Version 0.2.0
Level Effect /40
Level | Requires Level | Base Damage | |
---|---|---|---|
1 | 0 | 0 | 100%, 100% |
2 | 3 | 0 | 110%, 110% |
3 | 6 | 0 | 121%, 121% |
4 | 10 | 0 | 132%, 132% |
5 | 14 | 0 | 142%, 142% |
6 | 18 | 0 | 153%, 153% |
7 | 22 | 0 | 164%, 164% |
8 | 26 | 0 | 174%, 174% |
9 | 31 | 0 | 182%, 182% |
10 | 36 | 0 | 191%, 191% |
11 | 41 | 0 | 201%, 201% |
12 | 46 | 0 | 211%, 211% |
13 | 52 | 0 | 222%, 222% |
14 | 58 | 0 | 233%, 233% |
15 | 64 | 0 | 244%, 244% |
16 | 66 | 0 | 257%, 257% |
17 | 72 | 0 | 269%, 269% |
18 | 78 | 0 | 283%, 283% |
19 | 84 | 0 | 297%, 297% |
20 | 90 | 0 | 312%, 312% |
21 | 0 | 327%, 327% | |
22 | 0 | 344%, 344% | |
23 | 0 | 361%, 361% | |
24 | 0 | 379%, 379% | |
25 | 0 | 398%, 398% | |
26 | 0 | 418%, 418% | |
27 | 0 | 439%, 439% | |
28 | 0 | 461%, 461% | |
29 | 0 | 484%, 484% | |
30 | 0 | 508%, 508% | |
31 | 0 | 533%, 533% | |
32 | 0 | 560%, 560% | |
33 | 0 | 588%, 588% | |
34 | 0 | 618%, 618% | |
35 | 0 | 648%, 648% | |
36 | 0 | 681%, 681% | |
37 | 0 | 715%, 715% | |
38 | 0 | 751%, 751% | |
39 | 0 | 788%, 788% | |
40 | 0 | 828%, 828% |
Attribute /6
Axe Slash
Name | Show Full Descriptions |
---|---|
BaseType | Axe Slash |
Class | Skill Gems |
TargetTypes | Ground, Enemy |
Type | Attack, MeleeSingleTarget, Melee, Area |
ItemType | Metadata/Items/Gem/SkillGemPlayerDefault1HAxe |
ActiveSkillsCode | player_melee_1haxe |
Axe Slash
Level: (1–20)
Attack Damage: (100–312)% of base
Projectile Speed: 326 Units per Second
Requires: Level (1–90)
Requires: One Hand Axes
Strike with your Axe.
is area damage [1]
melee conditional step distance [10]
precise cursor targeting uses contact point height offset [1]
Skills can be managed in the Skills Panel.


Axe Slash
Level: (1–20)
Attack Damage: (100–312)% of base
Projectile Speed: 326 Units per Second
Requires: Level (1–90)
Requires: One Hand Axes, Two Hand Axes
Strike with your Axes.
Skills can be managed in the Skills Panel.


Version 0.2.0
Axe Slash
Level: (1–20)
Attack Damage: (100–312)% of base
Projectile Speed: 326 Units per Second
Requires: Level (1–90)
Requires: One Hand Axes, Two Hand Axes
Strike with your Axes.
Skills can be managed in the Skills Panel.


Level Effect /40
Implicit |
---|
While Dual Wielding, both weapons hit with\n30% less attack speed |
Level | Requires Level | Base Damage | |
---|---|---|---|
1 | 0 | 0 | 100%, 100% |
2 | 3 | 0 | 110%, 110% |
3 | 6 | 0 | 121%, 121% |
4 | 10 | 0 | 132%, 132% |
5 | 14 | 0 | 142%, 142% |
6 | 18 | 0 | 153%, 153% |
7 | 22 | 0 | 164%, 164% |
8 | 26 | 0 | 174%, 174% |
9 | 31 | 0 | 182%, 182% |
10 | 36 | 0 | 191%, 191% |
11 | 41 | 0 | 201%, 201% |
12 | 46 | 0 | 211%, 211% |
13 | 52 | 0 | 222%, 222% |
14 | 58 | 0 | 233%, 233% |
15 | 64 | 0 | 244%, 244% |
16 | 66 | 0 | 257%, 257% |
17 | 72 | 0 | 269%, 269% |
18 | 78 | 0 | 283%, 283% |
19 | 84 | 0 | 297%, 297% |
20 | 90 | 0 | 312%, 312% |
21 | 0 | 327%, 327% | |
22 | 0 | 344%, 344% | |
23 | 0 | 361%, 361% | |
24 | 0 | 379%, 379% | |
25 | 0 | 398%, 398% | |
26 | 0 | 418%, 418% | |
27 | 0 | 439%, 439% | |
28 | 0 | 461%, 461% | |
29 | 0 | 484%, 484% | |
30 | 0 | 508%, 508% | |
31 | 0 | 533%, 533% | |
32 | 0 | 560%, 560% | |
33 | 0 | 588%, 588% | |
34 | 0 | 618%, 618% | |
35 | 0 | 648%, 648% | |
36 | 0 | 681%, 681% | |
37 | 0 | 715%, 715% | |
38 | 0 | 751%, 751% | |
39 | 0 | 788%, 788% | |
40 | 0 | 828%, 828% |
Attribute /6
Axe Slash
Name | Show Full Descriptions |
---|---|
BaseType | Axe Slash |
Class | Skill Gems |
TargetTypes | Ground, Enemy |
Type | Attack, MeleeSingleTarget, Melee, Area, DualWieldOnly |
ItemType | Metadata/Items/Gem/SkillGemPlayerDefaultAxeAxe |
ActiveSkillsCode | player_melee_axe_axe |
Axe Slash
Level: (1–20)
Attack Damage: (100–312)% of base
Projectile Speed: 326 Units per Second
Requires: Level (1–90)
Requires: One Hand Axes, Two Hand Axes
Strike with your Axes.
is area damage [1]
melee conditional step distance [10]
precise cursor targeting uses contact point height offset [1]
Skills can be managed in the Skills Panel.


