Cannibalism II
Category: Cannibalism
Tier: 4
Additional Reservation: 30 Spirit
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
3% of maximum Life recovered on kill while a Supported Skill is active
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Level Effect /1
Implicit
Mana: 30
3% of maximum Life recovered on kill while a Supported Skill is active
LevelRequires LevelStr
100
Attribute /4

Cannibalism II

NameShow Full Descriptions
AcronymLife
BaseType Cannibalism II
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemCannibalismTwo
Cannibalism II
Category: Cannibalism
Tier: 4
Additional Reservation: 30 Spirit
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
3% of maximum Life recovered on kill while a Supported Skill is active
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Supported Gem /62
  • Allow Type: Persistent, Buff, AND
  • Discipline
    Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
    Arctic Armour
    While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
    Purity of Fire
    Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
    Purity of Ice
    Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence.
    Purity of Lightning
    Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.
    Impurity
    Emit an Aura that boosts the Chaos Resistance of you and Allies in your Presence.
    Herald of Ash
    While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
    Herald of Ice
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    Herald of Thunder
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Plague Bearer
    While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.
    Lingering Illusion
    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 drop a Remnant that grants you a Power Charge on pickup.
    Ghost Dance
    While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
    Mana Remnants
    Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
    Magma Barrier
    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.
    Rhoa Mount
    Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear, and Mark Skills, and are much less slowed while using Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
    Raging Spirits
    While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
    Wind Dancer
    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.
    Grim Feast
    While active, your Reviving Minions store a percentage of their maximum Life in a collectible Grim Remnant on death. Using Grim Resurrection Consumes the Life you've collected to Revive up to that much total Life of dead Minions.
    Scavenged Plating
    While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
    Blink
    While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
    Malice
    While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
    Life Remnants
    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.
    War Banner
    While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Attack damage, Attack speed and Accuracy.
    Defiance Banner
    While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Armour, Evasion and movement speed.
    Dread Banner
    While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
    Align Fate
    While active, visages of yourself from alternate timelines will occasionally appear and cast one of your Spells from your first valid Weapon Set. Until the next visage appears, your next cast of the same Spell aligns your fate, Empowering that Spell. Visages can only cast non-Channelling, non-Buff Spells you could cast that have no cooldown.
    Temporal Rift
    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.
    Sorcery Ward
    Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
    Time of Need
    While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
    Attrition
    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.
    Elemental Conflux
    Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
    Into the Breach
    Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
    Charge Regulation
    While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
    Shard Scavenger
    While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
    Overwhelming Presence
    While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
    Alchemist's Boon
    While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
    Sacrifice
    While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
    Archmage
    While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
    Berserk
    While active, strengthens your Rage, but causes you to lose Life while not losing Rage.
    Herald of Plague
    While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
    Herald of Blood
    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.
    Withering Presence
    While active, emits an Aura that periodically Withers enemies in your Presence.
    Ravenous Swarm
    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.
    Combat Frenzy
    While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
    Blood Boil
    Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
    Herald of Ash
    While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
    Herald of Ice
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    Herald of Thunder
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Withering Presence
    While active, emits an Aura that periodically Withers enemies in your Presence.
    Trinity
    Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
    Trail of Caltrops
    While active, scatters caltrops in your wake when you dodge.
    Convalescence
    While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
    Void Illusion
    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.
    Iron Ward
    While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
    Heart of Ice
    Chills all enemies in your Presence.
    Fulmination
    While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
    Siphon Elements
    While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
    Briarpatch
    While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
    Eternal Rage
    While active, you constantly regenerate Rage.
    Savage Fury
    While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and Onslaught but constantly losing life. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.
    Mirror of Refraction
    Mirrors of Refraction appear in your Presence periodically. Hitting a mirror with a Spell Projectile causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied Projectiles may be copied again when colliding with other mirrors.
    Barkskin
    While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
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