Duration
10% increased Skill Effect Duration
Duration Attr /4
NameShow Full Descriptions
IDslowed_enemies6
IconArt/2DArt/SkillIcons/passives/ReducedSkillEffectDurationNode.png
PassiveSkillsHash20718
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Duration
10% increased Skill Effect Duration
Duration Attr /4
NameShow Full Descriptions
IDslowed_enemies8
IconArt/2DArt/SkillIcons/passives/ReducedSkillEffectDurationNode.png
PassiveSkillsHash13294
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
duration GemTags /190
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.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
Curse all targets in an area after a short delay, making them deal less damage.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies. The target is destroyed, and the explosion deals Physical Damage to surrounding enemies and inflicts Impale.
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
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.
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Curse all targets in an area after a short delay, lowering their Cold Resistance.
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground.
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.
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.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
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 you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
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.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
Channel a debilitating hex that Withers enemies in the area.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
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 Spells you cast yourself, tracking the mana you spend to cast them. Spending enough mana grants a burst of Mana Regeneration and Cast Speed.
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Create a Tornado that chases enemies for a duration, while hindering and repeatedly damaging enemies around it.
Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
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.
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.
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.
Fire an arc of knives in front of the caster which deals physical damage.
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 any skill that has a duration making that duration shorter.
Supports any skill that has a duration making that duration shorter.
Supports any skill that has a duration, making that duration longer.
Supports any skill that has a duration, making that duration longer.
Supports any skill that has a duration, making that duration significantly longer while applying a cooldown. Cannot support Skills which already have a cooldown.
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.
Fire an arc of knives in front of the caster which deals physical damage.
Create an area of Consecrated Ground around you.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
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 grant you a Power Charge.
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.
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.
Raise a Totem which casts the socketed Spells.
Place a ballista totem which uses the socketed bow or wand attack skills.
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
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.
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
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.
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 a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
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.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
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.
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.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
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.
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.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life.
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life. Minions from Supported Skills gain Soul Eater and a burst of speed on entering this state.
Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
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.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
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.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
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.
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
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 icy bolts that create two walls of Ice Crystals at the end of their flight.
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.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
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.
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.
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Supports Spells that deal non-Ailment damage over time, causing them to have a shorter duration but deal substantially more damage over time with Debuffs inflicted against enemies on full life.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
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.
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.
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.
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
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.
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.
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration.
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
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.
Supports Skills that leap into the air, causing them to create Consecrated Ground when you land
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.
[DNT-UNUSED] Creates a Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast. (Wording copied from Toxic Grenade.)
While active, emits an Aura that periodically Withers enemies in your Presence.
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.
While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish. You cannot create another Mirage while one exists, or for a short time after one vanishes. Dodge rolling while you are unable to create a new Mirage will restart this timer.
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 create Ice Crystals. Supported Skills create chilling areas which deal Cold Damage over time instead of creating Ice Crystals.
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
[DNT-UNUSED] Supports Buff Skills with a duration. Supported Skills have increased effect, but the longer they have been active the more damage the Buff recipient will take.
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
Supports Melee Attack Skills you use yourself or that you Trigger. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
[DNT] Hunt em down
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
While active, emits an Aura that periodically Withers enemies in your Presence.
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.
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.
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.
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.
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.
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
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.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
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.
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.
Supports Melee Skills that leap into the air, causing them to create Fissures when you land. Cannot Support Totem Skills, and does not modify Skills used by Minions.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone 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.
Raise a cannon Ballista Totem which uses socketed Grenade Skills, with significantly improved Cooldown Recovery Rate.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
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.
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
[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 /150
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.
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.
Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
Curse all targets in an area after a short delay, making them deal less damage.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies. The target is destroyed, and the explosion deals Physical Damage to surrounding enemies and inflicts Impale.
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
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.
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Curse all targets in an area after a short delay, lowering their Cold Resistance.
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground.
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
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.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
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.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
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.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Create a Tornado that chases enemies for a duration, while hindering and repeatedly damaging enemies around it.
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.
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.
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.
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.
Fire an arc of knives in front of the caster which deals physical damage.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
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.
Fire an arc of knives in front of the caster which deals physical damage.
Create an area of Consecrated Ground around you.
Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
[DNT-UNUSED] Loud noise
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
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.
Gain Stealth after not using Skills or being Hit for a short time.
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
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.
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
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.
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 conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
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 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.
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
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.
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
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.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
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.
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.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
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.
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.
[DNT-UNUSED] Performs a sweeping Spear Attack which draws Enemies in range closer to you.
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.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
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.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
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.
While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
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.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
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.
