Spells
Spells Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | spells41_ |
| Icon | Art/2DArt/SkillIcons/passives/damagespells.png |
| PassiveSkillsHash | 23703 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
Spells
Spells Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | spells42_ |
| Icon | Art/2DArt/SkillIcons/passives/damagespells.png |
| PassiveSkillsHash | 57930 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
Spells
Spells Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | spells43 |
| Icon | Art/2DArt/SkillIcons/passives/damagespells.png |
| PassiveSkillsHash | 36062 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
Spells
Spells Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | spells44 |
| Icon | Art/2DArt/SkillIcons/passives/damagespells.png |
| PassiveSkillsHash | 31281 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
Spells
Spells Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | spells45 |
| Icon | Art/2DArt/SkillIcons/passives/damagespells.png |
| PassiveSkillsHash | 35912 |
| Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
spell GemTags /165
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
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.
Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
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.
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.
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.
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, 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. Highlights enemies that can be Culled.
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. On teleport, the target is destroyed, and the explosion deals Physical damage to surrounding enemies and inflicts Impale.
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
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.
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. Cannot gain fuel while using this skill.
Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills Remote skills or skills which are Triggered.
Supports Spell Skills that fire Projectiles, causing increases and reductions to cast speed to also apply to Projectile speed.
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.
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.
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.
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.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Supports Spells you cast yourself, tracking the mana you spend to cast them. Spending enough mana grants a burst of Mana Regeneration and Cast Speed.
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.
Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown.
Supports Spells you cast yourself, making their effect reoccur up to five times when cast, but giving them a moderate Cooldown. Cannot support Channelling Skills.
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.
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.
Create a storm that sucks in enemies and deals Physical damage over time. A Tornado that overlaps an Elemental Ground Surface absorbs that surface's Debuff, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
Fire an arc of knives in front of the caster which deals physical damage.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
[DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
Fire an arc of knives in front of the caster which deals physical damage.
[DNT-UNUSED] Create a storm of deathly energies that Empowers your Mana-costing Spells with Cold damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled Ground. Enemies that enter the eye of the storm are [Blinded]. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled Ground.
Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
[DNT-UNUSED] Loud noise
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.
Supports Spell skills, causing them to reduce the cast time of other skills when used. Cannot support Totem skills, Channelling skills, Triggering skills, instant skills, or skills with a Reservation.
[DNT-UNUSED] Zoomancer :D
Gain Stealth after not using Skills or being Hit for a short time.
Consume any combination of 3 Power and/or Endurance Charges to raise a Totem that uses socketed Spells. Cannot use Skills with Cooldowns.
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.
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.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
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.
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.
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.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is fully Overflowed.
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.
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.
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
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.
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.
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.
[DNT-UNUSED] Modifiers to Melee damage also apply to Spell damage for supported skill
Supports Projectile Spells. Supported Spells have a chance to fire many additional Projectiles in a circle.
Supports Projectile Spells. Supported Spells have a chance to fire many additional Projectiles in a circle.
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Supports Skills which create Ice Crystals. Supported Skills create chilling areas which deal Cold Damage over time instead of creating Ice Crystals.
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.
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.
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.
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
Supports Spells that affect an area around you or a target location. Supported Spells echo thrice, causing their effects to happen again after a short delay, but Supported Skills are given a short Cooldown. Cannot support Channelling skills, Remote skills, skills which already have a Cooldown, or skills which are Triggered.
Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and create Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
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.
Consume a Power Charge when you cast a damaging Spell to trigger an Abyssal Apparition who will also cast that same Spell for you. Does not work with Channelling Spells, Spells with a Cooldown, Triggered Spells, Spells granted by items, or Spells which already consume a Power Charge. This Skill is not directly Supportable.
While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
Supports Skills which are boosted by Elemental Ground Surfaces, Triggering Catalysing Discharge of the corresponding type when they are boosted by an allied Elemental Ground Surface.