Version 0.2.0
Level Effect /40
Level | Requires Level | Base Damage | |
---|---|---|---|
1 | 0 | 0 | 100%, 100% |
2 | 3 | 0 | 110%, 110% |
3 | 6 | 0 | 121%, 121% |
4 | 10 | 0 | 132%, 132% |
5 | 14 | 0 | 142%, 142% |
6 | 18 | 0 | 153%, 153% |
7 | 22 | 0 | 164%, 164% |
8 | 26 | 0 | 174%, 174% |
9 | 31 | 0 | 182%, 182% |
10 | 36 | 0 | 191%, 191% |
11 | 41 | 0 | 201%, 201% |
12 | 46 | 0 | 211%, 211% |
13 | 52 | 0 | 222%, 222% |
14 | 58 | 0 | 233%, 233% |
15 | 64 | 0 | 244%, 244% |
16 | 66 | 0 | 257%, 257% |
17 | 72 | 0 | 269%, 269% |
18 | 78 | 0 | 283%, 283% |
19 | 84 | 0 | 297%, 297% |
20 | 90 | 0 | 312%, 312% |
21 | 0 | 327%, 327% | |
22 | 0 | 344%, 344% | |
23 | 0 | 361%, 361% | |
24 | 0 | 379%, 379% | |
25 | 0 | 398%, 398% | |
26 | 0 | 418%, 418% | |
27 | 0 | 439%, 439% | |
28 | 0 | 461%, 461% | |
29 | 0 | 484%, 484% | |
30 | 0 | 508%, 508% | |
31 | 0 | 533%, 533% | |
32 | 0 | 560%, 560% | |
33 | 0 | 588%, 588% | |
34 | 0 | 618%, 618% | |
35 | 0 | 648%, 648% | |
36 | 0 | 681%, 681% | |
37 | 0 | 715%, 715% | |
38 | 0 | 751%, 751% | |
39 | 0 | 788%, 788% | |
40 | 0 | 828%, 828% |
Attribute /6
Axe Slash
Name | Show Full Descriptions |
---|---|
BaseType | Axe Slash |
Class | Skill Gems |
TargetTypes | Ground, Enemy |
Type | Attack, MeleeSingleTarget, Melee, Area |
ItemType | Metadata/Items/Gem/SkillGemPlayerDefault2HAxe |
ActiveSkillsCode | player_melee_2haxe |
Axe Slash
Level: (1–20)
Attack Damage: (100–312)% of base
Projectile Speed: 326 Units per Second
Requires: Level (1–90)
Requires: Two Hand Axes
Strike with your Axe.
is area damage [1]
melee conditional step distance [10]
precise cursor targeting uses contact point height offset [1]
Skills can be managed in the Skills Panel.


Supported By /203
Magnified Area I
Supports any skill with an area of effect, making it larger.
Magnified Area II
Supports any skill with an area of effect, making it larger at the cost of damage.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Knockback
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Concentrated Area
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Elemental Focus
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Brutality I
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality II
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality III
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Momentum
Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
Close Combat I
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Close Combat II
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Inevitable Critical
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Impact Shockwave
Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
Frost Nexus
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Shock Siphon
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Exploit Weakness
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Neural Overload
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Pinpoint Critical
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Hourglass
Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
Pin II
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Mana Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Life Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Armour Demolisher I
Supports any skill, causing Armour Break it inflicts to be stronger.
Armour Demolisher II
Supports any skill, causing Armour Break it inflicts to be stronger.
Uruk's Smelting
Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
Armour Explosion
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Swift Affliction I
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction II
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction III
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Slow Potency
Supports any skill, causing inflicted Slows to be more powerful.
Culling Strike II
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Armour Break I
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Armour Break II
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Armour Break III
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Longshot I
Supports Attacks, causing them to deal more damage from farther away.
Longshot II
Supports Attacks, causing them to deal more damage from farther away.
Elemental Armament III
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Rising Tempest
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Culmination I
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Does not modify Skills used by Minions.
Culmination II
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Does not modify Skills used by Minions.
Expanse
Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Excise
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Ferocity
Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
Retaliate I
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
Retaliate II
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Derange
Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Verglas
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
Overextend
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Pursuit I
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Pursuit II
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Pursuit III
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last two seconds, but cannot themselves deal Projectile Damage.
Commiserate
Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Blindside
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Hit and Run
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Defy I
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Defy II
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Volatility
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Spar
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Dauntless
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
Ancestral Call I
Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
Ancestral Call II
Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
Quill Burst
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've
Retaliated with Thorns Damage.
Punch Through
Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
Brink I
Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
Living Lightning
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Living Lightning II
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Frozen Spite
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Piety's Mercy
Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
Enduring Impact I
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Enduring Impact II
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Xoph's Pyre
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Esh's Radiance
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Tul's Stillness
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Uul-Netol's Embrace
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Rakiata's Flow
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Rigwald's Ferocity
Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
Tacati's Ire
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Garukhan's Resolve
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Varashta's Blessing
Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
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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.