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Fire a bolt from your crossbow.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
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.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
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.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
[DNT] While active, voracious beetles consume Corpses within your Presence, bursting forth to follow you. You can then command these beetles to a targeted Enemy or location, and they will swarm that target and explode.
Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.
[DNT] Fill me in
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
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.
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration.
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
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.
While active, emits an Aura that periodically Withers enemies in your Presence.
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.
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.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
[DNT] Ring ring
Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
[DNT] Hunt em down
While active, emits an Aura that periodically Withers enemies in your Presence.
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.
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.
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.
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.
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.
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
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.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
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.
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.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
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.
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
Channel to imbue your armour with runic wards. The runes protect you for a limited number of Hits and deal your Thorns damage to attackers.
[DNT] An Edict, but flawed.
[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 /22
(0–20)% increased Skill Effect Duration
+(0–5) seconds to Bone Construct durationMinions have (0–50)% increased Movement Speed
+(0–1) second to Debuff duration
(0–10)% more Damage per 1 second of remaining duration on removed Curse
+(0–1) second to Spike duration
(0–30)% increased Shock Duration
+(0–4) seconds to Totem duration
base skill effect duration [0,2000]
+(0–1) second to Cloud durationbase secondary skill effect duration [0,1000]
Critical Weakness duration is (0–2) seconds
Debuff duration is (0–0.1) seconds
Critical Weakness duration is (0–1) second
Scavenged Plating duration is (0–2) seconds
Withered duration is (0–1) second
Unbound duration is (0–1) second
(0–20)% increased Freeze Duration on enemies
+(0–2) seconds to Stolen Modifier duration
+(0–1.5) seconds to Corrupted Blood duration
+(0–1.6) seconds to Wisp duration
Consumes all Endurance Charges to increase Warcry duration by (0–20)% per charge
Foresight prevents Dodge Roll from Avoiding Hits and lasts until immediately before you are Hit while Dodge Rolling
Sight Beyond Sight makes you unable to die and lasts for a (0–0.3) second duration
Fully recover Life when you gain Sight Beyond Sight
Withering Ground duration is (0–1) second
Support Gem /36
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Supports any skill that has a duration making that duration shorter.
Supports any skill that has a duration making that duration shorter.
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
Supports any skill that has a duration, making that duration longer.
Supports any skill that has a duration, making that duration significantly longer while applying a cooldown. Cannot support Skills which already have a cooldown.
Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Supports any skill that Hits enemies, causing its Ignites to last longer.
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word "Limit".
Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word "Limit".
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Supports Spells that deal non-Ailment damage over time, causing them to have a shorter duration but deal substantially more damage over time with Debuffs inflicted against enemies on full life.
Supports Skills that leap into the air, causing them to create Consecrated Ground when you land
Supports Minion Skills. Supported Minions deal more damage and have increased Cooldown Recovery Rate with Command Skills.