Spell Ref /172
Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
+(10—20) to maximum Mana
+(1—3) to Level of all Spell Skills
(5—10)% increased Cast Speed
+(10—20) to maximum Energy Shield
(20—40)% increased Spell Damage
+(5—10) to Intelligence
20% chance for Energy Shield Recharge to start when you Kill an Enemy
(80—120)% increased Spell Damage
Gain (5—10) Life per enemy killed
25% increased Mana Regeneration Rate
(80—100)% increased Spell Damage
Gain (10—15) Mana per enemy killed
(100—150)% increased Energy Shield
+(100—150) to maximum Life
Skills gain a Base Life Cost equal to 100% of Base Mana Cost
+(20—30) to maximum Energy Shield
(40—50)% increased Spell Damage
+10 to Intelligence
+(7—13)% to Chaos Resistance
+(20—30) to maximum Mana
(30—50)% increased Critical Spell Damage Bonus
+(13—17)% to Chaos Resistance
10% increased Mana Cost of Skills
+(60—80) to maximum Mana
20% increased Accuracy Rating
100% increased Parried Debuff Duration
parry skill art variation from item [2]
(80—120)% increased Spell Damage
(10—20)% increased Cast Speed
30% increased Freeze Buildup
Enemies Frozen by you take 100% increased Damage
(80—120)% increased Spell Damage
(10—20)% increased Cast Speed
(20—30)% increased Mana Regeneration Rate
(80—120)% increased Spell Damage
(10—20)% increased Cast Speed
20% increased Light Radius
(60—100)% increased Spell Damage
+(60—100) to maximum Mana
+(7—13)% to Chaos Resistance
+(20—30) to maximum Energy Shield
100% increased Spell Damage
(15—25)% reduced Cast Speed
+(10—15) to Intelligence
+(20—25) to Evasion Rating
+(10—15) to maximum Energy Shield
+(10—20) to Strength
+(10—20) to Intelligence
(60—100)% increased Energy Shield
+(60—100) to maximum Life
(100—140)% increased Energy Shield
+(80—120) to maximum Mana
(5—10)% increased Cost of Skills for each 200 total Mana Spent Recently
Mana Recovery other than Regeneration cannot Recover Mana
(100—140)% increased Energy Shield
+(150—200) to Accuracy Rating
+(10—15) to all Attributes
-10% to Fire Resistance
+(75—150) to maximum Energy Shield
(60—100)% increased Spell Damage
+(80—100) to maximum Mana
15% reduced Cast Speed
(10—20)% reduced Cast Speed
(5—10)% increased Intelligence
2% increased Spell Damage per 10 Intelligence
+(100—150) to maximum Mana
+3 to Level of all Spell Skills
(15—30)% increased Cast Speed
(-1—1) to Maximum Power Charges
power siphon unique elemental art variation [1]
visual use power charges elemental epk [1]
(10—20)% increased maximum Life
(10—20)% increased Cast Speed
+(20—30) to Intelligence
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. On teleport, the target is destroyed, and the explosion deals Physical damage to surrounding enemies and inflicts Impale.
Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills Remote skills or skills which are Triggered.
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.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Create a storm that sucks in enemies and deals Physical damage over time. A Tornado that overlaps an Elemental Ground Surface absorbs that surface's Debuff, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
[DNT-UNUSED] Create a storm of deathly energies that Empowers your Mana-costing Spells with Cold damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled Ground. Enemies that enter the eye of the storm are [Blinded]. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled Ground.
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.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
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.
While active, visages of yourself from alternate timelines will occasionally appear and cast one of your Spells from your first valid Weapon Set. Until the next visage appears, your next cast of the same Spell aligns your fate, Empowering that Spell. Visages can only cast non-Channelling, non-Buff Spells you could cast that have no cooldown.
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.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
[DNT-UNUSED] Modifiers to Melee damage also apply to Spell damage for supported skill
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
[DNT] Freeze, shoot
[DNT-UNUSED] Pew pew spell
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.
Supports Spells that affect an area around you or a target location. Supported Spells echo thrice, causing their effects to happen again after a short delay, but Supported Skills are given a short Cooldown. Cannot support Channelling skills, Remote skills, skills which already have a Cooldown, or skills which are Triggered.
