persistent GemTags /158
Summon the spirit of the bound monster as a Reviving Minion.
Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence.
Emit an Aura that boosts the Chaos Resistance of you and Allies in your Presence.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Activate to summon Reviving Skeletal Warriors.
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command.
Activate to summon hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies and Warcry on Command. This Warcry Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an Area around them.
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Activate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy shield on Command.
Activate to summon Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.
Activate to summon a Reviving Demon Magus which casts socketed Spells in order.
Summon a wolf minion. Wolves howl when they first emerge, making critical hits more likely against nearby enemies.
Supports Skills which create Reviving Persistent Minions. When those Minions die, you Recoup a percentage of your maximum Mana.
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you kill enemies with Melee Attacks and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when you are Stunned and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you take damage and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, gains Energy when you dodge roll and triggers socketed spells on reaching maximum Energy.
While active, gains Energy while you're channelling a skill and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Stun enemies with Melee Attacks and triggers socketed spells on reaching maximum Energy.
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will grant you a Power Charge.
While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
Gain Stealth after not using Skills or being Hit for a short time.
Summon a Reviving Companion to aid you in combat. The Mercenary will use socketed Attacks, and can be given equipment in the Skills Panel.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to create an explosion, granting you an Endurance Charge.
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear and Mark Skills, run faster and barely slow to use Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
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.
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life.
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life. Minions from Supported Skills gain Soul Eater and a burst of speed on entering this state.
While active, your Reviving Minions store a percentage of their maximum Life in a collectible Grim Remnant on death. Using Grim Resurrection Consumes the Life you've collected to Revive up to that much total Life of dead Minions.
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
While active, a companion Hydra will rear up from your body and regularly cast socketed Projectile Spells at nearby Shocked, Frozen, and Ignited enemies.
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
Supports Persistent Buff Skills, causing you to gain increased Accuracy while the Skill is active.
Supports Persistent Buff Skills, causing you to gain increased Accuracy while the Skill is active.
Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Attack damage, Attack speed and Accuracy.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Armour, Evasion and movement speed.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
[DNT] While active, voracious beetles consume Corpses within your Presence, bursting forth to follow you. You can then command these beetles to a targeted Enemy or location, and they will swarm that target and explode.
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.
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.
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
While active, gains Energy when you kill an enemy with a Melee Attack. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
While active, strengthens your Rage, but causes you to lose Life while not losing Rage.
While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
While active, emits an Aura that periodically Withers enemies in your Presence.
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish. You cannot create another Mirage while one exists, or for a short time after one vanishes. Dodge rolling while you are unable to create a new Mirage will restart this timer.
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when you Block and triggers socketed Curses on reaching maximum Energy.
Supports Minion Skills which summon Reviving Minions. Supported Minions deal significantly more Damage if they have Revived Recently.
Supports Skills which create Persistent Minions. Supported Minions will restore Life to nearby Allied Minions on death, as well as removing Ailments from those Minions.
Supports Skills which summon Persistent Minions. Supported Minions are larger, have more Life, and deal more Damage, but cost significantly more Spirit.
Supports Persistent Buff Skills, causing you to deal increased Thorns Damage while the Supported Skill is active.
Supports Persistent Buff Skills, causing you to deal increased Thorns Damage 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.
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 Attack Damage while on Low Life while the Supported Skill is active.
Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
Supports Persistent Buff Skills, causing Ignite applied to you to last for a shorter duration while the Supported Skill is active.
Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Banner Skills, causing Enemies within their area to gain Refractive Dissolution, a Debuff which lowers Elemental Resistances.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Applies a socketed Mark Skill to a nearby unmarked Enemy every few seconds. Consuming socketed Marks will cause them to be reapplied to an unmarked Enemy. This reapplication can happen at most once every half second.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
While active, emits an Aura that periodically Withers enemies in your Presence.
Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
While active, gains Energy when one of your Charms is used and triggers socketed Spells on reaching maximum Energy.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
While active, scatters caltrops in your wake when you dodge.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Lightning spells on reaching maximum Energy.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
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.
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.
While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
Supports Persistent Minion Skills, granting a chance when Supported Minions die for you to gain an Abyssal Monster Modifier.
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
[DNT] Empowers your next Ranged Attack on consuming an Owl Feather to grant it two additional Projectiles.
Summon an untargetable Lightless Stalker Minion which blasts enemies with malefic visions, Hindering their movement. Enemies that die while affected by the visions, or Rare and Unique enemies hit by you or your Minions, spawn Foul Eye Minions which last for a duration or until killed.
While active, gains Energy when you cast Spells. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
When you Hit with Unarmed Melee Attacks, calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
Persistent Ref /4
Persistent Skills
Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Supports Skills which create Reviving Persistent Minions. When those Minions die, you Recoup a percentage of your maximum Mana.
Minions deal 10% increased Damage with Command Skills for each different type of Persistent Minion in your Presence
Ascendancy: Tactician
Character: Mercenary
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