attack GemTags /312
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
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.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
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.
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.
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
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.
[DNT-UNUSED] Bring your axe down in a sweeping slash, creating a slash along a line in the ground, with a chance to cause bleeding.
[DNT-UNUSED] Step forward and swing your axe, knocking enemies back to drag them with your attack.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
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.
[DNT-UNUSED] Leap back before dashing forward, taking out enemies in a path.
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.
[DNT-UNUSED] Perform a slashing attack that moves you through the battlefield, slicing all around you.
[DNT-UNUSED] Perform two upwards slashes, causing massive claw marks in the ground.
[DNT-UNUSED] Advance forward, striking enemies around you with whirling swings of your flail.
[DNT-UNUSED] Perform a heavy melee attack, dealing massive damage to enemies on low life.
[DNT-UNUSED] Leap forward, dealing massive damage at the end of the attack.
[DNT-UNUSED] Ready your axe then spin, dealing high damage to enemies and causing them to bleed.
[DNT-UNUSED] Raise your weapon and channel rage into it, before slashing downwards and dealing massive damage to enemies the path of the attack.
[DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
[DNT-UNUSED] Sword Lunge
[DNT-UNUSED] Sword Lunge
Supports Slam skills. Supported Skills will consume Endurance Charges on use to create Jagged Ground.
Supports Slam skills. Aftershocks caused by Supported Slam Skills always create patches of Jagged Ground.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
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.
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] Leap, Catch, ???, Profit
[DNT-UNUSED] Make alot of fire
[DNT-UNUSED] Throw Spirally
[DNT-UNUSED] Not a claw attack, more like a bite
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.
Consume 3 Endurance Charges to Raise a Totem that uses socketed Mace Skills. This Totem has no Limit. Cannot use Channelling Skills or Skills with Cooldowns.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
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.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Consume all Power Charges to charge your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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.
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
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.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
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.
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.
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.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
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.
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.
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.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
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.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
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.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Fire an arrow with your Bow.
Fire a bolt from your crossbow.
Strike your foes down with a powerful blow using a melee weapon.
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.
Supports Strikes that perform a Final Strike at the end of a combination of attacks, allowing you to use the Final Strike twice in succession.
Supports Strikes that perform a Final Strike at the end of a combination of attacks, allowing you to use the Final Strike twice in succession, and causing Non-Final Strike Attacks to be faster.
Supports Strikes that perform a Final Strike at the end of a combination of attacks, causing the Final Strike to be Ancestrally Boosted.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Manifest words of power that freeze the air around you, 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 but does not use your weapon's damage.
Supports Slams you use yourself, giving them a chance to create an Aftershock.
Supports Slams you use yourself, giving them a chance to create an Aftershock.
Supports Slam Skills. Supported Skills a chance to create an Aftershock as well as increased chance to cause Aftershocks the longer their Attack time
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.
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, 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.
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.
[DNT] Modifiers to Melee damage also apply to Projectile damage for supported skill
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.
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.
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
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.
Supports Attack Skills you use yourself which fire Projectiles. Supported Skills accumulate Seals over time, and consume them when used. For each Seal consumed, the Attack will fire additional Projectiles. Projectiles from Supported Skills are fired in random directions. Cannot Support Skills which require Combo, have a Cooldown or already gain Seals.
Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire additional Projectiles. Cannot Support Channelled Skills.
Supports Bow or Spear Projectile Attacks you use yourself. Supported Skills deal lower damage initially, but generate Spectral Projectiles, which deal more damage when they fire. Spectral Projectiles linger and will fire a short duration after no new Spectral Projectiles have been created. Cannot support Channelling Skills, Leaping skills, or skills which rain Projectiles from above.
Supports Slam Skills. Supported Skills that have a chance to Aftershock have increased chance to cause Aftershocks the longer their Attack time.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Supports Melee Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support Channelling Skills.
Supports Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
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.
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
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 two seconds, but cannot themselves deal Projectile Damage.
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 Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
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.
Supports Strikes you use yourself, providing a powerful Ancestral Boost every second, at the cost of a damage penalty. Cannot Support Channelled Skills and does not modify Skills used by Minions.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
Supports Strikes you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits, but will be Ancestrally Boosted when used. After use, this Blocked Hit counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.
Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Evasion Rating, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.
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.
Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
[DNT] Ring ring
[DNT] Ring ring, RING
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
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.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is Consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
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.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
While active, scatters caltrops in your wake when you dodge.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will cause damaging explosions. Copies created this way have 1 Life.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
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.
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.
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.
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.
Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to create Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
[DNT] An Edict, but flawed.
Attack Ref /373
Attacks
Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.