Supports Minion Skills. Supported Minions deal more damage and have increased Cooldown Recovery Rate with Command Skills.
Supports Minion Skills which summon Reviving Minions. Supported Minions deal significantly more Damage if they have Revived Recently.
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 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 Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Skills which create Totems, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
Supports Skills which create Totems, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. A percentage of Damage taken this way is Recouped by you as [Life].
Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
[DNT] Totemic Aegis
Item mods /42
NameLevelPre/SufDescriptionWeight
of Sealing21(36–40)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of Alleviation37(41–45)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of Allaying50(46–50)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of Assuaging64(51–55)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of Staunching76(56–60)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of the Antitoxin21(36–40)% reduced Poison Duration on you Chaos Ailmentbody_armour 1
default 0
of the Remedy37(41–45)% reduced Poison Duration on you Chaos Ailmentbody_armour 1
default 0
of the Cure50(46–50)% reduced Poison Duration on you Chaos Ailmentbody_armour 1
default 0
of the Panacea64(51–55)% reduced Poison Duration on you Chaos Ailmentbody_armour 1
default 0
of the Antidote76(56–60)% reduced Poison Duration on you Chaos Ailmentbody_armour 1
default 0
of Damping21(36–40)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quashing37(41–45)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quelling50(46–50)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quenching64(51–55)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Dousing76(56–60)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Earthing20(36–40)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
default 0
of Insulation36(41–45)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
default 0
of the Impedance49(46–50)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
default 0
of the Dielectric63(51–55)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
default 0
of Grounding75(56–60)% reduced Shock duration on you Elemental Lightning Ailmentboots 1
default 0
of Convection20(36–40)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of Fluidity36(41–45)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of Entropy49(46–50)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of Dissipation63(51–55)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of the Reversal75(56–60)% reduced Chill Duration on you Elemental Cold Ailmentboots 1
default 0
of Heating20(36–40)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
default 0
of Unfreezing36(41–45)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
default 0
of Defrosting49(46–50)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
default 0
of the Temperate63(51–55)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
default 0
of Thawing75(56–60)% reduced Freeze Duration on you Elemental Cold Ailmentboots 1
default 0
Conservative8(4–9)% increased Charm Effect Durationbelt 1
default 0
Transformative33(10–15)% increased Charm Effect Durationbelt 1
default 0
Progressive46(16–21)% increased Charm Effect Durationbelt 1
default 0
Innovative60(22–27)% increased Charm Effect Durationbelt 1
default 0
Revolutionary75(28–33)% increased Charm Effect Durationbelt 1
default 0
of Impact5(11–13)% increased Stun Durationranged 0
weapon 1
default 0
of Dazing18(14–16)% increased Stun Durationranged 0
weapon 1
default 0
of Stunning30(17–19)% increased Stun Durationranged 0
weapon 1
default 0
of Slamming44(20–22)% increased Stun Durationranged 0
weapon 1
default 0
of Staggering58(23–26)% increased Stun Durationranged 0
weapon 1
default 0
of the Concussion71(27–30)% increased Stun Durationranged 0
weapon 1
default 0
1(15–25)% increased Skill Effect Durationhelmet 1
Monsters mods /25
NameLevelPre/SufDescriptionWeight
TBD10cannot be dominated [1]
corpse cannot be destroyed [1]
retaliation godmode ghost duration ms [10000]
TBD1cannot be dominated [1]
corpse cannot be destroyed [1]
retaliation godmode ghost duration ms [10000]
1100% increased Stun Duration on you
1(20–50)% increased Stun Duration on you
1(30–50)% increased Stun Duration on you
1Burns Ground on Death
monster ground effect on death base duration ms [6000]
monster ground fire on death base area of effect radius [16]
Damage Elemental Fire
