Duration
10% increased Skill Effect Duration
Duration Attr /4
Name | Show Full Descriptions |
---|---|
ID | slowed_enemies6 |
Icon | Art/2DArt/SkillIcons/passives/ReducedSkillEffectDurationNode.png |
PassiveSkillsHash | 20718 |
Tags | isKeystone: 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
Name | Show Full Descriptions |
---|---|
ID | slowed_enemies8 |
Icon | Art/2DArt/SkillIcons/passives/ReducedSkillEffectDurationNode.png |
PassiveSkillsHash | 13294 |
Tags | isKeystone: 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.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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 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.
[DNT-UNUSED] Zoomancer :D
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.
Place a ballista totem which uses the socketed bow or wand attack skills.
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.
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.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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 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.
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.
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.
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.
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.
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 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.
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.
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.
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] Fill me in
[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.
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, 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 Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
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
[DNT] Hunt em down
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.
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.
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.
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.
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.
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.
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.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
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.
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.
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.
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.
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.
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 discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
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 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 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.
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.
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.
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.
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.
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 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.
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] 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.
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
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
[DNT] Hunt em down
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.
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.
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.
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.
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] An Edict, but flawed.
Skill Gem Quality /22
(0–20)% increased Skill Effect Duration
+(0–1) second to Debuff duration
+(0–1) second to Spike duration
(0–30)% increased Shock Duration
+(0–4) seconds to Totem duration
base skill effect duration [0,2000]
Critical Weakness duration is (0–2) 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
Withering Ground duration is (0–1) second
Support Gem /36
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 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 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 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 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].
[DNT] Totemic Aegis
Item mods /42
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Sealing | 21 | (36–40)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 | |
of Alleviation | 37 | (41–45)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 | |
of Allaying | 50 | (46–50)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 | |
of Assuaging | 64 | (51–55)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 | |
