Skill Gem /150
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.
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Cause a Corpse to violently explode, damaging surrounding enemies.
Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
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.
Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
Curse all targets in an area after a short delay, making them deal less damage.
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies. The target is destroyed, and the explosion deals Physical Damage to surrounding enemies and inflicts Impale.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
While active, taking Lightning damage builds up charge on you. Reaching full charge expends all charge to Trigger this skill, creating a Chaining lightning bolt that arcs to nearby enemies.
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Curse all targets in an area after a short delay, lowering their Cold Resistance.
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
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.
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.
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.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
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.
Channel a debilitating hex that Withers enemies in the area.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Create a Tornado that chases enemies for a duration, while hindering and repeatedly damaging enemies around it.
Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
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.
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
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.
Create an area of Consecrated Ground around you.
Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
[DNT] Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
[DNT-UNUSED] Make alot of fire
[DNT-UNUSED] Throw Spirally
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves behind Jagged Ground.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires.
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
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.
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Detonate an allied Minion whose current Life is below a threshold, dealing heavy Attack damage to nearby enemies.
[DNT-UNUSED] Performs a sweeping Spear Attack which draws Enemies in range closer to you.
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
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.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
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.
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Jump into the air, damaging enemies where you land.
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.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
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.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
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.
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.
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
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.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
[DNT] Bear with me
[DNT] Ring ring, RING
Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
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.
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.
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.
A Poisonous Toad leaps towards enemies and explodes, dealing damage in an area and inflicting Poison.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Consume Corpses near you to recover Life and Mana over a short time per Corpse Consumed.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Conjure an abyssal scythe that sweeps across the targeted area, dealing Fire damage to enemies and Consuming Ignite to create pillars of flame. Cannot be Triggered.
[DNT] An Edict, but flawed.
Skill Gem Quality /1
Blessing recovers (0–40) Life and removes Curses and Elemental Ailments
Support Gem /22
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
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.
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
Supports skills that create walls in a line, causing them to instead be created along a Fissure, at the cost of damage and Area of Effect.
Supports any skill, causing inflicted Slows to be more powerful.
Supports Crossbow Skills, granting a chance to load a bolt into all Crossbow Ammunition on kill with Supported Skill.
Supports Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
Supports Bow Attacks. Every third shot with Supported Skills Gains Damage as extra Lightning Damage.
Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
[DNT-UNUSED] Supports Skills which cause Damaging Hits. Supported Skills reduce Freeze Buildup on targets they hit instead of building it up, substantially debuffing the target after consuming enough Freeze Buildup.
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.
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.
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.
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.
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.
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.
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.
[DNT] From the Grave Support
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Monsters mods /5
NameLevelPre/SufDescriptionWeight
1UniqueEnemies Taunted by you deal 30% less Damage with Hits and
Ailments against other targets
1UniqueMonsters have (80–100)% increased Ailment Threshold
Monsters have (80–100)% increased Stun Threshold
Ox-Touched1Torment100% increased Elemental Ailment Threshold
50% reduced Slowing Potency of Debuffs on You
monster additional strength ratio % for armour [100]
