trigger GemTags /135
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.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Shapeshift into a Werewolf and leap to a target location, damaging enemies in an area around where you land. Predator's Mark will be Triggered targeting the highest Rarity enemy Hit, or if a Mark gem is socketed into this Skill, that Mark will be Triggered instead. Using this Skill allows any Wolf Minions you have to leap immediately.
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.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
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 Trigger the Magma Spray skill and grant you an Endurance Charge.
Supports any Skill which can deal damage. Lightning damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock. Enemies slain while Electrocuted by Supported Skills explode, dealing a percentage of their maximum Life as Lightning damage.
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.
While active, a companion Hydra will rear up from your body and regularly cast socketed Projectile Spells at nearby Shocked, Frozen, and Ignited enemies.
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.
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, Triggering Twisted Pact to inflict Corrupted Blood on enemies in their area of effect., at the cost of your Life.
Supports Curse Skills. Supported Skills create an area which Curses Enemies within it, and spawns Witchtoads in that area. Witchtoads leap at eneimes that get close, and seek out Cursed enemies with higher aggression. Dark Consequences will be Triggered when they hit enemies with their leap, violently exploding the Witchtoad.
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.
While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish.
Supports Meta Skills. Supported Skills gain a chance to partially Refund a portion of Energy cost when Triggering or Invoking other Skills.
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage, Area of Effect, and Projectile Speed randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
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.
Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.
Attaches an ethereal bell to your back. Critical Hits with other Skills will cause the bell to ring out, damaging nearby enemies.
While active, firing a ranged Projectile Attack will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
While active, scatters caltrops in your wake when you dodge.
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.
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.
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.
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.
Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack Strikes twice. Attacking a Frozen enemy will create Ice Fragments, which are Projectiles that land and explode after a short delay.
Shapeshift into a Werewolf and offer your Rage to the moon to receive a blessing, gaining bonus Cold damage for yourself and any Wolf Minions you have from Wolf Pack or Predator's Mark. Spends all Rage to extend the Buff's duration. While the Buff is active, your Werewolf Melee Attacks call down Moonbeams on Hit.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
[DNT] From the Grave Support
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Empowers the next Projectile Skill you use, causing it to create additional Projectiles and fly faster.
Ready your active Bow or Spear, Empowering your next Repeatable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and Trigger Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
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.
Supports any Skill that creates Ice Crystals, causing that Skill to Consume a Power Charge if possible to create Chilled Ground around the Crystal.
Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
Supports Channelling Skills you use yourself. While Channelling Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
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.
Supports Attacks, causing a Runic Shockwave to erupt under enemies they Heavy Stun. The Shockwave costs Runic Ward, and will not Trigger if you do not have enough Runic Ward.
Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
Supports Attacks you use yourself, causing them to Consume Fully Broken Armour on enemies to fire a nova of runic Projectiles at the cost of Runic Ward. The Projectiles cannot Hit the enemy from which they originated. Cannot support skills that Consume Broken Armour.
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit.
Spend Runic Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments.
Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.
Pour your Runic Ward into conjuring blades. For the duration of the Buff, these blades fall on enemies Hit by your Projectile Attacks.
Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.
Trigger Ref /108
Triggered Skills
Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Requires: Level 1, 6 Int
(80—120)% increased Spell Damage
Gain (5—10) Life per enemy killed
25% increased Mana Regeneration Rate
Requires: Level 52
+(10—15) to Dexterity
+(50—100)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
Requires: Level 2, 7 Int
(80—120)% increased Spell Damage
(10—20)% increased Cast Speed
(20—30)% increased Mana Regeneration Rate
Requires: Level 65, 89 Dex, 36 Int
+(5—10)% to Critical Hit Chance
+(2—4) to Level of all Elemental Skills
100% increased Elemental Damage
Requires: Level 65, 36 Str, 89 Dex
(15—20)% increased Attack Speed
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Shapeshift into a Werewolf and leap to a target location, damaging enemies in an area around where you land. Predator's Mark will be Triggered targeting the highest Rarity enemy Hit, or if a Mark gem is socketed into this Skill, that Mark will be Triggered instead. Using this Skill allows any Wolf Minions you have to leap immediately.