of Staunching | 76 | (56–60)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 | |
of the Antitoxin | 21 | (36–40)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 | |
of the Remedy | 37 | (41–45)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 | |
of the Cure | 50 | (46–50)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 | |
of the Panacea | 64 | (51–55)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 | |
of the Antidote | 76 | (56–60)% reduced Poison Duration on you Chaos Ailment | body_armour 1 default 0 | |
of Damping | 21 | (36–40)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 | |
of Quashing | 37 | (41–45)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 | |
of Quelling | 50 | (46–50)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 | |
of Quenching | 64 | (51–55)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 | |
of Dousing | 76 | (56–60)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 | |
of Earthing | 20 | (36–40)% reduced Shock duration on you Elemental Lightning Ailment | boots 1 default 0 | |
of Insulation | 36 | (41–45)% reduced Shock duration on you Elemental Lightning Ailment | boots 1 default 0 | |
of the Impedance | 49 | (46–50)% reduced Shock duration on you Elemental Lightning Ailment | boots 1 default 0 | |
of the Dielectric | 63 | (51–55)% reduced Shock duration on you Elemental Lightning Ailment | boots 1 default 0 | |
of Grounding | 75 | (56–60)% reduced Shock duration on you Elemental Lightning Ailment | boots 1 default 0 | |
of Convection | 20 | (36–40)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of Fluidity | 36 | (41–45)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of Entropy | 49 | (46–50)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of Dissipation | 63 | (51–55)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of the Reversal | 75 | (56–60)% reduced Chill Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of Heating | 20 | (36–40)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of Unfreezing | 36 | (41–45)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of Defrosting | 49 | (46–50)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of the Temperate | 63 | (51–55)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 | |
of Thawing | 75 | (56–60)% reduced Freeze Duration on you Elemental Cold Ailment | boots 1 default 0 | |
Conservative | 8 | (4–9)% increased Charm Effect Duration | belt 1 default 0 | |
Transformative | 33 | (10–15)% increased Charm Effect Duration | belt 1 default 0 | |
Progressive | 46 | (16–21)% increased Charm Effect Duration | belt 1 default 0 | |
Innovative | 60 | (22–27)% increased Charm Effect Duration | belt 1 default 0 | |
Revolutionary | 75 | (28–33)% increased Charm Effect Duration | belt 1 default 0 | |
of Impact | 5 | (11–13)% increased Stun Duration | ranged 0 weapon 1 default 0 | |
of Dazing | 18 | (14–16)% increased Stun Duration | ranged 0 weapon 1 default 0 | |
of Stunning | 30 | (17–19)% increased Stun Duration | ranged 0 weapon 1 default 0 | |
of Slamming | 44 | (20–22)% increased Stun Duration | ranged 0 weapon 1 default 0 | |
of Staggering | 58 | (23–26)% increased Stun Duration | ranged 0 weapon 1 default 0 | |
of the Concussion | 71 | (27–30)% increased Stun Duration | ranged 0 weapon 1 default 0 | |
1 | (15–25)% increased Skill Effect Duration | helmet 1 |
Monsters mods /25
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
TBD | 10 | cannot be dominated [1] corpse cannot be destroyed [1] retaliation godmode ghost duration ms [10000] | ||
TBD | 1 | cannot be dominated [1] corpse cannot be destroyed [1] retaliation godmode ghost duration ms [10000] | ||
1 | 100% increased Stun Duration on you | |||
1 | (20–50)% increased Stun Duration on you | |||
1 | (30–50)% increased Stun Duration on you | |||
1 | Burns 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 | |||
1 | Spreads 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 | |||
1 | Spreads 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 | |||
1 | Burns 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 | |||
1 | Chills Ground on Death monster ground effect on death base duration ms [6000] | |||
1 | Spreads Tar on Death monster ground effect on death base duration ms [6000] monster ground tar on death monvement speed pluspercent [-60] | |||
1 | Chill Effect and Freeze Duration on you are based on 100% of Energy Shield Elemental Cold Ailment | |||
1 | base trap duration [4000] | |||
Final Gasp | 40 | cannot be dominated [1] corpse cannot be destroyed [1] retaliation godmode ghost duration ms [4000] | ||
1 | Curse Skills have 50% reduced Skill Effect Duration Caster Curse | |||
1 | Curse Skills have 25% reduced Skill Effect Duration Caster Curse | |||
1 | Curses you inflict have infinite Duration Caster Curse | |||