+200 Intelligence Requirement
+100 Strength Requirement
(250–350)% increased Physical Damage
(10–20)% increased Attack Speed
+(2–4) to Level of all Lightning Skills
+(5–7) to all Attributes
+(50–100) to all Attributes
+(60–100) to maximum Life
+(60–100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of maximum Life per second while Surrounded
10% increased Movement Speed
Drop Shocked Ground while moving, lasting 8 seconds
Bow Attacks fire an additional Arrow
+(20–25)% to Critical Damage Bonus
Bow Attacks fire 3 additional Arrows
Gain (20–30) Life per Enemy Killed
Gain (12–18) Mana per Enemy Killed
+(15–25) to Evasion Rating
(10–15)% increased Critical Damage Bonus
(40–60)% increased Evasion Rating
+(60–100) to Accuracy Rating
+(5–10) to Intelligence
25% increased Attack Speed while on Full Mana
You count as on Full Mana while at 90% of maximum Mana or above
(60–80)% increased Evasion Rating
(20–30)% increased Critical Hit Chance
5% increased Attack Speed
+(10–20) to Dexterity
Your Critical Damage Bonus is 250%
(4–6)% increased Attack Speed
(5–10)% increased Attack Speed
+(20–30) to Intelligence
+(60–90) to maximum Mana
+(20–30)% to Lightning Resistance
Attacks cost an additional 6% of your maximum Mana
+(50–100) to Accuracy Rating
(15–25)% increased Critical Hit Chance
+(5–10)% to Critical Damage Bonus
(10–15)% increased Attack Speed
+(20–30)% to Critical Damage Bonus
10% increased Attack Speed
Gain 3 Life per Enemy Killed
10% increased Attack Speed
Lose 3 Mana per Enemy Killed
10% increased Weapon Damage per 10 Strength
+(3–5)% to Critical Hit Chance
(15–20)% increased Attack Speed
(25–40)% increased Mana Regeneration Rate
Skills reserve 50% less Spirit
+(30–50) to maximum Mana
(3–6) Life Regeneration per second
+(20–30) to Dexterity

+(60–80) to maximum Mana
20% increased Accuracy Rating
100% increased Parried Debuff Duration
parry skill art variation from item [2]
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
(10–15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
+50 Dexterity Requirement
-15 Strength Requirement
(80–120)% increased Physical Damage
50% increased Attack Speed
(15–25)% increased Light Radius
+(15–25) to Dexterity
+(15–25) to Intelligence
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills
+(120–160) to Accuracy Rating
(30–40)% increased Rarity of Items found
Gain 25 Life per Enemy Hit with Attacks
Can't use other Rings
Gain 15 Mana per Enemy Hit with Attacks
50% reduced Duration of Curses on you
+(20–30) to Strength

+(20–30) to Strength
25% increased Light Radius
Grants effect of Guided Meteoric Shrine
(10–15)% reduced Attack Speed

No Physical Damage
(15–30)% increased Attack Speed
(50–100)% increased chance to Shock

(25–35)% increased Projectile Speed with this Weapon
+100 to Evasion Rating
(10–20)% increased Attack Speed

(150–200)% increased Physical Damage
(10–15)% reduced Attack Speed
+(15–30) to Strength
Strikes deal Splash damage to targets within 1.5 metres
Knocks Back Enemies on Hit
Cannot use Projectile Attacks

