Skill Gems Gem/310
Name | |
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![]() | 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 | |
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![]() | 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) |
Skill Gems Summary /309
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.
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.
Infernal Cry
Perform a Warcry, Empowering subsequent 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 and Detonating Spear skills.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Skeletal Warrior
Activate to summon Reviving Skeletal Warriors.
Skeletal Cleric
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
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.
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.
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 Critical
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Chaos Bolt
Fire a burst of Chaos energy at the target.
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.
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.
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.
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.
Archmage
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Mace Strike
Strike with your Mace.
Mace Strike
Strike with your Maces.
Mace Strike
Strike with your Mace.
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.
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 double its normal maximum. This skill cannot be used if your Energy Shield is already double its normal maximum or you have no maximum Energy Shield.
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.
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.
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.
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.
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.
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.
Emergency Reload
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
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.
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.
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.
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.
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.
Skill Gems Gemcutting /49
Tier Level /22
Used for Item Implicit and Ascendancy Skill
Req Level | Socket Number | Skill Level |
---|---|---|
1 | 2 | 1 |
3 | 2 | |
6 | 3 | |
10 | 3 | 4 |
14 | 5 | |
15 | 4 | |
18 | 6 | |
20 | 5 | |
22 | 7 | |
26 | 8 | |
31 | 9 | |
36 | 10 | |
41 | 11 | |
46 | 12 | |
52 | 13 | |
58 | 14 | |
64 | 15 | |
66 | 16 | |
72 | 17 | |
78 | 18 | |
84 | 19 | |
90 | 20 |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.