1 | 150% increased Blind duration | |||
Aurora Cultist's Touch | 1 | +25% to Cold Resistance 50% increased Chill Duration on Enemies Physical Damage from Hits also Contributes to Chill Magnitude Elemental Cold Resistance Ailment | ||
1 | 200% increased Poison Duration Poison on Hit Chaos Ailment | |||
1 | 100% increased Poison Duration Poison on Hit Chaos Ailment | |||
1 | corrupted 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 | |||
1 | base projectile ground effect duration [3000] projectiles drop ground lightning [1] | |||
1 | self bleed duration +% final [-50] self ignite duration +% final [-50] self poison duration +% final [-50] Physical Elemental Fire Chaos Attack Ailment | |||
1 | base secondary skill effect duration [2000] spell maximum action distance +% [-55] |
Misc mods /91
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
Investigator's | 1 | Flask | (16–20)% increased Duration | ||
Analyst's | 20 | Flask | (21–25)% increased Duration | ||
Examiner's | 42 | Flask | (26–30)% increased Duration | ||
Clinician's | 61 | Flask | (31–35)% increased Duration | ||
Experimenter's | 78 | Flask | (36–40)% increased Duration | ||
1 | Flask | (15–25)% increased Duration | |||
1 | Flask | (10–20)% increased Duration | |||
of the Skunk | 16 | Flask | (45–49)% less Duration Immunity to Poison during Effect | ||
of the Conger | 6 | Flask | (45–49)% less Duration Immunity to Shock during Effect | ||
of the Deer | 4 | Flask | (45–49)% less Duration Immunity to Freeze and Chill during Effect | ||
of the Urchin | 6 | Flask | (45–49)% less Duration Immunity to Ignite during Effect Removes Burning on use | ||
of the Lizard | 8 | Flask | (45–49)% less Duration Immunity to Bleeding and Corrupted Blood during Effect | ||
Resonating | 1 | Jewel | (10–20)% increased Armour Break Duration | strjewel 1 default 0 | |
of Haemophilia | 1 | Jewel | (5–10)% increased Bleeding Duration Physical Attack Ailment | strjewel 1 default 0 | |
of the Woodland | 1 | Jewel | (5–15)% increased Charm Effect Duration | dexjewel 1 default 0 | |
of Frost | 1 | Jewel | (15–25)% increased Chill Duration on Enemies Elemental Cold Ailment | intjewel 1 default 0 | |
of Continuation | 1 | Jewel | (15–25)% increased Curse Duration Curse | intjewel 1 default 0 | |
of Suffusion | 1 | Jewel | (5–10)% increased Duration of Damaging Ailments on Enemies Ailment | dexjewel 1 intjewel 1 default 0 | |
of Suffering | 1 | Jewel | (5–10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailment | dexjewel 1 default 0 | |
of Prolonging | 1 | Jewel | (5–10)% increased Flask Effect Duration | dexjewel 1 default 0 | |
of Lengthening | 1 | Jewel | (5–10)% increased Skill Effect Duration | strjewel 1 intjewel 1 default 0 | |
of Tracking | 1 | Jewel | Mark Skills have (18–32)% increased Skill Effect Duration | dexjewel 1 default 0 | |
of Offering | 1 | Jewel | Offering Skills have (15–25)% increased Duration | intjewel 1 default 0 | |
of Infection | 1 | Jewel | (5–10)% increased Poison Duration Chaos Ailment | dexjewel 1 default 0 | |
of Paralyzing | 1 | Jewel | (15–25)% increased Shock Duration Elemental Lightning Ailment | dexjewel 1 intjewel 1 default 0 | |
of Unsettling | 1 | Jewel | (10–15)% increased Parried Debuff Duration | dexjewel 1 default 0 | |
of Inspiring | 1 | Jewel | Banner Skills have (15–25)% increased Duration | strjewel 1 default 0 | |
Resonating | 1 | Jewel | (5–10)% increased Armour Break Duration | str_radius_jewel 1 default 0 | |
of Haemophilia | 1 | Jewel | (3–7)% increased Bleeding Duration Physical Attack Ailment | str_radius_jewel 1 default 0 | |
of the Woodland | 1 | Jewel | (1–2)% increased Charm Effect Duration | dex_radius_jewel 1 default 0 | |
of Frost | 1 | Jewel | (6–12)% increased Chill Duration on Enemies Elemental Cold Ailment | int_radius_jewel 1 default 0 | |
of Continuation | 1 | Jewel | (2–4)% increased Curse Duration Curse | int_radius_jewel 1 default 0 | |
of Suffusion | 1 | Jewel | (3–5)% increased Duration of Damaging Ailments on Enemies Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 | |
of Suffering | 1 | Jewel | (3–5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailment | dex_radius_jewel 1 default 0 | |
of Prolonging | 1 | Jewel | (1–2)% increased Flask Effect Duration | dex_radius_jewel 1 default 0 | |
of Lengthening | 1 | Jewel | (3–5)% increased Skill Effect Duration | str_radius_jewel 1 int_radius_jewel 1 default 0 | |
of Tracking | 1 | Jewel | Mark Skills have (3–4)% increased Skill Effect Duration | dex_radius_jewel 1 default 0 | |
of Offering | 1 | Jewel | Offering Skills have (6–12)% increased Duration | int_radius_jewel 1 default 0 | |
of Infection | 1 | Jewel | (3–7)% increased Poison Duration Chaos Ailment | dex_radius_jewel 1 default 0 | |
of Paralyzing | 1 | Jewel | (2–3)% increased Shock Duration Elemental Lightning Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 | |