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.
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 Trigger the Magma Spray skill and grant you an Endurance Charge.
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.
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, Triggering Twisted Pact to inflict Corrupted Blood on enemies in their area of effect., at the cost of your Life.
Supports skills you use yourself, causing them to Trigger a Chaos Damage nova when breaking Enemy Energy Shield.
Supports Curse Skills. Supported Skills create an area which Curses Enemies within it, and spawns Witchtoads in that area. Witchtoads leap at eneimes that get close, and seek out Cursed enemies with higher aggression. Dark Consequences will be Triggered when they hit enemies with their leap, violently exploding the Witchtoad.
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.
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 Meta Skills. Supported Skills gain a chance to partially Refund a portion of Energy cost when Triggering or Invoking other Skills.
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage, Area of Effect, and Projectile Speed randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
Supports Skills you use or Trigger yourself, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Empowers the next Projectile Skill you use, causing it to create additional Projectiles and fly faster.
Ready your active Bow or Spear, Empowering your next Repeatable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and Trigger Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
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.
Supports any Skill that creates Ice Crystals, causing that Skill to Consume a Power Charge if possible to create Chilled Ground around the Crystal.
Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
Supports Channelling Skills you use yourself. While Channelling Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
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.
Supports Attacks, causing a Runic Shockwave to erupt under enemies they Heavy Stun. The Shockwave costs Runic Ward, and will not Trigger if you do not have enough Runic Ward.
Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit.
While active, Hitting with an Attack will spend Runic Ward to summon a Verisium Manifestation, a short-lived Temporary Minion that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
Spend Runic Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments.
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical and Cold damage based on their Runic Ward cost, in addition to causing Physical damage to Contribute to Freeze buildup. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.
Ascendancy: Warbringer
Character: Warrior
+1 to maximum number of Summoned Totems
Trigger Ancestral Spirits when you Summon a Totem
Ascendancy: Abyssal Lich
Character: Witch
Damaging Spells consume a Power Charge if able to trigger Abyssal Apparition
Ascendancy: Stormweaver
Character: Sorceress
Trigger Elemental Storm on Critical Hit with Spells
Ascendancy: Invoker
Character: Monk
Trigger Elemental Expression on Melee Critical Hit
Ascendancy: Spirit Walker
Character: Huntress
Gain a Primal Owl Feather every 4 seconds, up to a maximum of 3
Expend an Owl Feather when you Dodge to trigger Primal Bounty
Expend an Owl Feather when you Dodge to trigger Primal Bounty
max owl feathers [3]
10% increased Mana Cost Efficiency
Mastery: Ritual
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
Talismans
Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.
Talismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.
While you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.
Talismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.
While you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.
Energy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
Energy cannot be gained from direct effects of Triggered Skills.
Ancestral Boost
An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered.
Ancestral Boosted Spells
An Ancestrally Boosted Spell has 30% more damage and 25% increased area of effect. Triggered Skills cannot be Ancestrally Boosted.
Meta Gems
Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger, or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.
Meta Gems can never be socketed into other Meta Gems.
Meta Gems can never be socketed into other Meta Gems.
Repeating Skills
Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
Ritual Cadence
Invocation Skills instead Trigger Spells every 2 seconds. Invocation Skills cannot gain Energy while Triggering Spells. Invoked Spells consume 50% less Energy.
Invocation
Invocation Skills are Persistent Skills that gain Energy through some condition and can be used once sufficient Energy has been gathered to Invoke socketed Skills, expending the Energy to Trigger them. Invocations can Trigger socketed Skills multiple times if enough Energy is expended, unless otherwise specified.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.