+(100–150) to Accuracy Rating
10% increased Attack Speed
(20–30)% increased Projectile Speed with this Weapon
(30–40)% increased Elemental Ailment Threshold
(100–130)% increased Evasion Rating
+(30–40) to Dexterity
25% increased Chill Duration on Enemies
local weapon implicit hidden added maximum chaos damage [71]
local weapon implicit hidden added minimum chaos damage [43]
local weapon implicit hidden added minimum chaos damage [43]
(10–15)% increased Attack Speed
Grants 1 additional Skill Slot
(15–25)% increased Rarity of Items found
+(17–23)% to Chaos Resistance
Lose 5% of maximum Life per second
(5–10)% increased Attack Speed
+(17–23)% to Chaos Resistance
Lose 5% of maximum Life per second
Regenerate 5 Rage per second
No Inherent loss of Rage
+(15–25) to Intelligence
+(25–35)% to Lightning Resistance
(5–10)% increased Attack Speed
+(20–30) to Strength
+(20–30) to Dexterity
+(30–50)% to Lightning Resistance
(100–140)% increased Energy Shield
+(150–200) to Accuracy Rating
+(10–15) to all Attributes
-10% to Fire Resistance
(25–40)% increased Stun Buildup
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance

(20–30)% chance to Poison on Hit with Attacks
Gain (10–15) Mana per Enemy Killed
(10–20)% increased Poison Duration
(20–30)% chance to Poison on Hit with Attacks
local display triggers level x toad on kill [1]

+(20–30) to Intelligence
25% increased Light Radius
Grants effect of Guided Freezing Shrine

+(20–30) to Dexterity
25% increased Light Radius
Grants effect of Guided Tempest Shrine

+(7–13) to all Attributes
23% reduced Light Radius
(-13–13)% reduced Skill Effect Duration
Grants effect of Dreaming Gloom Shrine

(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
use thunderfist art variation [1]
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
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.
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
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.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
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.
[DNT-UNUSED] Leap forward, dealing massive damage at the end of the attack.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
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.
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.
Consume all Power Charges to charge your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
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.
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.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants
Purple Flames of Chayula for a duration.
Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
Supports Skills which create Totems. Totems created by supported Skills generate a Font of Blood which will Leech Life to Allies within it.
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing, at the cost of Reload speed.
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.
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage, Area of Effect, and Projectile Speed randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
Supports 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.
Supports Bow or Spear Projectile Attacks you use yourself. Supported Skills deal lower damage initially, but generate Spectral Projectiles, which deal more damage when they fire. Spectral Projectiles linger and will fire a short duration after no new Spectral Projectiles have been created. Cannot support Channelling Skills, Leaping skills, or skills which rain Projectiles from above.
Supports Skills which create Ice Crystals. Supported Skills create chilling areas which deal Cold Damage over time instead of creating Ice Crystals.
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.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
[DNT-UNUSED] Spellblade
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
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.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
While active, scatters caltrops in your wake when you dodge.
Supports Crossbow Ammunition Skills. Supported Skills have significantly higher Attack speed and bolt capacity, but deal less damage and have longer reload time.
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.

