Dagger Stab
等级: (1–20)
攻击伤害: (100–312)% 基础
投射物速度: 326 Units per Second
需求: 等级 (1–90)
需求: 匕首
使用匕首进行[打击]。
Skills can be managed in the Skills Panel.
Version 0.2.0
Dagger Stab
Level: (1–20)
Attack Damage: (100–312)% of base
Projectile Speed: 326 Units per Second
需求: Level (1–90)
需求: Daggers
Strike with your Dagger.
Skills can be managed in the Skills Panel.
Level Effect /40
等级需求等级Base Damage
100100%, 100%
230110%, 110%
360121%, 121%
4100132%, 132%
5140142%, 142%
6180153%, 153%
7220164%, 164%
8260174%, 174%
9310182%, 182%
10360191%, 191%
11410201%, 201%
12460211%, 211%
13520222%, 222%
14580233%, 233%
15640244%, 244%
16660257%, 257%
17720269%, 269%
18780283%, 283%
19840297%, 297%
20900312%, 312%
210327%, 327%
220344%, 344%
230361%, 361%
240379%, 379%
250398%, 398%
260418%, 418%
270439%, 439%
280461%, 461%
290484%, 484%
300508%, 508%
310533%, 533%
320560%, 560%
330588%, 588%
340618%, 618%
350648%, 648%
360681%, 681%
370715%, 715%
380751%, 751%
390788%, 788%
400828%, 828%
Attribute /6

Dagger Stab

名字显示物品素质
BaseType Dagger Stab
Class 技能宝石
TargetTypes地面, 敌人
Type攻击, 近战单一目标, 近战, 范围, 双持
ItemTypeMetadata/Items/Gem/SkillGemPlayerDefaultDagger
ActiveSkillsCodeplayer_melee_dagger
Dagger Stab
等级: (1–20)
攻击伤害: (100–312)% 基础
投射物速度: 326 Units per Second
需求: 等级 (1–90)
需求: 匕首
使用匕首进行[打击]。
is area damage [1]
melee conditional step distance [10]
precise cursor targeting uses contact point height offset [1]
Skills can be managed in the Skills Panel.
Dagger Stab
等级: (1–20)
攻击伤害: (100–312)% 基础
投射物速度: 326 Units per Second
需求: 等级 (1–90)
需求: 匕首
使用匕首进行[打击]。
双持时使用两把武器击中
攻击速度总降 30%
Skills can be managed in the Skills Panel.
Version 0.2.0
Dagger Stab
Level: (1–20)
Attack Damage: (100–312)% of base
Projectile Speed: 326 Units per Second
需求: Level (1–90)
需求: Daggers
Strike with your Daggers.
While Dual Wielding, both weapons hit with
30% less attack speed
Skills can be managed in the Skills Panel.
Level Effect /40
Implicit
双持时使用两把武器击中\n攻击速度总降 30%
等级需求等级Base Damage
100100%, 100%
230110%, 110%
360121%, 121%
4100132%, 132%
5140142%, 142%
6180153%, 153%
7220164%, 164%
8260174%, 174%
9310182%, 182%
10360191%, 191%
11410201%, 201%
12460211%, 211%
13520222%, 222%
14580233%, 233%
15640244%, 244%
16660257%, 257%
17720269%, 269%
18780283%, 283%
19840297%, 297%
20900312%, 312%
210327%, 327%
220344%, 344%
230361%, 361%
240379%, 379%
250398%, 398%
260418%, 418%
270439%, 439%
280461%, 461%
290484%, 484%
300508%, 508%
310533%, 533%
320560%, 560%
330588%, 588%
340618%, 618%
350648%, 648%
360681%, 681%
370715%, 715%
380751%, 751%
390788%, 788%
400828%, 828%
Attribute /6

Dagger Stab

名字显示物品素质
BaseType Dagger Stab
Class 技能宝石
TargetTypes地面, 敌人
Type攻击, 近战单一目标, 近战, 范围, 双持
ItemTypeMetadata/Items/Gem/SkillGemPlayerDefaultDaggerDagger
ActiveSkillsCodeplayer_melee_dagger_dagger
Dagger Stab
等级: (1–20)
攻击伤害: (100–312)% 基础
投射物速度: 326 Units per Second
需求: 等级 (1–90)
需求: 匕首
使用匕首进行[打击]。
双持时使用两把武器击中
攻击速度总降 30%
is area damage [1]
melee conditional step distance [10]
precise cursor targeting uses contact point height offset [1]
Skills can be managed in the Skills Panel.
