (1)
Flash Grenade (3)
High Velocity Rounds (3)
Incendiary Shot (3)
Staggering Palm (3)
Tempest Bell (3)
Vaulting Impact (3)
Ghost Dance (4)
Herald of Blood (4)
Herald of Ice (4)
War Banner (4)
Galvanic Shards (5)
Ice Shards (5)
Ice Strike (5)
Rapid Shot (5)
Tempest Flurry (5)
Gas Grenade (5)
Wind Blast (5)
Artillery Ballista (7)
Explosive Shot (7)
Freezing Mark (7)
Glacial Bolt (7)
Voltaic Grenade (7)
Siphoning Strike (7)
Storm Wave (7)
Wave of Frost (7)
Barrier Invocation (8)
Defiance Banner (8)
Elemental Invocation (8)
Lingering Illusion (8)
Shard Scavenger (8)
Charged Staff (9)
Hand of Chayula (9)
Mantra of Destruction (9)
Oil Grenade (9)
Siege Ballista (9)
Stormblast Bolts (9)
Emergency Reload (11)
Hailstorm Rounds (11)
Mortar Cannon (11)
Shattering Palm (11)
Shockburst Rounds (11)
Whirling Assault (11)
Cluster Grenade (13)
Flicker Strike (13)
Gathering Storm (13)
Plasma Blast (13)
Siege Cascade (13)
Attrition (14)
Cast on Dodge (14)
Charge Regulation (14)
Dread Banner (14)
Reaper's Invocation (14)
Trinity (14)
Support Gems Gem/471
Attack Melee Strike Slam Warcry Spell Channelling Physical Fire Cold Lightning Chaos Projectile Chaining Minion Totem Herald Curse Mark Support Lineage Persistent Ammunition Duration Banner Conditional AoE Trigger Payoff Buff Remnant Grenade Hazard Command
Name
Amanamu's Tithe (1)
Atalui's Bloodletting (1)
Auto Reload (1)
Bloodlust (1)
Brutus' Brain (1)
Paquate's Pact (1)
Daresso's Passion (1)
Dauntless (1)
Einhar's Beastrite (1)
Flamepierce (1)
Tawhoa's Tending (1)
Kaom's Madness (1)
Rusted Spikes (1)
Spar (1)
Uhtred's Augury (1)
Uhtred's Exodus (1)
Uhtred's Omen (1)
Uruk's Smelting (1)
Uul-Netol's Embrace (1)
Xoph's Pyre (1)
Fire Attunement (1)
Armour Demolisher I (1)
Armour Explosion (1)
Battershout (1)
Bleed I (1)
Brutality I (1)
Compressed Duration I (1)
Double Barrel I (1)
Efficiency I (1)
Elemental Armament I (1)
Execute I (1)
Fist of War I (1)
Enduring Impact I (1)
Eternal Flame I (1)
Ignite I (1)
Impact Shockwave (1)
Meat Shield I (1)
Prolonged Duration I (1)
Rage I (1)
Steadfast I (1)
Stomping Ground (1)
Tireless (1)
Upheaval I (1)
Vanguard I (1)
Vitality I (1)
Aftershock I (2)
Armour Break I (2)
Behead I (2)
Font of Blood (2)
Lifetap (2)
Brink I (2)
Brutality II (2)
Concoct I (2)
Crater (2)
Defy I (2)
Direstrike I (2)
Double Barrel II (2)
Elemental Armament II (2)
Exploit Weakness (2)
Fire Penetration I (2)
Fresh Clip I (2)
Hardy Totems I (2)
Herbalism I (2)
Infernal Legion I (2)
Jagged Ground I (2)
Life Leech I (2)
Persistent Ground I (2)
Raging Cry (2)
Refraction I (2)
Remnant Potency I (2)
Retaliate I (2)
Selfless Remnants (2)
Short Fuse I (2)
Skittering Stone I (2)
Stun I (2)
Thornskin I (2)
Urgent Totems I (2)
Vanguard II (2)
Volcanic Eruption (2)
Armour Break II (3)
Armour Demolisher II (3)
Barbs I (3)
Behead II (3)
Bleed II (3)
Branching Fissures I (3)
Brink II (3)
Cannibalism I (3)
Clash (3)
Compressed Duration II (3)
Cool Headed (3)
Corrupting Cry I (3)
Searing Flame I (3)
Deep Cuts I (3)
Fist of War II (3)
Greatwood I (3)
Haemocrystals (3)
