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)
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.
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 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 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.
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 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.
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.
Skill Gems Gemcutting /49
WeaponTierGems
Occult1
Unearth
Contagion
Skeletal Sniper
Occult3
Enfeeble
Bone Cage
Essence Drain
Skeletal Arsonist
Occult5
Raise Zombie
Bonestorm
Pain Offering
Skeletal Frost Mage
Occult7
Vulnerability
Bind Spectre
Detonate Dead
Profane Ritual
Occult9
Skeletal Reaver
Despair
Dark Effigy
Occult11
Skeletal Storm Mage
Hexblast
Bone Offering
Occult13
Skeletal Brute
Skeletal Cleric
Soul Offering
Bow1
Lightning Arrow
Escape Shot
Lightning Rod
Poisonburst Arrow
Bow3
Snipe
Ice-Tipped Arrows
Vine Arrow
Stormcaller Arrow
Bow5
Toxic Growth
Electrocuting Arrow
Barrage
Freezing Salvo
Bow7
Sniper's Mark
Gas Arrow
Voltaic Mark
Bow9
Detonating Arrow
Ice Shot
Rain of Arrows
Bow11
Shockchain Arrow
Tornado Shot
Bow13
Spiral Volley
Magnetic Salvo
Toxic Domain
Mace1
Rolling Slam
Boneshatter
Earthquake
Mace3
Shield Charge
Shockwave Totem
Armour Breaker
Infernal Cry
Mace5
Molten Blast
Perfect Strike
Resonating Shield
Mace7
Shield Wall
Earthshatter
Volcanic Fissure
Leap Slam
Mace9
Fortifying Cry
Forge Hammer
Sunder
Mace11
Supercharged Slam
Seismic Cry
Stampede
Mace13
Ancestral Cry
Hammer of the Gods
Ancestral Warrior Totem
Elemental1
Spark
Ice Nova
Flame Wall
Frost Bomb
Elemental3
Frost Darts
Living Bomb
Fireball
Orb of Storms
Elemental5
Arc
Frostbolt
Snap
Ember Fusillade
Elemental7
Elemental Weakness
Mana Tempest
Temporal Chains
Elemental9
Incinerate
Lightning Warp
Frost Wall
Elemental11
Ball Lightning
Firestorm
Comet
Elemental13
Flameblast
Eye of Winter
Lightning Conduit
Spear1
Disengage
Whirling Slash
Twister
Explosive Spear
Spear3
Rake
Fangs of Frost
Lightning Spear
Cull The Weak
Spear5
Rapid Assault
Storm Lance
Barrage
Spearfield
Spear7
Primal Strikes
Glacial Lance
Blood Hunt
Spear9
Thunderous Leap
Bloodhound's Mark
Tame Beast
Spear11
Elemental Sundering
Whirlwind Lance
Spear13
Spear of Solaris
Wind Serpent's Fury
Crossbow1
Explosive Grenade
Permafrost Bolts
Fragmentation Rounds
Armour Piercing Rounds
Crossbow3
Flash Grenade
High Velocity Rounds
Incendiary Shot
Crossbow5
Galvanic Shards
Ice Shards
Gas Grenade
Rapid Shot
Crossbow7
Artillery Ballista
Glacial Bolt
Explosive Shot
Voltaic Grenade
Crossbow9
Oil Grenade
Siege Ballista
Stormblast Bolts
Crossbow11
Hailstorm Rounds
Shockburst Rounds
Emergency Reload
Mortar Cannon
Crossbow13
Siege Cascade
Plasma Blast
Cluster Grenade
Quarterstaff1
Falling Thunder
Frozen Locus
Killing Palm
Glacial Cascade
Quarterstaff3
Staggering Palm
Vaulting Impact
Tempest Bell
Quarterstaff5
Ice Strike
Tempest Flurry
Wind Blast
Quarterstaff7
Siphoning Strike
Wave of Frost
Storm Wave
Freezing Mark
Quarterstaff9
Charged Staff
Mantra of Destruction
Hand of Chayula
Quarterstaff11
Shattering Palm
Whirling Assault
Quarterstaff13
Flicker Strike
Gathering Storm
Tier Level /22
Used for Item Implicit and Ascendancy Skill
Req LevelSocket NumberSkill Level
121
32
63
1034
145
154
186
205
227
268
319
3610
4111
4612
5213
5814
6415
6616
7217
7818
8419
9020
Edit

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