Supported By /203
  • Active Type: 攻击, 近战单一目标, 近战, 范围, 双持
  • Fire Attunement
    Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
    Rapid Attacks I
    Supports Attacks, causing them to Attack faster.
    Rapid Attacks II
    Supports Attacks, causing them to Attack faster.
    Rapid Attacks III
    Supports Attacks, causing them to Attack faster at the cost of Damage.
    Cold Attunement
    Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
    Heightened Accuracy I
    Supports Attacks, causing them to gain Accuracy.
    Heightened Accuracy II
    Supports Attacks, causing them to gain Accuracy, and never miss against Enemies on full Life.
    Magnified Area I
    Supports any skill with an area of effect, making it larger.
    Magnified Area II
    Supports any skill with an area of effect, making it larger at the cost of damage.
    Lightning Attunement
    Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
    Supercritical
    Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
    Knockback
    Supports any skill that Hits enemies, causing it to Knock Back enemies.
    Life Leech I
    Supports Attacks, causing their Physical damage to Leech Life.
    Life Leech II
    Supports Attacks, causing their Physical damage to Leech Life.
    Life Leech III
    Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
    Mana Leech
    Supports Attacks, causing their Physical damage to Leech Mana.
    Chaos Attunement
    Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
    Heavy Swing
    Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
    集中效应
    Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
    血怒
    Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
    致盲
    Supports any skill that Hits enemies, causing them to Blind on Hit.
    Blind II
    Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
    火焰穿透
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
    Fire Penetration II
    Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
    冰霜穿透
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
    闪电穿透
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
    霜咬
    Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
    急冻
    Supports any skill that Hits enemies, making it more effective at Freezing enemies.
    传导
    Supports any skill that Hits enemies, making it more likely to Shock.
    元素集中
    Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
    Wildfire
    Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
    Bleed I
    Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
    Bleed II
    Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
    Bleed III
    Supports any skill that Hits enemies, causing it to inflict Bleeding.
    Bleed IV
    Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
    Poison I
    Supports any skill that Hits enemies, giving it a chance to Poison enemies.
    Poison II
    Supports any skill that Hits enemies, giving it a chance to Poison enemies.
    Poison III
    Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
    瘫痪
    Supports Attacks, causing them to Maim enemies.
    献祭
    Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
    持久感电
    Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
    残暴
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Brutality II
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Brutality III
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
    动量
    Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
    凋零之触
    Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
    近战
    Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
    Close Combat II
    Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
    怒火
    Supports Melee Attacks, causing them to grant Rage on Hit.
    Rage II
    Supports Melee Attacks, causing them to grant Rage on Hit.
    Rage III
    Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
    斩首
    Supports Strike skills, causing them to steal a Modifier from Rare monsters they kill.
    Behead II
    Supports Strike skills, causing them to steal two Modifiers from Rare monsters they kill.
    Einhar's Beastrite
    Supports Melee Strike skills, causing them to steal a Modifier from Rare monsters they kill for a lengthy duration, while being unable to damage enemies not on low Life. Does not modify skills used by Minions.
    处决
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
    Execute II
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
    Execute III
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
    过载
    Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
    Inevitable Critical
    Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
    冲击震波
    Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
    Frost Nexus
    Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
    感电虹吸
    Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
    Shock Conduction
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
    深度冻结
    Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
    点燃
    Supports any skill that Hits enemies, making it more likely to Ignite.
    Ignite II
    Supports any skill that Hits enemies, making it more likely to Ignite.
    Ignite III
    Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
    焚躯烈焰
    Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
    Searing Flame II
    Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
    长明烈焰
    Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
    Eternal Flame II
    Supports any skill that Hits enemies, causing its Ignites to last longer.
    Eternal Flame III
    Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
    开发要害
    Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
    神经超载
    Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
    精准暴击
    Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
    腐蚀
    Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
    迸发之疫
    Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
    霜火
    Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
    风暴之炎
    Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
    电殛
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    刺骨寒意
    Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
    时之沙漏
    Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
    炽灭
    Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
    封锁
    Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
    碾压
    Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
    Stun II
    Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
    Stun III
    Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
    定身
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
    Pin II
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
    Pin III
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
    伏击
    Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
    Bounty I
    Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
    Bounty II
    Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
    Mana Bounty
    Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
    Life Bounty
    Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
    召唤契约
    Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
    Minion Pact II
    Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
    Life Drain
    Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
    Soul Drain
    Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
    亢奋
    Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
    Escalating Poison
    Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
    Armour Demolisher I
    Supports any skill, causing Armour Break it inflicts to be stronger.