Hunted by the Raging Ox1Torment100% increased Elemental Ailment Threshold
50% reduced Slowing Potency of Debuffs on You
dropped items are converted to str items [1]
monster additional strength ratio % for armour [100]
Spirit Of The Ox1Torment60% increased Armour
60% increased Elemental Ailment Threshold
50% reduced Slowing Potency of Debuffs on You
Delve Area mods /6
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters have 30% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Elemental Fire Cold Lightning Ailment
52DelveAreaMonsters have 40% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Elemental Fire Cold Lightning Ailment
173DelveAreaMonsters have 50% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Elemental Fire Cold Lightning Ailment
1DelveAreaMonsters have a (10–15)% chance to cause Elemental Ailments on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
Elemental Fire Cold Lightning Ailment
52DelveAreaMonsters have a (16–25)% chance to cause Elemental Ailments on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
Elemental Fire Cold Lightning Ailment
173DelveAreaMonsters have a (26–35)% chance to cause Elemental Ailments on Hit
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
Elemental Fire Cold Lightning Ailment
Heist Area mods /5
NameLevelPre/SufDescriptionWeight
Empowered73PrefixMonsters have a 15% chance to cause Elemental Ailments on Hit
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
Ailment
Empowered78PrefixMonsters have a 20% chance to cause Elemental Ailments on Hit
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
Ailment
of Insulation46SuffixMonsters have 30% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Fire Cold Lightning Ailment
of Insulation73SuffixMonsters have 50% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Fire Cold Lightning Ailment
of Insulation78SuffixMonsters have 70% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Fire Cold Lightning Ailment
Misc mods /29
NameLevelDomainPre/SufDescriptionWeight
of Ailing1JewelSuffix(5–15)% increased chance to inflict Ailments Ailmentdexjewel 1
intjewel 1
default 0
Acrimonious1JewelPrefix(5–15)% increased Magnitude of Ailments you inflict Damage Ailmentdexjewel 1
intjewel 1
default 0
of Enduring1JewelSuffix(10–20)% increased Elemental Ailment Thresholddexjewel 1
default 0
Rancorous1JewelPrefix(10–20)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailmentdexjewel 1
intjewel 1
default 0
of Suffusion1JewelSuffix(5–10)% increased Duration of Damaging Ailments on Enemies Ailmentdexjewel 1
intjewel 1
default 0
of Decrepifying1JewelSuffixDamaging Ailments deal damage (3–7)% faster Ailmentdexjewel 1
intjewel 1
default 0
of Inuring1JewelSuffixGain additional Ailment Threshold equal to (5–15)% of maximum Energy Shield Ailmentintjewel 1
default 0
of Ailing1JewelSuffix(3–7)% increased chance to inflict Ailments Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
Acrimonious1JewelPrefix(3–7)% increased Magnitude of Ailments you inflict Damage Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Enduring1JewelSuffix(2–3)% increased Elemental Ailment Thresholddex_radius_jewel 1
default 0
Rancorous1JewelPrefix(5–10)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Suffusion1JewelSuffix(3–5)% increased Duration of Damaging Ailments on Enemies Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Decrepifying1JewelSuffixDamaging Ailments deal damage (2–3)% faster Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Inuring1JewelSuffixGain additional Ailment Threshold equal to (1–2)% of maximum Energy Shield Ailmentint_radius_jewel 1
default 0
1JewelUnique10% chance to Avoid Elemental Ailments Elemental Fire Cold Lightning Ailment
Decrepifying1JewelUniqueDamaging Ailments deal damage (4–6)% faster Ailment
1JewelUniqueGain 3 Life per Elemental Ailment on Enemies Hit with Attacks Life Attack
1JewelUniqueGain 3 Life per Elemental Ailment on Enemies Hit with Spells Life Caster
1JewelUnique12% chance to Avoid Elemental Ailments per Grand Spectrum
number of stackable unique jewels [1]
Elemental
1AbyssUniqueConquered Small Passive Skills also grant (3–6)% increased Elemental Ailment Threshold
1AbyssUnique(4–8)% increased chance to inflict Ailments Ailment
1AbyssUnique(6–12)% increased Elemental Ailment Threshold
1AbyssUniqueDamaging Ailments deal damage (2–4)% faster Ailment
1AbyssUniqueGain additional Ailment Threshold equal to (4–10)% of maximum Energy Shield Ailment
Lightless1AbyssPrefix(4–8)% increased Elemental Damage
(4–8)% increased Magnitude of Ailments you inflict
Elemental Ailment
of Ulaman65AbyssSuffix(10–20)% increased Magnitude of Ailments you inflict ulaman Damage Ailment
Ulaman's65AbyssPrefix(31–49)% increased Magnitude of Damaging Ailments you inflict ulaman Ailment
1AbyssPrefix(10–20)% increased Duration of Elemental Ailments on Enemies
(80–120)% increased Elemental Damage
Damage Elemental
1ExpeditionRelicPrefixMonsters have 100% increased Elemental Ailment Threshold
Item /5
Corroded Fossil
Stack Size: 1 / 20
More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
Prismatic Fossil
Stack Size: 1 / 20
More Elemental modifiers
No Physical Ailment or Chaos Ailment modifiers
Wyrmscale Coat
Base Movement Speed: -0.03
Requires: Level 75, 121 Dex
(30–40)% increased Elemental Ailment Threshold
Armoured Vest
Base Movement Speed: -0.03
Requires: Level 73, 121 Dex
(30–40)% increased Elemental Ailment Threshold
Austere Garb
Base Movement Speed: -0.03
Requires: Level 80, 67 Dex, 67 Int
(10–15)% reduced Elemental Ailment Duration on you
Unique /5
10% increased Movement Speed
(30–50)% increased Armour and Evasion
+(30–50) to Stun Threshold
+(30–50) to Ailment Threshold
+(30–40) to maximum Life
+(10–15)% to all Elemental Resistances
(15–30)% increased Elemental Damage
Enemies take (15–20)% increased Damage for each Elemental Ailment type among
your Ailments on them
