Skill Gem /103
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are
pushed out of the way.
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.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
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.
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.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
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.
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
[DNT-UNUSED] Step forward and swing your axe, knocking enemies back to drag them with your attack.
Advance while hitting enemies around you with a series of spinning Strikes.
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.
[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.
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
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.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
Shapeshift into a bear and swipe with your claws. Hitting enemies generates rage.
[DNT-UNUSED] Make alot of fire
[DNT-UNUSED] Throw Spirally
[DNT-UNUSED] Not a claw attack, more like a bite
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.
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.
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.
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.
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.
[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.
Strike with your Quarterstaff.
Strike with your Flail.
Strike with your Sword.
Strike with your Swords.
Strike with your Sword.
Strike with your Mace.
Strike with your Maces.
Strike with your Mace.
Strike with your Dagger.
Strike with your Daggers.
Strike your foes down with a powerful blow using a melee weapon.
Jump into the air, damaging enemies where you land.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
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] Bear with me
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.
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.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
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.
Skill Gem Quality /4
Deals up to an additional +(0–40)% more Damage, based on the distance travelled
Deals up to an additional +(0–30)% more Damage, based on the distance travelled
(0–30)% more Knockback Distance
Support Gem /9
Supports any Skill which creates Ice Crystals, causing them to be created with lower Life.
Monsters mods /25
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | knockback distance +% final from rarity [-50] | |||
1 | knockback distance +% final from rarity [-75] | |||
1 | spell maximum action distance +% [-10,10] | |||
1 | spell maximum action distance +% [-20,20] | |||
Vengeful | 1 | monster grants frenzy charges to allies within distance on death [50] | ||
1 | monster grants frenzy charges to allies within distance on death [50] | |||
1 | main hand base maximum attack distance [6] off hand base maximum attack distance [6] stance movement speed +% final [50] Attack Speed | |||
1 | Gain 100% of Physical Damage as Extra Fire Damage main hand base maximum attack distance [6] off hand base maximum attack distance [6] stance movement speed +% final [50] Damage Physical Elemental Fire Attack Speed | |||
1 | active skill area of effect radius +% final [50] main hand base maximum attack distance [6] off hand base maximum attack distance [6] stance movement speed +% final [50] Attack Speed | |||
1 | attack maximum action distance + [-3] stance movement speed +% final [204] | |||
1 | attack maximum action distance + [5] stance movement speed +% final [436] | |||
1 | -5 to Melee Strike Range spell maximum action distance +% [-40] stance movement speed +% final [0] | |||
1 | attack maximum action distance + [-3] | |||
1 | monster summons monkeys from nearby trees text [1] | |||
Martyr's Touch | 1 | base monster will be deleted on death [1] monster grants frenzy charges to allies within distance on death [55] Damage Elemental Fire | ||
1 | cyclone extra distance [10] | |||
1 | 50% increased Movement Speed 50% increased Cast Speed 50% increased Attack Speed 100% chance to Knock Enemies Back on hit 400% increased Knockback Distance Attack Caster Speed | |||
1 | spell maximum action distance +% [-80] | |||
1 | spell maximum action distance +% [-50] | |||
1 | base secondary skill effect duration [2000] spell maximum action distance +% [-55] | |||
1 | projectile distance override [15] | |||
1 | attack maximum action distance + [9] | |||
1 | attack maximum action distance + [13] | |||
1 | +7 to Melee Strike Range attack maximum action distance + [3] | |||
1 | 100% increased Knockback Distance |
Misc mods /10
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Taunts nearby Enemies on use | |||
Reaper's | 1 | Strongbox | Revives nearby dead Monsters with Onslaught | ||
Putrifying | 4 | Strongbox | Detonates nearby corpses chest play warning sound [1] | ||
of Lunging | 1 | SanctumRelic | +(0.3–0.4) metres to Dodge Roll distance | ||
of Eluding | 70 | SanctumRelic | +(0.5–0.7) metres to Dodge Roll distance | ||
of Fending | 1 | Jewel | (5–15)% increased Knockback Distance | strjewel 1 default 0 | |
of Fending | 1 | Jewel | (3–7)% increased Knockback Distance | str_radius_jewel 1 default 0 | |
of Amanamu | 65 | Abyss | +(0.1–0.2) metres to Dodge Roll distance amanamu | ||
of Madness | 1 | Tower | Delirium in your Maps increases (5–10)% faster with distance from the mirror | ||
1 | Tower | Delirium in your Maps increases (-10–10)% slower with distance from the mirror |
Unique /6
(60–100)% increased Energy Shield
+(40–60) to maximum Life
+(10–20) to Intelligence
+(13–19)% to Chaos Resistance
Every 3 seconds, Consume a nearby Corpse to Recover 20% of maximum Life
+(30–50) to maximum Life
+(30–50) to maximum Mana
+(10–15)% to Lightning Resistance
You have no Accuracy Penalty at Distance
(12–18) Maps in Range contain Mirrors of Delirium
Delirium Fog in your Maps never dissipates
Delirium in your Maps increases (-10–10)% slower with distance from the mirror
Passive /7
+0.5 metres to Dodge Roll distance while Surrounded
10% increased Movement Speed while Surrounded
20% increased Knockback Distance
SubTree: Delirium
Delirium Fog in your Maps has doubled difficulty scaling with distance from the Mirror
50% increased Stacks of Simulacrum Splinters found from non-Unique Monsters in your Maps
Ascendancy Passive /1
Timeless Jewel Passive /1

Supreme Grandstanding
Eternal Keystone
Nearby Allies and Enemies Share Charges with you
Enemies Hitting you have 10% chance to gain an Endurance,
Frenzy or Power Charge
Enemies Hitting you have 10% chance to gain an Endurance,
Frenzy or Power Charge
Your fiery passion inspires everyone around you - especially your foes.
Elegant Hubris: Victario
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.