1Spreads Caustic Ground on Death
monster caustic cloud on death base area of effect radius [12]
monster ground effect on death base duration ms [3000]
Damage Chaos
1Spreads Caustic Ground on Death
monster caustic cloud on death base area of effect radius [16]
monster ground effect on death base duration ms [6000]
Damage Chaos
1Burns Ground on Death
monster ground effect on death base duration ms [12000]
monster ground fire on death base area of effect radius [32]
Damage Elemental Fire
1Chills Ground on Death
monster ground effect on death base duration ms [6000]
1Spreads Tar on Death
monster ground effect on death base duration ms [6000]
monster ground tar on death monvement speed pluspercent [-60]
1Chill Effect and Freeze Duration on you are based on 100% of Energy Shield Elemental Cold Ailment
1base trap duration [4000]
Final Gasp40cannot be dominated [1]
corpse cannot be destroyed [1]
retaliation godmode ghost duration ms [4000]
1Curse Skills have 50% reduced Skill Effect Duration Caster Curse
1Curse Skills have 25% reduced Skill Effect Duration Caster Curse
1Curses you inflict have infinite Duration Caster Curse
1150% increased Blind duration
Aurora Cultist's Touch1+25% to Cold Resistance
50% increased Chill Duration on Enemies
Physical Damage from Hits also Contributes to Chill Magnitude
Elemental Cold Resistance Ailment
1200% increased Poison Duration
Poison on Hit
Chaos Ailment
1100% increased Poison Duration
Poison on Hit
Chaos Ailment
1corrupted blood on hit % average damage to deal per minute per stack [600]
corrupted blood on hit duration [4000]
maim on hit % with at least 3 stacks of corrupted blood [100]
Damage Physical Ailment
1base projectile ground effect duration [3000]
projectiles drop ground lightning [1]
1self bleed duration +% final [-50]
self ignite duration +% final [-50]
self poison duration +% final [-50]
Physical Elemental Fire Chaos Attack Ailment
1base secondary skill effect duration [2000]
spell maximum action distance +% [-55]
Misc mods /91
NameLevelDomainPre/SufDescriptionWeight
Investigator's1Flask(16–20)% increased Duration
Analyst's20Flask(21–25)% increased Duration
Examiner's42Flask(26–30)% increased Duration
Clinician's61Flask(31–35)% increased Duration
Experimenter's78Flask(36–40)% increased Duration
1Flask(15–25)% increased Duration
1Flask(10–20)% increased Duration
of the Skunk16Flask(45–49)% less Duration
Immunity to Poison during Effect
of the Conger6Flask(45–49)% less Duration
Immunity to Shock during Effect
of the Deer4Flask(45–49)% less Duration
Immunity to Freeze and Chill during Effect
of the Urchin6Flask(45–49)% less Duration
Immunity to Ignite during Effect
Removes Burning on use
of the Lizard8Flask(45–49)% less Duration
Immunity to Bleeding and Corrupted Blood during Effect
Resonating1Jewel(10–20)% increased Armour Break Durationstrjewel 1
default 0
of Haemophilia1Jewel(5–10)% increased Bleeding Duration Physical Attack Ailmentstrjewel 1
default 0
of the Woodland1Jewel(5–15)% increased Charm Effect Durationdexjewel 1
default 0
of Frost1Jewel(15–25)% increased Chill Duration on Enemies Elemental Cold Ailmentintjewel 1
default 0
of Continuation1Jewel(15–25)% increased Curse Duration Curseintjewel 1
default 0
of Suffusion1Jewel(5–10)% increased Duration of Damaging Ailments on Enemies Ailmentdexjewel 1
intjewel 1
default 0
of Suffering1Jewel(5–10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdexjewel 1
default 0
of Prolonging1Jewel(5–10)% increased Flask Effect Durationdexjewel 1
default 0
of Lengthening1Jewel(5–10)% increased Skill Effect Durationstrjewel 1
intjewel 1
default 0
of Tracking1JewelMark Skills have (18–32)% increased Skill Effect Durationdexjewel 1
default 0
of Offering1JewelOffering Skills have (15–25)% increased Durationintjewel 1
default 0
of Infection1Jewel(5–10)% increased Poison Duration Chaos Ailmentdexjewel 1
default 0
of Paralyzing1Jewel(15–25)% increased Shock Duration Elemental Lightning Ailmentdexjewel 1
intjewel 1
default 0
of Unsettling1Jewel(10–15)% increased Parried Debuff Durationdexjewel 1
default 0
of Inspiring1JewelBanner Skills have (15–25)% increased Durationstrjewel 1
default 0
Resonating1Jewel(5–10)% increased Armour Break Durationstr_radius_jewel 1
default 0
of Haemophilia1Jewel(3–7)% increased Bleeding Duration Physical Attack Ailmentstr_radius_jewel 1
default 0
of the Woodland1Jewel(1–2)% increased Charm Effect Durationdex_radius_jewel 1
default 0
of Frost1Jewel(6–12)% increased Chill Duration on Enemies Elemental Cold Ailmentint_radius_jewel 1
default 0
of Continuation1Jewel(2–4)% increased Curse Duration Curseint_radius_jewel 1
default 0