(30–40)% reduced Duration of Ignite, Shock and Chill on Enemies
(100–150)% increased Armour and Evasion
+(100–150) to maximum Life
+(17–23)% to Chaos Resistance
+(200–300) to Ailment Threshold
Life that would be lost by taking Damage is instead Reserved
until you take no Damage to Life for 5 seconds
10% increased Movement Speed
(100–150)% increased Armour
+(80–100) to maximum Life
(80–100)% increased Chance to be afflicted by Ailments when Hit
25% increased Movement Speed while affected by an Ailment
Passive /44
25% increased Damage with One Handed Weapons
Attacks with One-Handed Weapons have 20% increased Chance to inflict Ailments
28% increased maximum Energy Shield
Gain additional Ailment Threshold equal to 12% of maximum Energy Shield
Gain additional Stun Threshold equal to 12% of maximum Energy Shield
Gain Ailment Threshold equal to the lowest of Evasion and Armour on your Boots
+5 to all Attributes
Gain additional Ailment Threshold equal to 16% of maximum Energy Shield
Gain additional Stun Threshold equal to 16% of maximum Energy Shield
Gain additional Ailment Threshold equal to 20% of maximum Energy Shield
Gain additional Stun Threshold equal to 20% of maximum Energy Shield
Gain additional Ailment Threshold equal to 30% of maximum Energy Shield
10% reduced Duration of Ailments on You
3% increased maximum Life, Mana and Energy Shield
Gain additional Ailment Threshold equal to 15% of maximum Energy Shield
Gain additional Stun Threshold equal to 15% of maximum Energy Shield
Regenerate 1% of maximum Life per second while affected by any Damaging Ailment
Regenerate 1% of maximum Life per second while stationary
15% increased Flask Effect Duration
15% increased Flask Charges gained
Huntress: 25% increased Elemental Ailment Threshold
Huntress: 25% increased Stun Threshold while on Full Life
20% increased Critical Damage Bonus
20% increased Magnitude of Non-Damaging Ailments you inflict with Critical Hits
40% increased Critical Hit Chance against Enemies that are affected
by no Elemental Ailments
20% increased duration of Ailments you inflict against Cursed Enemies
Hits Break 30% increased Armour on targets with Ailments
+10 to Strength
25% increased Physical Damage
30% increased Stun Buildup
Hits Break 50% increased Armour on targets with Ailments
20% increased Damage for each type of Elemental Ailment on Enemy
10% increased Duration of Elemental Ailments on Enemies
30% increased Magnitude of Non-Damaging Ailments you inflict
20% increased Damage for each type of Elemental Ailment on Enemy
50% increased amount of Mana Leeched
25% increased chance to inflict Ailments against Rare or Unique Enemies
20% increased Skill Effect Duration
15% increased Duration of Damaging Ailments on Enemies
25% increased Damage with Hits against Rare and Unique Enemies
20% increased Accuracy Rating against Rare or Unique Enemies
20% increased chance to inflict Ailments against Rare or Unique Enemies
5% reduced Attack Speed
30% increased Magnitude of Ailments you inflict
20% increased Duration of Damaging Ailments on Enemies
30% increased Block chance while Surrounded
10% increased Deflection Rating while Surrounded
40% increased Ailment and Stun Threshold while Surrounded
33% increased Damage with Hits against Enemies affected by Ailments
Huntress: +30 to Accuracy Rating
Huntress: 10% increased Accuracy Rating
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
24% increased Damage with Hits against Enemies affected by Elemental Ailments
30% increased chance to inflict Ailments against Rare or Unique Enemies
15% increased Duration of Ailments against Enemies with Exposure
20% increased chance to inflict Ailments against Enemies with Exposure
Damaging Ailments Cannot Be inflicted on you while you already have one
20% increased Magnitude of Damaging Ailments you inflict
15% increased chance to inflict Ailments
Hits Break 30% increased Armour on targets with Ailments
15% increased Duration of Damaging Ailments on Enemies
30% increased Damage with Hits against Enemies affected by Ailments
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
Hits against you have 30% reduced Critical Damage Bonus
15% reduced Duration of Ailments on You
+10 to Strength
25% increased Magnitude of Ailments you inflict against Marked Enemies
25% increased Critical Hit Chance against Marked Enemies
+10 to Dexterity
Ascendancy Passive /8
Ascendancy: Pathfinder
Character: Ranger
The most Damaging Poison on Enemies you Kill is Spread to other Enemies within 1.5 metres
Ascendancy: Infernalist
Character: Witch
All Damage from you and Allies in your Presence
contributes to Flammability and Ignite Magnitudes
Ascendancy: Tactician
Character: Mercenary
Gain Deflection Rating equal to 20% of Armour
Ascendancy: Invoker
Character: Monk
Grants Skill: Unbound Avatar
gain unbound ailment stacks [1]
Ascendancy: Acolyte of Chayula
Character: Monk
Gain 1 Volatility on inflicting an Elemental Ailment
Take no Damage from Volatility
Timeless Jewel Passive /6
Avoid Elemental Ailments
Vaal Passive
3% chance to Avoid Elemental Ailments
Jungle Paths
Vaal Notable
(8–10)% chance to Avoid Elemental Ailments
(8–10)% chance to Avoid being Stunned
Cloistered
Templar Notable
Immune to Elemental Ailments while on Consecrated Ground if you have at least 150 Devotion
Secret Tunnels
Eternal Notable
20% chance to Avoid Elemental Ailments
Runic Tattoos
Kalguuran Notable
30% increased Mana Regeneration Rate
Fast Rot
Abyss Notable
2% increased Magnitude of Damaging Ailments you inflict per 10 Tribute
1% reduced Duration of Damaging Ailments per 10 Tribute
Timeless Jewel Passive Additions /3
FactionCategoryShow Full DescriptionsCode
VaalNotable
3% chance to Avoid Elemental Ailmentsvaal_small_attack_dodge
MarakethNotable
10% increased Duration of Elemental Ailments on Enemiesmaraketh_notable_add_ailment_duration
MarakethNotable
10% increased Magnitude of Non-Damaging Ailments you inflictmaraketh_notable_add_ailment_effect