Consume a Power Charge when you cast a damaging Spell to trigger an Abyssal Apparition who will also cast that same Spell for you. Does not work with Channelling Spells, Spells with a Cooldown, Triggered Spells, Spells granted by items, or Spells which already consume a Power Charge. This Skill is not directly Supportable.
While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
Stack Size: 1 / 10
Stack Size: 1 / 10
Stack Size: 1 / 10
Vision Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: 10% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Iron Rune
Stack Size: 1 / 10
Wand or Staff: 20% increased Spell Damage
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Vision Rune
Stack Size: 1 / 10
Armour: 8% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Iron Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: 30% increased Spell Damage
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Vision Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: 12% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Thane Girt's Rune of Wildness
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Bloodletting Dagger
Physical Damage: 18-42
Critical Hit Chance: 15%
Attacks per Second: 1.5
Weapon Range: 1
Requires: Level 39, 39 Dex, 39 Int
15% reduced Spell Damage
20% increased Spell Damage
15% increased Skill Effect Duration
30% increased Spell Damage
5% reduced Cast Speed
+10 to Dexterity
20% increased Physical Damage
15% increased Critical Spell Damage Bonus
3% increased Spell Damage per 100 maximum Mana
10% increased Mana Cost Efficiency
When you Shapeshift to Human form, gain 10% increased Spell Damage per second you were Shapeshifted, up to a maximum of 80%, for 8 seconds
25% increased Life Regeneration rate
15% increased Life Cost of Skills
20% increased Spell Area Damage
Final Repeat of Spells has 30% increased Area of Effect
15% increased Spell Damage
20% increased Spell Damage
20% increased Spell Damage
+10 to Intelligence
Witch: 16% increased Spell Damage
Witch: Minions deal 16% increased Damage
Witch: +10 to Intelligence
10% increased Cast Speed if you've Attacked Recently
40% increased Totem Placement speed
Requires The Unseen Path
Fire Spells Convert 100% of Fire Damage to Chaos Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Invocation Skills instead Trigger Spells every 2 seconds
Invocation Skills cannot gain Energy while Triggering Spells
Invoked Spells consume 50% less Energy
Invocation Skills cannot gain Energy while Triggering Spells
Invoked Spells consume 50% less Energy
Ascendancy: Infernalist
Character: Witch
Elemental Archon does not expire while on High Infernal Flame
Lose Elemental Archon on reaching maximum Infernal Flame
Ascendancy: Stormweaver
Character: Sorceress
Trigger Elemental Storm on Critical Hit with Spells
Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Critical Hits
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Attacks
Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
Sceptres
Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Wands
Wands are One-Handed Spellcasting weapons that require Intelligence to equip.
Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
Daggers
Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Staves
Staves are Two-Handed Spellcasting weapons that require Intelligence to equip.
Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
Foci
Foci are armour items that are equipped in your off hand and require Intelligence to equip.
Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.
Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.
Thorns
Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times.
Druidic Prowess
Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
Blackflame Covenant
Fire Spells Convert 100% of Fire Damage to Chaos Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Ritual Cadence
Invocation Skills instead Trigger Spells every 2 seconds. Invocation Skills cannot gain Energy while Triggering Spells. Invoked Spells consume 50% less Energy.
Archon Buff
Archons are a type of Buff that augment your prowess with Spells. There is an Archon Buff for all Elemental Damage, Elemental Archon.
By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
Elemental Archon
Elemental Archon is a type of Archon Buff.
Elemental Archon grants:
25% more Elemental Damage with Spells
Cannot deal Non-Elemental Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
Spells have 100% more Flammability Magnitude
Hits with Spells have 100% more Shock chance
Elemental Archon grants:
25% more Elemental Damage with Spells
Cannot deal Non-Elemental Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
Spells have 100% more Flammability Magnitude
Hits with Spells have 100% more Shock chance
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.


