Eternal Flame II (3)
Ignite II (3)
Immolate (3)
Knockback (3)
Life Leech II (3)
Meat Shield II (3)
Persistent Ground II (3)
Prolonged Duration II (3)
Quill Burst (3)
Font of Rage (3)
Refraction II (3)
Reinforced Totems I (3)
Remnant Potency II (3)
Rip (3)
Rupture (3)
Steadfast II (3)
Stoicism I (3)
Tear (3)
Urgent Totems II (3)
Aftershock II (4)
Ancestral Call I (4)
Armour Break III (4)
Cannibalism II (4)
Concoct II (4)
Searing Flame II (4)
Direstrike II (4)
Efficiency II (4)
Enraged Warcry I (4)
Execute II (4)
Fire Exposure (4)
Fresh Clip II (4)
Greatwood II (4)
Hardy Totems II (4)
Enduring Impact II (4)
Herbalism II (4)
Eternal Flame III (4)
Incision (4)
Infernal Legion II (4)
Long Fuse I (4)
Heavy Swing (4)
Rage II (4)
Rageforged I (4)
Remnant Potency III (4)
Retaliate II (4)
Short Fuse II (4)
Skittering Stone II (4)
Stun II (4)
Syzygy (4)
Thornskin II (4)
Urgent Totems III (4)
Vitality II (4)
Ancestral Call II (5)
Barbs III (5)
Barbs II (5)
Bleed IV (5)
Bleed III (5)
Branching Fissures II (5)
Brutality III (5)
Corrupting Cry II (5)
Deep Cuts II (5)
Defy II (5)
Double Barrel III (5)
Elemental Armament III (5)
Enraged Warcry II (5)
Execute III (5)
Fire Penetration II (5)
Fist of War III (5)
Heft (5)
Holy Descent (5)
Ignite III (5)
Infernal Legion III (5)
Jagged Ground II (5)
Life Leech III (5)
Long Fuse II (5)
Persistent Ground III (5)
Rage III (5)
Rageforged II (5)
Refraction III (5)
Reinforced Totems II (5)
Stoicism II (5)
Stun III (5)
Upheaval II (5)
Name
Ailith's Chimes (1)
Arjun's Medal (1)
Arakaali's Lust (1)
Ratha's Assault (1)
Murderous Intent (1)
Ferocity (1)
Garukhan's Resolve (1)
Overabundance III (1)
Life Bounty (1)
Lockdown (1)
Malady (1)
Mana Bounty (1)
Piety's Mercy (1)
Rakiata's Flow (1)
Rigwald's Ferocity (1)
Stormchain (1)
Tacati's Ire (1)
Tul's Stillness (1)
Lightning Attunement (1)
Blindside (1)
Chain I (1)
Charge Profusion I (1)
Combo Finisher I (1)
Corrosion (1)
Crescendo I (1)
Escalating Poison (1)
Heightened Accuracy I (1)
Overabundance I (1)
Innervate (1)
Life Drain (1)
Multishot I (1)
Perpetual Charge (1)
Pierce I (1)
Pin I (1)
Poison I (1)
Precision I (1)
Projectile Acceleration I (1)
Projectile Deceleration I (1)
Pursuit I (1)
Rapid Attacks I (1)
Retreat I (1)
Shock (1)
Slow Potency (1)
Swift Affliction I (1)
Window of Opportunity I (1)
Adhesive Grenades I (2)
Admixture (2)
Ammo Conservation I (2)
Blind I (2)
Bounty I (2)
Cadence (2)
Chain II (2)
Inhibitor (2)
Commiserate (2)
Deadly Poison I (2)
Delayed Gratification (2)
Durability (2)
Electrocute (2)
Longshot I (2)
Frenzied Riposte (2)
Frozen Spite (2)
Heightened Charges (2)
Lasting Shock (2)
Lightning Penetration (2)
Maim (2)
Mark for Death (2)
Momentum (2)
Multishot II (2)
Overextend (2)
Overreach (2)
Pin II (2)
Second Wind I (2)
Shocking Leap (2)
Bursting Plague (2)
Ricochet I (2)
Volt (2)
Adhesive Grenades II (3)
Alignment I (3)
Caltrops (3)
Charged Shots I (3)
Close Combat I (3)
Combo Finisher II (3)
Cooldown Recovery I (3)
Culmination I (3)
Deadly Herald (3)
Deliberation (3)
Longshot II (3)
Fork (3)
Gambleshot (3)