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Ailment

  • Information about ailments is currently unverified and there are conflicting sources. Use with caution.
  • Ailments are status effects that can be applied to enemies through various means
  • The chance to inflict ailments depends on the pre-mitigation damage of the hit and the target's ailment threshold.
  • The ailment threshold is typically equal to a monster's life. It is adjusted for unique monsters such as bosses. Ailment damage can be scaled multiplicatively using ailment effect modifiers or indirectly by scaling the hit damage.

Bleeding: Damaging Physical

  • Deals 70% of base physical hit damage per second for 5 seconds
  • Deals 210% damage while target is moving
  • Only hits to life can inflict bleeding
  • Damage bypasses energy shield
  • Does not stack, but multiple instances can exist with only highest damage instance active
  • Can be aggravated to always treat target as moving

Poison: Damaging Chaos

  • Deals 25% (?) of combined physical and chaos hit damage per second for 2 seconds
  • Default maximum stack size is 1
  • Damage bypasses energy shield

Ignite: Damaging Fire

  • Deals 25% (?) of fire hit damage per second for 4 seconds
  • Does not stack, only highest damage instance is active
  • 25% base chance to apply per 100% of enemy ailment threshold dealt

Shock: Non-damaging Lightning

  • Adds increased damage taken debuff to target
  • Does not stack, only highest effect instance is active
  • 25% base chance to apply per 100% of enemy ailment threshold dealt

Electrocute: Non-damaging Lightning

  • Sets action speed to 0 (immobilizes target)
  • Lightning damage cannot inflict electrocute by default

Chill: Non-damaging Cold

  • Cold damage from hits contributes to Chill Magnitude which slows enemies up to a maximum of 50% Slow (Slow lasts 2 seconds by default)
    • Degree of Chill Magnitude inflicted per hit seems to scale with Cold damage per hit (maybe obvious) and this stacks to 50%.
  • All hits that deal cold damage can Chill, without requiring an explicit chance to inflict, given the magnitude meets a minimum threshold
    • I.e. low damage hits may still fail to Chill.

Freeze: Non-damaging, Buildup Cold

  • Reduces action speed to 0
  • Freeze builds up based on cold damage dealt vs ailment threshold
  • Each freeze increases target's ailment threshold against future freezes

Stun: Non-damaging, Buildup Physical

  • Interrupts target's action when stun buildup exceeds threshold
  • Physical and melee damage have higher stun buildup
  • Portion of buildup counts towards "Heavy Stun" for longer duration
  • Cannot build up stun while target is already stunned

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