of Suffusion1Jewel(3–5)% increased Duration of Damaging Ailments on Enemies Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Suffering1Jewel(3–5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdex_radius_jewel 1
default 0
of Prolonging1Jewel(1–2)% increased Flask Effect Durationdex_radius_jewel 1
default 0
of Lengthening1Jewel(3–5)% increased Skill Effect Durationstr_radius_jewel 1
int_radius_jewel 1
default 0
of Tracking1JewelMark Skills have (3–4)% increased Skill Effect Durationdex_radius_jewel 1
default 0
of Offering1JewelOffering Skills have (6–12)% increased Durationint_radius_jewel 1
default 0
of Infection1Jewel(3–7)% increased Poison Duration Chaos Ailmentdex_radius_jewel 1
default 0
of Paralyzing1Jewel(2–3)% increased Shock Duration Elemental Lightning Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Unsettling1Jewel(5–10)% increased Parried Debuff Durationdex_radius_jewel 1
default 0
of Inspiring1JewelBanner Skills have (3–4)% increased Durationstr_radius_jewel 1
default 0
1Jewel(4–6)% reduced Ignite Duration on you Elemental Fire Ailment
1Jewel(4–6)% reduced Freeze Duration on you Elemental Cold Ailment
1Jewel(4–6)% reduced Shock duration on you Elemental Lightning Ailment
1Jewel(10–20)% reduced Skeleton Duration Minion
1Jewel4% increased Skill Effect Duration
1Jewel10% reduced Trap Duration
of Stunning1Jewel(10–14)% increased Stun Duration on Enemies
of Endurance1Jewel(10–14)% increased Endurance Charge Duration
of Frenzy1Jewel(10–14)% increased Frenzy Charge Duration
of Power1Jewel(10–14)% increased Power Charge Duration
of the Glacier1Jewel(12–16)% increased Chill and Freeze Duration on Enemies Elemental Cold Ailment
of the Storm1Jewel(12–16)% increased Shock Duration Elemental Lightning Ailment
of Immolation1Jewel(3–5)% increased Ignite Duration on Enemies Elemental Fire Ailment
of the Flameruler1Jewel(30–35)% reduced Ignite Duration on you Elemental Fire Ailment
of Neutralisation1Jewel(30–35)% reduced Poison Duration on you Chaos Ailment
of Stemming1Jewel(30–35)% reduced Duration of Bleeding on You Physical Ailment
Prolonging1Jewel(6–10)% increased Flask Effect Duration
of Freezing1Jewel(3–5)% chance to Freeze
(12–16)% increased Freeze Duration on Enemies
Elemental Cold Ailment
of Shocking1Jewel(3–5)% chance to Shock
(12–16)% increased Shock Duration
Elemental Lightning Ailment
of Burning1Jewel(3–5)% chance to Ignite
(6–8)% increased Ignite Duration on Enemies
Elemental Fire Ailment
of Poisoning1Jewel(6–8)% increased Poison Duration
(3–5)% chance to Poison on Hit
Chaos Ailment
of Bleeding1JewelAttacks have (3–5)% chance to cause Bleeding
(12–16)% increased Bleeding Duration
Physical Attack Ailment
1Jewel(15–20)% increased Vaal Skill Effect Duration
1AtlasYour Maps contain an additional Gloom Shrine
50% increased Duration of Shrine Effects on Players in your Maps
3 uses remaining
map extra content weighting [1]
1AtlasYour Maps contain an additional Gloom Shrine
Your Maps contain an additional Shrine
50% increased Duration of Shrine Effects on Players in your Maps
15 uses remaining
map extra content weighting [1]
1AtlasYour Maps contain an additional Resonating Shrine
50% increased Duration of Shrine Effects on Players in your Maps
3 uses remaining
map extra content weighting [1]
1AtlasYour Maps contain an additional Resonating Shrine
Your Maps contain an additional Shrine
50% increased Duration of Shrine Effects on Players in your Maps
15 uses remaining
map extra content weighting [1]
1Abyss(10–15)% increased Skill Effect Duration
1Abyss(3–8)% increased Skill Effect Duration
1Abyss(4–8)% increased Flask Effect Duration
of Ulaman65Abyss(20–30)% reduced Poison Duration on you ulaman Chaos Ailmentboots 1
belt 1
default 0
ulaman_mod 1
of Amanamu65Abyss(20–30)% reduced Ignite Duration on you amanamu Elemental Fire Ailment
of Kurgal65Abyss(20–30)% reduced Duration of Bleeding on You kurgal Physical Ailmentboots 1
belt 1
default 0
kurgal_mod 1
of Ulaman65Abyss(25–35)% increased Parried Debuff Duration ulaman
of Amanamu65Abyss(8–12)% increased Skill Effect Duration amanamu
of Amanamu65Abyss(25–35)% increased Archon Buff duration amanamu
Amanamu's65Abyss(101–121)% increased Grenade Damage
(20–30)% increased Grenade Duration
amanamu Damage
1Abyss(10–20)% increased Duration of Elemental Ailments on Enemies
(80–120)% increased Elemental Damage
Damage Elemental
Lasting1Sentinel(20–25)% increased Duration
Lingering10Sentinel(26–35)% increased Duration
Persistent34Sentinel(36–45)% increased Duration
Continual60Sentinel(46–55)% increased Duration
Everlasting80Sentinel(56–70)% increased Duration
Reliable1Sentinel+(10–14) seconds to Duration
Steadfast24Sentinel+(15–19) seconds to Duration
Stalwart46Sentinel+(20–24) seconds to Duration