Stack Size: 1 / 10

Stack Size: 1 / 10

Stack Size: 1 / 10
Greater Rune of Nobility
Stack Size: 1 / 10
Farrul's Rune of the Hunt
Stack Size: 1 / 10
Requires: Level 50
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Citaqualotl
Stack Size: 1 / 10
Soul Core of Topotante
Stack Size: 1 / 10
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Quipolatl
Stack Size: 1 / 10
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Stag Talisman
Stack Size: 1 / 10
Place into an empty Rune Socket in a Helmet or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Bear Talisman
Stack Size: 1 / 10
Helmets: 8% increased Area of Effect
Place into an empty Rune Socket in a Helmet or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Divine Vessel
Unique Boss has 10% increased Attack and Cast Speed
Unique Boss deals 10% increased Damage
Unique Boss has 10% increased Life
Unique Boss has 20% increased Area of Effect
map pantheon flask capture boss soul [1]
Unique Boss deals 10% increased Damage
Unique Boss has 10% increased Life
Unique Boss has 20% increased Area of Effect
map pantheon flask capture boss soul [1]
Flanged Arrowhead
(11–15)% increased Projectile Attack Damage
Fragmenting Arrowhead
(16–20)% increased Projectile Attack Damage
Hollowpoint Arrowhead
(21–25)% increased Projectile Attack Damage
Precise Arrowhead
(26–30)% increased Projectile Attack Damage
Ceremonial Halberd
Physical Damage: 53-123
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.3
Requires: Level 52, 72 Str, 29 Dex
Cannot use Projectile Attacks
Dualstring Bow
Physical Damage: 16-31
Critical Hit Chance: 5%
Attacks per Second: 1.1
Requires: Level 28, 52 Dex
Bow Attacks fire an additional Arrow
Sacral Quiver
Requires: Level 16
Gain (2–3) Life per Enemy Hit with Attacks
Toxic Quiver
Requires: Level 39
(20–30)% chance to Poison on Hit with Attacks
Primed Quiver
Requires: Level 51
(7–10)% increased Attack Speed
Visceral Quiver
Requires: Level 65
Twin Bow
Physical Damage: 32-60
Critical Hit Chance: 5%
Attacks per Second: 1.1
Requires: Level 54, 96 Dex
Bow Attacks fire an additional Arrow
Gemini Bow
Physical Damage: 39-72
Critical Hit Chance: 5%
Attacks per Second: 1.1
Requires: Level 78, 163 Dex
Bow Attacks fire an additional Arrow
25% increased Damage with Spears
25% increased Damage with One Handed Weapons
30% increased Armour
+25% to Critical Damage Bonus against Stunned Enemies
6% increased Attack Speed
10% increased Attack Speed
8% increased Attack Speed
15% increased Cost Efficiency
6% increased Attack Speed
40% increased chance to Shock
Empowered Attacks deal 30% increased Damage
Empowered Attacks deal 20% increased Damage
20% increased Totem Damage
20% increased Totem Placement range
30% increased Totem Placement speed
Minions have 20% increased Movement Speed
30% increased Melee Damage when on Full Life
On Heavy Stunning a Rare or Unique Enemy, your next Attack within 4 seconds will be Ancestrally Boosted
25% increased Attack Damage
24% increased Attack Damage
40% increased Attack Damage while on Full Life
25% increased Attack Damage
25% increased Damage during any Flask Effect
Mastery: Ultimatum
5% reduced Attack Speed
40% increased Projectile Damage
15% increased Projectile Speed
12% increased Area of Effect for Attacks
20% increased Elemental Damage
Witch: Minions deal 20% increased Damage
14% increased Lightning Damage
8% increased Area of Effect for Attacks
18% of Skill Mana Costs Converted to Life Costs
30% increased Mana Recovery from Flasks
15% increased Accuracy Rating
20% increased Accuracy Rating
5% increased Attack Speed
10% increased Attack Damage
4% increased Movement Speed if you've Killed Recently
12% increased Area of Effect for Attacks
15% increased Area of Effect for Attacks
10% increased Cooldown Recovery Rate
25% increased Armour Break Duration
25% increased Attack Area Damage
5% reduced Attack Speed
20% increased Duration of Damaging Ailments on Enemies
3% increased maximum Life
8% increased Area of Effect for Attacks
15% chance to Pierce an Enemy
15% increased Projectile Damage
Huntress: 30% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
8% increased Projectile Speed
8% increased Attack Speed
+10 to Dexterity
Huntress: 8% increased Attack Speed
Huntress: 6% increased Area of Effect
Huntress: +10 to Dexterity
10% increased Cast Speed if you've Attacked Recently
6% increased Attack Speed
8% of Damage is taken from Mana before Life
15% increased Attack Speed while not on Low Mana
15% increased Area of Effect while you have a Totem
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
100% increased chance for Essences found in your Maps to add Speed modifiers
Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Melee
Melee Attacks are those that directly hit with a melee Strike or a Slam, dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
Any Projectiles these attacks create do not count as Melee damage.
Critical Hits
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Accuracy
Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance.
Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Traps
Traps are Two-Handed ranged weapons that require Dexterity and Intelligence to equip. Traps cannot be used to Attack directly.
Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
Swords
Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip.