of Unsettling | 1 | Jewel | (5–10)% increased Parried Debuff Duration | dex_radius_jewel 1 default 0 | |
of Inspiring | 1 | Jewel | Banner Skills have (3–4)% increased Duration | str_radius_jewel 1 default 0 | |
1 | Jewel | (4–6)% reduced Ignite Duration on you Elemental Fire Ailment | |||
1 | Jewel | (4–6)% reduced Freeze Duration on you Elemental Cold Ailment | |||
1 | Jewel | (4–6)% reduced Shock duration on you Elemental Lightning Ailment | |||
1 | Jewel | (10–20)% reduced Skeleton Duration Minion | |||
1 | Jewel | 4% increased Skill Effect Duration | |||
1 | Jewel | 10% reduced Trap Duration | |||
of Stunning | 1 | Jewel | (10–14)% increased Stun Duration on Enemies | ||
of Endurance | 1 | Jewel | (10–14)% increased Endurance Charge Duration | ||
of Frenzy | 1 | Jewel | (10–14)% increased Frenzy Charge Duration | ||
of Power | 1 | Jewel | (10–14)% increased Power Charge Duration | ||
of the Glacier | 1 | Jewel | (12–16)% increased Chill and Freeze Duration on Enemies Elemental Cold Ailment | ||
of the Storm | 1 | Jewel | (12–16)% increased Shock Duration Elemental Lightning Ailment | ||
of Immolation | 1 | Jewel | (3–5)% increased Ignite Duration on Enemies Elemental Fire Ailment | ||
of the Flameruler | 1 | Jewel | (30–35)% reduced Ignite Duration on you Elemental Fire Ailment | ||
of Neutralisation | 1 | Jewel | (30–35)% reduced Poison Duration on you Chaos Ailment | ||
of Stemming | 1 | Jewel | (30–35)% reduced Duration of Bleeding on You Physical Ailment | ||
Prolonging | 1 | Jewel | (6–10)% increased Flask Effect Duration | ||
of Freezing | 1 | Jewel | (3–5)% chance to Freeze (12–16)% increased Freeze Duration on Enemies Elemental Cold Ailment | ||
of Shocking | 1 | Jewel | (3–5)% chance to Shock (12–16)% increased Shock Duration Elemental Lightning Ailment | ||
of Burning | 1 | Jewel | (3–5)% chance to Ignite (6–8)% increased Ignite Duration on Enemies Elemental Fire Ailment | ||
of Poisoning | 1 | Jewel | (6–8)% increased Poison Duration (3–5)% chance to Poison on Hit Chaos Ailment | ||
of Bleeding | 1 | Jewel | Attacks have (3–5)% chance to cause Bleeding (12–16)% increased Bleeding Duration Physical Attack Ailment | ||
1 | Jewel | (15–20)% increased Vaal Skill Effect Duration | |||
1 | Atlas | Your 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] | |||
1 | Atlas | Your 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] | |||
1 | Atlas | Your 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] | |||
1 | Atlas | Your 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] | |||
1 | Abyss | (10–15)% increased Skill Effect Duration | |||
1 | Abyss | (3–8)% increased Skill Effect Duration | |||
1 | Abyss | (4–8)% increased Flask Effect Duration | |||
of Ulaman | 65 | Abyss | (20–30)% reduced Poison Duration on you ulaman Chaos Ailment | boots 1 belt 1 default 0 ulaman_mod 1 | |
of Amanamu | 65 | Abyss | (20–30)% reduced Ignite Duration on you amanamu Elemental Fire Ailment | ||
of Kurgal | 65 | Abyss | (20–30)% reduced Duration of Bleeding on You kurgal Physical Ailment | boots 1 belt 1 default 0 kurgal_mod 1 | |
of Ulaman | 65 | Abyss | (25–35)% increased Parried Debuff Duration ulaman | ||
of Amanamu | 65 | Abyss | (8–12)% increased Skill Effect Duration amanamu | ||
of Amanamu | 65 | Abyss | (25–35)% increased Archon Buff duration amanamu | ||
Amanamu's | 65 | Abyss | (101–121)% increased Grenade Damage (20–30)% increased Grenade Duration amanamu Damage | ||
1 | Abyss | (10–20)% increased Duration of Elemental Ailments on Enemies (80–120)% increased Elemental Damage Damage Elemental | |||
Lasting | 1 | Sentinel | (20–25)% increased Duration | ||
Lingering | 10 | Sentinel | (26–35)% increased Duration | ||
Persistent | 34 | Sentinel | (36–45)% increased Duration | ||
Continual | 60 | Sentinel | (46–55)% increased Duration | ||
Everlasting | 80 | Sentinel | (56–70)% increased Duration | ||
Reliable | 1 | Sentinel | +(10–14) seconds to Duration | ||
Steadfast | 24 | Sentinel | +(15–19) seconds to Duration | ||
Stalwart | 46 | Sentinel | +(20–24) seconds to Duration | ||
Devoted | 68 | Sentinel | +(25–29) seconds to Duration | ||
True | 82 | Sentinel | +(30–40) seconds to Duration | ||
1 | Sentinel | (30–50)% increased Duration |
Item /2
Austere Garb
Evasion Rating: 223
Energy Shield: 84
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
25% reduced maximum Life
Life Leech can Overflow Maximum Life
(40–60)% reduced Duration of Bleeding on You
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
+(60–80) to maximum Life
+(40–60) to maximum Mana
25% reduced Endurance Charge Duration
Recover 5% of maximum Life for each Endurance Charge consumed
(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
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