Devoted68Sentinel+(25–29) seconds to Duration
True82Sentinel+(30–40) seconds to Duration
1Sentinel(30–50)% increased Duration
Item /2
Long Belt
Requires: Level 20
Has (1–3) Charm Slot
(15–20)% increased Charm Effect Duration
Austere Garb
Base Movement Speed: -0.03
Requires: Level 80, 67 Dex, 67 Int
(10–15)% reduced Elemental Ailment Duration on you
Unique /26
+(30–50)% to Fire Resistance
(30–50)% reduced Ignite Duration on you
40% of Physical Damage taken as Fire Damage
25 to 35 Fire Thorns damage
(30–50)% increased Evasion and Energy Shield
+(10–20) to Dexterity
Bleeding you inflict is Aggravated
(40–60)% reduced Duration of Bleeding on You
(50–100)% increased Armour and Energy Shield
25% reduced maximum Life
Life Leech can Overflow Maximum Life
(40–60)% reduced Duration of Bleeding on You
+(30–40) to maximum Life
+(10–15)% to all Elemental Resistances
(15–30)% increased Elemental Damage
Enemies take (15–20)% increased Damage for each Elemental Ailment type among
your Ailments on them
(30–40)% reduced Duration of Ignite, Shock and Chill on Enemies
Has (1–3) Charm Slot
(20–30)% increased Mana Recovery from Flasks
(30–40)% reduced Flask Effect Duration
+(20–30) to Intelligence
Minions have (20–30)% increased maximum Life
Your Life Flask also applies to your Minions
Minions cannot Die while affected by a Life Flask
(20–30)% increased Flask Charges gained
+(60–80) to maximum Life
+(40–60) to maximum Mana
+(5–10)% to all Elemental Resistances
25% reduced Endurance Charge Duration
Recover 5% of maximum Life for each Endurance Charge consumed
(150–200)% increased Armour and Evasion
(20–25) Life Regeneration per second
200% increased Stun Recovery
(30–50)% reduced Chill Duration on you
(30–50)% reduced Freeze Duration on you
(30–50)% reduced Shock duration on you
Adds (8–10) to (13–15) Cold Damage
Gain 5 Mana per Enemy Killed
(30–50)% increased Freeze Buildup
30% increased Chill Duration on Enemies
Attacks Chain 2 additional times
Effect is not removed when Unreserved Mana is Filled
(200–250)% increased Duration
Every 3 seconds during Effect, deal 50% of Mana spent in those seconds as Chaos Damage to Enemies within 3 metres
Deals 25% of current Mana as Chaos Damage to you when Effect ends
Adds (30–36) to (75–81) Physical Damage
+(50–100) to Accuracy Rating
(10–20)% increased Stun Duration
(35–50)% increased Melee Damage against Heavy Stunned enemies
Grants Skill: Parry
(60–100)% increased Evasion Rating
+(60–100) to maximum Mana
+(10–20) to Intelligence
Infinite Parry Range
50% increased Parried Debuff Duration
parry skill art variation from item [1]
Grants Skill: Parry
+(60–80) to maximum Mana
+(10–15)% to all Elemental Resistances
20% increased Accuracy Rating
Parried enemies take more Spell Damage instead of more Attack Damage
100% increased Parried Debuff Duration
parry skill art variation from item [2]
Grants Skill: Raise Shield
(60–100)% increased Armour and Evasion
+(40–60) to maximum Life
+(40–60) to maximum Mana
Lose 1% of maximum Life on Kill
Lose 1% of maximum Mana on Kill
(30–50)% increased Skill Effect Duration
(100–150)% increased Armour and Energy Shield
(25–35) Life Regeneration per second
(50–100)% increased Energy Shield Recharge Rate
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(30–50)% reduced Duration of Bleeding on You
+(120–160) to Accuracy Rating
(30–40)% increased Rarity of Items found
+(10–15)% to all Elemental Resistances
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
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% increased Ignite Magnitude
50% reduced Ignite Duration on Enemies
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
use unique blackflame ignite effect [1]
(100–150)% increased Evasion Rating
+(80–120) to maximum Life
+(10–30) to Spirit
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
(40–60)% reduced Duration of Bleeding on You
(30–40)% increased Elemental Ailment Threshold
(100–130)% increased Evasion Rating
Adds (13–20) to (21–31) Cold damage to Attacks
+(30–40) to Dexterity
25% increased Chill Duration on Enemies
Evasion Rating is doubled if you have not been Hit Recently
Grants Skill: Level 17 Withering Presence
5% increased Movement Speed
(150–200)% increased Evasion and Energy Shield
+(23–29)% to Chaos Resistance
Curses you inflict have infinite Duration
Curses you inflict can affect Hexproof Enemies
Withered you inflict has infinite Duration
Grants Skill: Level 10 Bursting Fen Toad
(20–30)% chance to Poison on Hit with Attacks
Adds (6–10) to (13–17) Physical Damage to Attacks
Gain (10–15) Mana per Enemy Killed
(10–20)% increased Poison Duration
(20–30)% chance to Poison on Hit with Attacks