Sword Attacks are commonly related to elemental damage.
Sword Attacks are commonly related to elemental damage.
Maces
Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Sceptres
Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Wands
Wands are One-Handed Spellcasting weapons that require Intelligence to equip.
Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
Axes
Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Bows
Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Daggers
Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Staves
Staves are Two-Handed Spellcasting weapons that require Intelligence to equip.
Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
Claws
Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.
Claw Attacks are commonly fast and cause Bleeding.
Claw Attacks are commonly fast and cause Bleeding.
Quarterstaves
Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
Quarterstaff Attacks often focus on high mobility in combat.
Crossbows
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Flails
Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded.
Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
Unarmed
Unarmed Attacks do not benefit from your equipped Weapon.
Ancestral Boost
An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered.
Thorns
Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times.
Valour
Valour is used to fuel Banner Skills. Killing an enemy with an Attack generates 1 Valour, and Banners passively gain 1 Valour per second while a Unique enemy is in your Presence. You can only gain Valour once every 0.5 seconds, and a Banner skill cannot gain Valour while its Banner is placed.
Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.
Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.
Ballista Totems
Iron Grip
Elemental Surges
Elemental Surges are consumed when you use a non-Melee Projectile Attack to suffuse the Projectiles fired by that Attack, causing them to trigger a Surging Blast when they reach the end of their flight.
Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
Projectiles which Split or Fork do not gain the benefits of Surges.
Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
Projectiles which Split or Fork do not gain the benefits of Surges.
Impale
Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
Easy Target
Easy Target is a Debuff which causes the next Projectile Attack Hit against the affected target to deal increased Damage, at which point the Debuff is consumed.
Spirit Of The Wolf
Players possessed by the Spirit Of The Wolf have 50% chance to Maim on Attack Hit, 30% increased Skill Speed, 15% increased Movement Speed and Break Armour equal to 10% of Hit Damage dealt.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
Hasted
Monster has 30% increased Attack, Cast and Movement speed.
Archon Buff
Archons are a type of Buff that augment your Elemental prowess with Spells. There are Archon Buffs related to each Element: Flame Archon, Ice Archon, and Lightning Archon.
By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
Riven Armour
Riven Armour is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
Broken Stance
Broken Stance is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be Dazed again.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be Dazed again.
Umbral Souls
Umbral Souls grant varying Buffs depending on the kind of Skeletal Minion being replaced, as follows -
Umbral Souls from:
• Skeletal Warriors grant 15% increased Attack Damage.
• Skeletal Snipers grant 15% increased Projectile Speed.
• Skeletal Clerics grant 30% increased Energy Shield Recharge Rate.
• Skeletal Arsonists grant 15% increased Area of Effect.
• Skeletal Storm Mages grant 25% increased Spell Damage.
• Skeletal Frost Mages grant 35% increased maximum Energy Shield.
• Skeletal Brutes grant 60% increased Stun buildup.
• Skeletal Reavers grant 6% increased Skill Speed.
Umbral Souls from:
• Skeletal Warriors grant 15% increased Attack Damage.
• Skeletal Snipers grant 15% increased Projectile Speed.
• Skeletal Clerics grant 30% increased Energy Shield Recharge Rate.
• Skeletal Arsonists grant 15% increased Area of Effect.
• Skeletal Storm Mages grant 25% increased Spell Damage.
• Skeletal Frost Mages grant 35% increased maximum Energy Shield.
• Skeletal Brutes grant 60% increased Stun buildup.
• Skeletal Reavers grant 6% increased Skill Speed.
Default Attack
Default Attacks are the innate Attack skills provided by Martial Weapons, and the innate Unarmed Attack skill "Punch".
The skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your Weapon's damage the Default Attack deals.
The skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your Weapon's damage the Default Attack deals.
Default Attack Damage
Your Default Attack Damage is the expected damage of a Default Attack, and is determined by the damage of your Weapon and an Attack Damage scaling value based on your character level.
Your Default Attacks will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level.
Some Attack skills provided by Support Gems do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.
Your Default Attacks will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level.
Some Attack skills provided by Support Gems do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.