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.
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Summon the spirit of the bound monster as a Reviving Minion.
Strike with a forceful blow, knocking enemies back and weakening their Armour.
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.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
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.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
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.
Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
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.
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
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.
Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
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
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.
Dash to an enemy and Strike them, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
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
Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
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.
Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
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.
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
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.
Perform an Unarmed Strike.
Strike with your Quarterstaff.
Strike with your Flail.
Strike with your Sword.
Strike with your Swords.
Strike with your Sword.
Strike with your Axe.
Strike with your Axes.
Strike with your Axe.
Strike with your Mace.
Strike with your Maces.
Strike with your Mace.
Strike with your Claw.
Strike with your Claws.
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.
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
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.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
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.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
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.
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
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.
[DNT] Conjure Abyssal magic to bind a Rare Undead for a duration, Hindering them. If you defeat the Undead while it is bound, it will be a captured and stored into a Soul Crystal. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound Undead as a Reviving Companion.
Skill Gem Quality /4
(0–50)% reduced Accuracy penalty based on distance
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 that Hits enemies, causing it to Knock Back enemies.
Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
Supports any Skill which creates Ice Crystals, causing them to be created with lower Life.
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
[DNT-UNUSED] Supports Skills which create Minions, allowing Minions from those skills to Revive even if they would not normally be able to do so.
Supports Melee Attacks you use yourself or that you Trigger. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
Monsters mods /25
NameLevelPre/SufDescriptionWeight
1knockback distance +% final from rarity [-50]
1knockback distance +% final from rarity [-75]
1spell maximum action distance +% [-10,10]
1spell maximum action distance +% [-20,20]
Vengeful1monster grants frenzy charges to allies within distance on death [50]
1monster grants frenzy charges to allies within distance on death [50]
1main hand base maximum attack distance [6]
off hand base maximum attack distance [6]
stance movement speed +% final [50]
Attack Speed
1Gain 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
1active 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
1attack maximum action distance + [-3]
stance movement speed +% final [204]
1attack 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]
1attack maximum action distance + [-3]
1monster summons monkeys from nearby trees text [1]
Martyr's Touch1base monster will be deleted on death [1]
monster grants frenzy charges to allies within distance on death [55]
Damage Elemental Fire
1cyclone extra distance [10]
150% 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
1spell maximum action distance +% [-80]
1spell maximum action distance +% [-50]
1base secondary skill effect duration [2000]
spell maximum action distance +% [-55]
1projectile distance override [15]
1attack maximum action distance + [9]
1attack maximum action distance + [13]
1+7 to Melee Strike Range
attack maximum action distance + [3]
1100% increased Knockback Distance
Misc mods /10
NameLevelDomainPre/SufDescriptionWeight
1FlaskTaunts nearby Enemies on use
Reaper's1StrongboxRevives nearby dead Monsters with Onslaught
Putrifying4StrongboxDetonates nearby corpses
chest play warning sound [1]
of Lunging1SanctumRelic+(0.3–0.4) metres to Dodge Roll distance
of Eluding70SanctumRelic+(0.5–0.7) metres to Dodge Roll distance
of Fending1Jewel(5–15)% increased Knockback Distancestrjewel 1
default 0
of Fending1Jewel(3–7)% increased Knockback Distancestr_radius_jewel 1
default 0
of Amanamu65Abyss+(0.1–0.2) metres to Dodge Roll distance amanamu
of Madness1TowerDelirium in your Maps increases (5–10)% faster with distance from the mirror
1TowerDelirium in your Maps increases (-10–10)% slower with distance from the mirror
Unique /6
+(10–15) to Dexterity
+(40–60) to maximum Life
+(5–15) to Dexterity
+1 metre to Dodge Roll distance
50% increased Evasion Rating if you've Dodge Rolled Recently
+(120–160) to Accuracy Rating
+(100–150) to Accuracy Rating
+(100–150) to Evasion Rating
(10–20)% increased Rarity of Items found
+(20–30) to Dexterity
Enemies have an Accuracy Penalty against you based on Distance
Maximum Chance to Evade is 50%
(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
(60–80)% increased Armour and Evasion
+(30–50) to maximum Life
+(30–50) to maximum Mana
+(10–15)% to Lightning Resistance
You have no Accuracy Penalty at Distance
(150–240)% increased Physical Damage
+(300–500) to Accuracy Rating
10% increased Attack Speed
+(20–30) to Dexterity
+2 metres to Dodge Roll distance if you haven't Dodge Rolled Recently
-1 metre to Dodge Roll distance if you've Dodge Rolled Recently
Barrageable Attacks with this Bow Repeat +1 time if no enemies are in your Presence
enable lioneyes glow task [1]
(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
Recover 20 Life when you Block
+2% to maximum Block chance
80% less Knockback Distance for Blocked Hits
50% chance for Projectiles to Pierce Enemies within 3m distance of you
20% increased Critical Damage Bonus
20% increased Knockback Distance
20% increased Physical Damage
+0.5 metres to Dodge Roll distance while Surrounded
10% increased Movement Speed while Surrounded
20% increased Stun Buildup
20% increased Knockback Distance
20% increased Physical Damage
20% increased Knockback Distance
20% chance to Knock Enemies Back with Hits at Close Range
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
Ascendancy: Tactician
Character: Mercenary
Defend with 200% of Armour
Enemies have an Accuracy Penalty against you based on Distance
Maximum Chance to Evade is 50%
Maximum Physical Damage Reduction is 50%
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
Your fiery passion inspires everyone around you - especially your foes.
Elegant Hubris: Victario
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