Blind Targets when you Poison them
local display triggers level x toad on kill [1]
Used when you start Bleeding
Creates Consecrated Ground on use
Gains (0.15–0.2) Charges per Second
charm create consecrated ground when used duration ms [4000]
charm create consecrated ground when used radius [14]
Used when you become Shocked
(10–20)% increased Duration
Lightning Damage of Enemies Hitting you is Unlucky during effect
Used when you take Chaos damage from a Hit
(15–25)% increased Duration
50% of Chaos damage you prevent when Hit Recouped as Life and Mana during effect
Grants Skill: Level 11 Cast on Charm Use
Has (1–3) Charm Slot
(20–30)% increased Charm Charges gained
+(50–100) to maximum Mana
(10–50)% reduced Charm Effect Duration
+2 Charm Slots
+(15–25) to Dexterity
(20–30)% increased Charm Charges gained
Grants Skill: Level 8 Impurity
Allies in your Presence deal (13–17) to (25–37) added Attack Chaos Damage
+(7–13) to all Attributes
23% reduced Light Radius
(-13–13)% reduced Skill Effect Duration
Gain 27% of Damage as Extra Chaos Damage
Grants effect of Dreaming Gloom Shrine
90% less Life Recovered
Effect is not removed when Unreserved Life is Filled
(15–30)% of Damage taken during effect Recouped as Life
Gain (3–5) Rage when Hit by an Enemy during effect
No Inherent loss of Rage during effect
(25–50)% increased Duration
Passive /67
25% reduced Ignite Duration on you
25% reduced Freeze Duration on you
60% increased Freeze Threshold
25% reduced Shock duration on you
10% reduced Duration of Ailments on You
12% increased Block chance
20% increased Parried Debuff Duration
Gain additional Ailment Threshold equal to 30% of maximum Energy Shield
10% reduced Duration of Ailments on You
20% increased Flask Effect Duration
20% chance for Flasks you use to not consume Charges
15% increased Flask Effect Duration
15% increased Flask Charges gained
Huntress: 25% increased Elemental Ailment Threshold
Huntress: 25% increased Stun Threshold while on Full Life
20% increased Ignite Magnitude
20% increased Ignite Duration on Enemies
40% increased Freeze Buildup
20% increased Freeze Duration on Enemies
30% increased Freeze Buildup
20% increased Chill Duration on Enemies
20% increased Magnitude of Chill you inflict
20% increased Chill Duration on Enemies
30% increased Magnitude of Chill you inflict
15% increased Freeze Buildup
15% increased Chill and Freeze Duration on Enemies
+20 to maximum Mana
50% increased Shock Duration
10% increased Poison Duration for each Poison you have inflicted Recently, up to a maximum of 100%
25% reduced Poison Duration
Targets can be affected by +1 of your Poisons at the same time
10% increased Skill Effect Duration
40% increased Poison Duration
40% faster Curse Activation
Your Curses have 20% increased Magnitudes if 50% of Curse Duration expired
25% reduced Curse Duration
18% increased Curse Magnitudes
30% increased Curse Duration
Enemies Cursed by you have 50% reduced Life Regeneration Rate
Enemies you Curse cannot Recharge Energy Shield
40% increased Curse Duration
10% increased Curse Magnitudes
20% increased duration of Ailments you inflict against Cursed Enemies
30% increased Totem Life
30% increased Totem Duration
20% increased Minion Duration
Temporary Minion Skills have +2 to Limit of Minions summoned
20% increased Spell Damage
20% increased Skill Effect Duration
16% increased Attack Damage
16% increased Skill Effect Duration
Buffs on you expire 10% slower
25% increased Critical Damage Bonus against Burning Enemies
10% chance to refresh Ignite Duration on Critical Hit
25% increased Fire Damage
15% increased Ignite Duration on Enemies
25% increased Cold Damage
15% increased Chill Duration on Enemies
8% increased Cast Speed with Cold Skills
16% increased Skill Effect Duration
25% increased Lightning Damage
15% increased Shock Duration
25% increased Shock Duration
25% increased Magnitude of Shock you inflict
20% increased Elemental Infusion duration
Remnants can be collected from 15% further away
Witch: 20% increased Chaos Damage
Witch: 18% increased Skill Effect Duration
23% increased Chaos Damage
15% increased Skill Effect Duration
Immune to Corrupted Blood
40% reduced Duration of Bleeding on You
40% increased Chill Duration on Enemies
40% increased Shock Duration
25% increased Magnitude of Chill you inflict
25% increased Magnitude of Shock you inflict
10% increased Duration of Elemental Ailments on Enemies
30% increased Magnitude of Non-Damaging Ailments you inflict
20% increased Mana Regeneration Rate
10% chance to Gain Arcane Surge when you deal a Critical Hit
20% increased Skill Effect Duration
15% increased Duration of Damaging Ailments on Enemies