    Armour Demolisher II
    Supports any skill, causing Armour Break it inflicts to be stronger.
    Uruk's Smelting
    Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
    Rageforged I
    Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
    Rageforged II
    Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply.
    Armour Explosion
    Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
    Fire Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
    Lightning Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
    Cold Exposure
    Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
    Deadly Poison I
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
    Deadly Poison II
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
    Deep Cuts I
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
    Deep Cuts II
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
    Swift Affliction I
    Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
    Swift Affliction II
    Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
    Swift Affliction III
    Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
    Combo Finisher I
    Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal more damage. Cannot support skills which already Combo, or Triggered Skills.
    Combo Finisher II
    Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo, or Triggered Skills.
    Slow Potency
    Supports any skill, causing inflicted Slows to be more powerful.
    Rupture
    Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
    Culling Strike I
    Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
    Culling Strike II
    Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
    Armour Break I
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
    Armour Break II
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
    Armour Break III
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
    Longshot I
    Supports Attacks, causing them to deal more damage from farther away.
    Longshot II
    Supports Attacks, causing them to deal more damage from farther away.
    Elemental Armament I
    Supports Attacks, causing them to deal more Elemental damage.
    Elemental Armament II
    Supports Attacks, causing them to deal more Elemental damage.
    Elemental Armament III
    Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
    Potent Exposure
    Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
    Heft
    Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
    Rising Tempest
    Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
    Practiced Combo
    Supports Strike Skills. Supported Skills have a chance to build additional Combo on Hit. Cannot support Skills used by Minions.
    Culmination I
    Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Does not modify Skills used by Minions.
    Culmination II
    Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Does not modify Skills used by Minions.
    Expanse
    Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
    Excise
    Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
    Execrate
    Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
    Ferocity
    Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
    Retaliate I
    Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
    Retaliate II
    Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
    Cadence
    Supports Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
    Bone Shrapnel
    Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
    Derange
    Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
    Verglas
    Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
    Embitter
    Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
    Rusted Spikes
    Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
    Concoct I
    Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
    Concoct II
    Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
    Ambrosia
    Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
    Clash
    Supports Melee Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
    Malady
    Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
    Overextend
    Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
    Pursuit I
    Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
    Pursuit II
    Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
    Pursuit III
    Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last two seconds, but cannot themselves deal Projectile Damage.
    Overreach
    Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
    Commiserate
    Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
    Blindside
    Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
    Hit and Run
    Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
    Defy I
    Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
    Defy II
    Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
    Volatility
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
    Haemocrystals
    Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
    Spar
    Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
    Dauntless
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
    Ancestral Call I
    Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
    Ancestral Call II
    Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
    Quill Burst
    Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
    Barbs I
    Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
    Barbs II
    Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
    Barbs III
    Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit twice after you've Retaliated with Thorns Damage.
    Punch Through
    Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
    Rip
    Supports Melee Attack Skills you use yourself or that you Trigger. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
    Tear
    Supports Melee Attacks you use yourself or that you Trigger. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
    Brink I
    Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
    Brink II
    Supports Melee Attack Skills. Supported Skills build up Stun more quickly, but cannot themselves Stun.
    Volcanic Eruption
    Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
    Frenzied Riposte
    Supports Attacks you use yourself or that you Trigger, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
    Incision
    Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
    Impale
    Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
    Admixture
    Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
    Stoicism I
    Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
    Stoicism II
    Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
    Inhibitor
    Supports any Skill you use yourself or that you Trigger. Supported Skills cannot consume Charges or Infusion by any means. Cannot Support Skills which require Charges or Infusion to be used.
    Living Lightning
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    Living Lightning II
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    Frozen Spite
    Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
    Piety's Mercy
    Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
    Enduring Impact I
    Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
    Enduring Impact II
    Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
    Xoph's Pyre
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
    Esh's Radiance
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
    Tul's Stillness
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
    Uul-Netol's Embrace
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
    Rakiata's Flow
    Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
    Rigwald's Ferocity
    Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
    Tacati's Ire
    Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
    Garukhan's Resolve
    Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
    Varashta's Blessing
    Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
    Arakaali's Lust
    Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
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