Heightened Accuracy II (3)
Soul Drain (3)
Mobility (3)
Neural Overload (3)
Pierce II (3)
Poison II (3)
Practiced Combo (3)
Projectile Deceleration II (3)
Punch Through (3)
Pursuit II (3)
Rearm I (3)
Retreat II (3)
Salvo (3)
Streamlined Rounds (3)
Swift Affliction II (3)
Warm Blooded (3)
Alignment II (4)
Ammo Conservation II (4)
Bounty II (4)
Cooldown Recovery II (4)
Crescendo II (4)
Culling Strike I (4)
Deadly Poison II (4)
Delayed Reaction (4)
Hit and Run (4)
Impale (4)
Overabundance II (4)
Lightning Exposure (4)
Nimble Reload (4)
Nova Projectiles (4)
Overcharge (4)
Payload (4)
Perfected Endurance (4)
Perfection (4)
Precision II (4)
Projectile Acceleration II (4)
Rapid Attacks II (4)
Second Wind II (4)
Spectral Volley (4)
Ricochet II (4)
Alignment III (5)
Ammo Conservation III (5)
Blind II (5)
Brambleslam (5)
Chain III (5)
Charge Profusion II (5)
Charged Shots II (5)
Close Combat II (5)
Crescendo III (5)
Culling Strike II (5)
Culmination II (5)
Pierce III (5)
Pin III (5)
Poison III (5)
Projectile Acceleration III (5)
Pursuit III (5)
Rapid Attacks III (5)
Rearm II (5)
Retreat III (5)
Second Wind III (5)
Swift Affliction III (5)
Ricochet III (5)
Window of Opportunity II (5)
Name
Ahn's Citadel (1)
Arbiter's Ignition (1)
Atziri's Allure (1)
Commandment (1)
Dialla's Desire (1)
Doedre's Undoing (1)
Shock Siphon (1)
Esh's Radiance (1)
Ixchel's Torment (1)
Freezefork (1)
Kalisa's Crescendo (1)
Kulemak's Dominion (1)
Kurgal's Leash (1)
Romira's Requital (1)
Tecrod's Revenge (1)
Varashta's Blessing (1)
Vilenta's Propulsion (1)
Sione's Temper (1)
Zarokh's Refrain (1)
Cold Attunement (1)
Ambush (1)
Arcane Surge (1)
Burgeon I (1)
Clarity I (1)
Concentrated Area (1)
Controlled Destruction (1)
Crystalline Shards (1)
Heightened Curse (1)
Elemental Army (1)
Expanse (1)
Hourglass (1)
Ice Bite (1)
Impending Doom (1)
Last Gasp (1)
Deep Freeze (1)
Magnified Area I (1)
Minion Pact I (1)
Profanity I (1)
Rapid Casting I (1)
Sacrificial Lamb I (1)
Spell Cascade (1)
Unleash (1)
Fortress I (1)
Withering Touch (1)
Zenith I (1)
Abiding Hex (2)
Acrimony (2)
Bidding I (2)
Bone Shrapnel (2)
Boundless Energy I (2)
Catharsis (2)
Frost Nexus (2)
Cold Penetration (2)
Considered Casting (2)
Crackling Barrier (2)
Danse Macabre (2)
Deathmarch (2)
Embitter (2)
Encroaching Ground (2)
Excise (2)
Fiery Death (2)
Harmonic Remnants I (2)
Focused Curse (2)
Freeze (2)
Glacier (2)
Icicle (2)
Intense Agony (2)
Living Lightning (2)
Loyalty (2)
Mana Flare (2)
Font of Mana (2)
Mana Leech (2)
Minion Instability (2)
Mysticism I (2)
Pinpoint Critical (2)
Potent Exposure (2)
Shock Conduction (2)
Spell Echo (2)
Rising Tempest (2)
Upwelling I (2)
Wildfire (2)
Chaos Attunement (3)
Ambrosia (3)
Astral Projection (3)
Biting Frost (3)
Chaotic Freeze (3)
Corpse Conservation (3)
Cursed Ground (3)
Decaying Hex (3)
Drain Ailments (3)
Elemental Discharge (3)
Elemental Focus (3)
Energy Capacitor (3)
Energy Retention (3)
Essence Harvest (3)
Execrate (3)
Extraction (3)
Feeding Frenzy I (3)
Harmonic Remnants II (3)
Fluke (3)
Frostfire (3)
Hex Bloom (3)
Supercritical (3)