(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]

+(60–80) to maximum Mana
20% increased Accuracy Rating
100% increased Parried Debuff Duration
parry skill art variation from item [2]

+(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
(25–35) Life Regeneration per second
(50–100)% increased Energy Shield Recharge Rate
(30–50)% reduced Ignite Duration on you
(30–50)% reduced Duration of Bleeding on You
+(120–160) to Accuracy Rating
(30–40)% increased Rarity of Items found
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% reduced Ignite Duration on Enemies
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
+(30–40) to Dexterity
25% increased Chill Duration on Enemies

5% increased Movement Speed
+(23–29)% to Chaos Resistance
Curses you inflict have infinite Duration
Withered you inflict has infinite Duration

(20–30)% chance to Poison on Hit with Attacks
Gain (10–15) Mana per Enemy Killed
(10–20)% increased Poison Duration
(20–30)% chance to Poison on Hit with Attacks
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

+(7–13) to all Attributes
23% reduced Light Radius
(-13–13)% reduced Skill Effect Duration
Grants effect of Dreaming Gloom Shrine
Passive /67
10% reduced Duration of Ailments on You
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 Chill Duration on Enemies
40% faster Curse Activation
30% increased Curse Duration
Enemies Cursed by you have 50% reduced Life Regeneration Rate
Enemies you Curse cannot Recharge Energy Shield
20% increased Minion Duration
20% increased Elemental Infusion duration
Remnants can be collected from 15% further away
Witch: 20% increased Chaos Damage
Witch: 18% increased Skill Effect Duration
10% increased Duration of Elemental Ailments on Enemies
20% increased Mana Regeneration Rate
20% increased Skill Effect Duration
15% increased Duration of Damaging Ailments on Enemies
25% increased Skill Effect Duration
25% increased Skill Effect Duration
Link Skills have 20% increased Skill Effect Duration
5% reduced Attack Speed
20% increased Duration of Damaging Ailments on Enemies
10% increased Damage
10% increased Critical Hit Chance
Druid: 10% increased Damage
Druid: 10% increased Skill Effect Duration
15% increased Duration of Damaging Ailments on Enemies
100% increased Armour Break Duration
40% increased Jagged Ground Duration
15% increased Duration of Damaging Ailments on Enemies
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
Ascendancy Passive /2
Timeless Jewel Passive /17


Exquisite Pain
Vaal Notable
(25–35)% increased Damage over Time
(7–11)% increased Skill Effect Duration






Stormtossed Voyager
Kalguuran Notable
+2% to Maximum Lightning Resistance
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



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


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
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (4–7)% increased Skill Effect Duration | vaal_small_duration |
Karui | Notable | 20% increased Stun Duration on Enemies | karui_notable_add_stun_duration |
Maraketh | Notable | 10% increased Duration of Elemental Ailments on Enemies | maraketh_notable_add_ailment_duration |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.