25% increased Skill Effect Duration
25% increased Skill Effect Duration
16% reduced Skill Effect Duration
Link Skills have 20% increased Buff Effect
Link Skills have 20% increased Skill Effect Duration
16% reduced Skill Effect Duration
10% reduced Slowing Potency of Debuffs on You
20% increased Skill Effect Duration
Debuffs you inflict have 10% increased Slow Magnitude
25% increased Blind duration
25% increased Damage with Hits against Blinded Enemies
25% increased Armour Break Duration
25% increased Attack Area Damage
5% reduced Attack Speed
30% increased Magnitude of Ailments you inflict
20% increased Duration of Damaging Ailments on Enemies
10% chance to Daze on Hit
25% increased Daze Duration
Banner Skills have 30% increased Area of Effect
Banner Skills have 30% increased Duration
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
10% increased Damage
10% increased Critical Hit Chance
Druid: 10% increased Damage
Druid: 10% increased Skill Effect Duration
Druid: +5 to Strength and Intelligence
15% increased Duration of Ailments against Enemies with Exposure
15% increased Duration of Damaging Ailments on Enemies
100% increased Armour Break Duration
20% chance for Bleeding to be Aggravated when Inflicted against Enemies on Jagged Ground
40% increased Jagged Ground Duration
15% increased Skill Effect Duration
15% increased Duration of Damaging Ailments on Enemies
30% increased Damage with Hits against Enemies affected by Ailments
20% increased Pin duration
Pinned Enemies cannot deal Critical Hits
40% increased Charm Effect Duration
40% increased Charm Charges gained
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
30% increased Archon Buff duration
40% increased Endurance, Frenzy and Power Charge Duration
+10 to Dexterity
Skills have 10% chance to not remove Charges but still count as consuming them
Hits against you have 30% reduced Critical Damage Bonus
15% reduced Duration of Ailments on You
+10 to Strength
40% reduced Poison Duration on you
Life Flasks gain 0.1 charges per Second
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
50% increased Duration of Buffs granted by Shrines in your Maps
50% increased Effect of Buffs granted by Shrines in your Maps
Ascendancy Passive /2
Ascendancy: Pathfinder
Character: Ranger
Double the number of your Poisons that targets can be affected by at the same time
35% less Poison Duration
Ascendancy: Lich
Character: Witch
Curses you inflict have infinite Duration
You can apply an additional Curse
Timeless Jewel Passive /17
Skill Duration
Vaal Passive
(4–7)% increased Skill Effect Duration
Exquisite Pain
Vaal Notable
(25–35)% increased Damage over Time
(7–11)% increased Skill Effect Duration
Ancient Hex
Vaal Notable
(4–6)% increased Curse Magnitudes
Curse Skills have 20% increased Skill Effect Duration
Zealot
Templar Notable
Gain Arcane Surge on Hit with Spells if you have at least 150 Devotion
Freshly Brewed
Eternal Notable
20% increased Flask Effect Duration
Kalguuran Forged
Kalguuran Notable
10% reduced Freeze Duration on you
Runic Flows
Kalguuran Notable
10% increased Curse Duration
Regenerate 1.5% of maximum Life per second
Stormtossed Voyager
Kalguuran Notable
10% reduced Ignite Duration on you
One for the Road
Kalguuran Notable
30% increased Flask Effect Duration
15% increased Warcry Cooldown Recovery Rate
Targeted Strike
Kalguuran Notable
8% increased Skill Effect Duration
20% increased Effect of your Mark Skills
Furs and Leather
Kalguuran Notable
10% reduced Shock duration on you
Oaken Form
Kalguuran Notable
10% increased Charm Effect Duration
10% of Damage taken Recouped as Life
Expidited Horrors
Abyss Notable
3% faster Curse Activation per 20 Tribute
3% increased Curse Duration per 10 Tribute
Opportunistic Dexterity
Abyss Notable
+2 to Dexterity per 25 Tribute
2% increased Parried Debuff Duration per 10 Tribute
Fast Rot
Abyss Notable
2% increased Magnitude of Damaging Ailments you inflict per 10 Tribute
1% reduced Duration of Damaging Ailments per 10 Tribute
Mystic Brew
Abyss Notable
3% increased Flask Effect Duration per 25 Tribute
1% increased Life and Mana Recovery from Flasks per 10 Tribute
Resilient Wards
Abyss Notable
3% increased Charm Effect Duration per 25 Tribute
Charms applied to you have 1% increased Effect per 10 Tribute
Timeless Jewel Passive Additions /3
FactionCategoryShow Full DescriptionsCode
VaalNotable
(4–7)% increased Skill Effect Durationvaal_small_duration
KaruiNotable
20% increased Stun Duration on Enemieskarui_notable_add_stun_duration
MarakethNotable
10% increased Duration of Elemental Ailments on Enemiesmaraketh_notable_add_ailment_duration
Edit

Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.