Inevitable Critical (3)
Magnified Area II (3)
Muster (3)
Ritualistic Curse (3)
Sacrificial Lamb II (3)
Sacrificial Offering (3)
Stormfire (3)
Strong Hearted (3)
Verglas (3)
Volatility (3)
Fortress II (3)
Wildshards I (3)
Zenith II (3)
Bidding II (4)
Boundless Energy II (4)
Burgeon II (4)
Burning Inscription (4)
Clarity II (4)
Cold Exposure (4)
Crazed Minions (4)
Derange (4)
Feeding Frenzy II (4)
Hulking Minions (4)
Living Lightning II (4)
Minion Pact II (4)
Mysticism II (4)
Rapid Casting II (4)
Upwelling II (4)
Bidding III (5)
Chaos Mastery (5)
Cold Mastery (5)
Fire Mastery (5)
Lightning Mastery (5)
Minion Mastery (5)
Physical Mastery (5)
Profanity II (5)
Rapid Casting III (5)
Wildshards II (5)
Spirit Gems Gem/46
Attack Melee Spell Nova Physical Fire Cold Lightning Chaos Projectile Minion Aura Herald Travel Buff Persistent AoE Duration Trigger Payoff Staged Meta Hazard Companion Sustained Remnant Banner Conditional Invocation
Unknown Gem/195
Attack Melee Strike Slam Warcry Spell Orb Channelling Physical Fire Cold Lightning Chaos Bow Projectile Chaining Minion Totem Aura Travel Mark Support Conditional Buff Persistent Trigger Meta AoE Duration Grenade Barrageable Companion Link Payoff Sustained Staged Remnant Command Detonator Ammunition
Name
Aftershock III (1)
Ancestral Aid (1)
Ancestral Call III (1)
Arms Length (1)
[DNT-UNUSED] Axe Chop (1)
[DNT-UNUSED] Axe Execute (1)
[DNT-UNUSED] Axe Heavy Cleave (1)
[DNT-UNUSED] Axe Leaping Chop (1)
[DNT-UNUSED] Axe Raised Chop (1)
[DNT-UNUSED] Axe Slash (1)
[DNT-UNUSED] Axe Whirling Slash (1)
Cast on Melee Stun (1)
Dazing Cry (1)
Desperation (1)
Devastate (1)
Premeditation (1)
Break Endurance (1)
First Blood (1)
Flame Pillar (1)
[DNT] Hammer of Ngamahu (1)
[DNT] Iron Grip (1)
[DNT] Iron Will (1)
Lasting Ground (1)
[DNT-UNUSED] Leaping Axe Catch (1)
[DNT-UNUSED] Lingering Presence (1)
Prolonged Duration III (1)
Rally (1)
Relentless Rage (1)
Reverberate (1)
Ruthless (1)
See Red (1)
Spinning Inferno (1)
[DNT-UNUSED] Spinning Throw (1)
[DNT-UNUSED] Spiral Throw (1)
[DNT] Stone Slam Aegis (1)
[DNT-UNUSED] Timerot (1)
[DNT] Totemic Aegis (1)
Tremors (1)
Unabating (1)
Unbreakable (1)
Undermine (1)
Unsteady Tempo (1)
Unyielding (1)
[DNT-UNUSED] Vulnerable Extension (1)
Name
[DNT-UNUSED] Ailment CDR (1)
[DNT-UNUSED] Block CDR (1)
Cast when Stunned (1)
Cast while Channelling (1)
His Dark Horizon (1)
Demon Magus (1)
Energy Barrier (1)
[DNT-UNUSED] Eternal Service (1)
[DNT] Expand Support (1)
[DNT] Flame Link (1)
[DNT] From the Grave (1)
[DNT-UNUSED] Frosthunger (1)
Frozen Vortex (1)
His Grave Command (1)
[DNT] GroundingShocks (1)
Hinder (1)
His Foul Emergence (1)
His Winnowing Flame (1)
Hoarfrost (1)
Hydra Familiar (1)
Icestorm (1)
Invocation (1)
Lightning Storm (1)
Magnetic Remnants (1)
Nadir (1)
Potential (1)
Rime (1)
Rolling Magma (1)
His Scattering Calamity (1)
Enervation (1)
[DNT] Shocking Rift (1)
Soul Crystal: {0} (1)
[DNT] Soul Link (1)
Soulbreaker (1)
[DNT-UNUSED] Spellblade (1)
Spreading Frost (1)
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Community Wiki

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Gems

Tier information was added to the skills on the poe2db website. Tier will require the corresponding Uncut Gem Level to unlock. Tier will also affect the Skill Gem/Spirit Gem minimum required level. Class within Tier is a source, not limit. Most gems without Tier information have been removed at the start of Early Access.

Path of Exile 2 features 300 Skill Gems that grant devastating active skills and 200 Support Gems that modify their behaviour. Combine these together to create your perfect build.

This is the next generation of Path of Exile's famous skill system. Support Gems are now socketed directly into Skill Gems, removing many of the frustrations present in the old system while maintaining all the previous depth. It's now possible to six-link every skill your character uses.

Skill Gems

  • Characters start with 9 Skill gem sockets.
  • "Effectiveness of Added Damage" has also been removed
  • Skill gems have their own sockets, always have 2 gem sockets by default.
  • Attacks scale more significantly with levels.
  • Socket crafting (extra sockets) is deterministic.
  • Socket has no colour
  • Jeweller's Orb tiers: Each upgrade tier is rarer than the previous.
  • Summons reservation Spirit
  • High level summon gems require less Spirit
  • Vaal gems will not be composite gems
  • Uncut Skill Gems have levels, which can be used to improve the gem level by Uncut Skill Gem
  • Uncut Skill Gem Level can unlock Gem below the same level Gem Tier. They are 1/3/5/7/9/11/13 Levels.

Support Gems

  • Each support gem can only be used once
  • All Support gems with Level 1 requirements
  • Support Gems don't have levels
  • Uncut Support Gem Level can unlock Gem below the same level Gem Tier, only 3 Tiers.
  • Support Gems do not grant raw damage modifiers.
  • Support Gems add additional attribute requirements to Skill Gems based on the support's attribute theme.
  • If a Support gem does not support the Skill gem, it cannot be placed in the socket of the active gem.
  • Support gems no longer have the Support ending
  • Support gems have no "Cost & Reservation Multiplier", only "Cost Multiplier"
  • You can have one support gem per 5 points in that attribute
  • You cannot have multiple copies of the same Support Gem socketed at the same time

Spirit Gems

  • Buff reservation Spirit
  • Uncut Spirit Gem Level can unlock Gem below the same level Gem Tier. They are 4/8/14 Levels.

Meta Gems

  • Meta gems are special types of skill gems that and can be supported by both support gems and other skill gems.
  • Meta gems can trigger skills or provide more complex effects.
  • Most trigger meta gems activate the supported gems when you fulfill the condition enough times.
  • Meta Gems reservation Spirit
  • Triggered skill can't generate Energy

Uncut Skill Gem

Players can find "Uncut Skill Gem" which can be crafted into a skill gem in the Gemcutting menu. Skills in the Gemcutting menu are categorized by each of the 12 character classes, but are not class-locked; any skill of appropriate level can be crafted on any character. The resulting gem's level will be scaled relative to its item level.

Uncut Gems can be turned into specific gems via the Gemcutting menu. Skills are not locked by class and are only sorted by theme per class.

New Skills

Many skills have in-built dynamic movement to close gaps if targeting far away or move away from enemies for some charge-up skills, and can change directions mid-skill (longer animations can turn further).

Extra skill options and shift-attack behaviours, as well as targeting options

Skills will mostly be limited to a single type of weapon.

  • Brands somewhat merged with Totems
  • Mines and traps are no longer spells or attacks and instead a separate damage type. They also are a separate weapon type with different detonation types (proximity, manual, etc)
  • Wand skills now are spells (as wands do not have attack stats)

Raise Spectre

Though now the gem functions kind of like a pokeball, where you Bind Spectre to the gem once and then it will permanently summon that spectre when used, reserved Spirit, rather than having to stress about corpses all the time.

  • Faridun Impaler: 120 Spirit
  • Winged Fiend: 40 Spirit

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