Skill Gem /40
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
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.
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
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.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Fire a burst of Chaos energy at the target.
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.
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 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.
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 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.
Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
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.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
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.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Fire an arrow with your Bow.
Fire a bolt from your crossbow.
Launch a fiery Projectile towards a target.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
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.
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.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Skill Gem Quality /2
Elemental Damage from Hits is taken from the Barrier before your Life, Mana or Energy Shield
Barrier can take Elemental Damage up to (0–5)% of your Armour and Evasion Rating
Support Gem /3
Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
Supports Crossbow Skills, granting a chance to load a bolt into all Crossbow Ammunition on kill with Supported Skill.
Supports Strikes you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits, but will be Ancestrally Boosted when used. After use, this Blocked Hit counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.
Item mods /20
NameLevelPre/SufDescriptionWeight
of Covering1Suffix+(14–19)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
str_int_armour 1
str_dex_armour 1
str_armour 1
default 0
of Sheathing16Suffix+(20–25)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
str_int_armour 1
str_dex_armour 1
str_armour 1
default 0
of Lining36Suffix+(26–31)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
str_int_armour 1
str_dex_armour 1
str_armour 1
default 0
of Padding48Suffix+(32–37)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
str_int_armour 1
str_dex_armour 1
str_armour 1
default 0
of Furring66Suffix+(38–43)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
str_int_armour 1
str_dex_armour 1
str_armour 1
default 0
of Thermokryptance81Suffix+(44–50)% of Armour also applies to Elemental Damage Defences Elementalhelmet 0
gloves 0
boots 0
str_dex_int_armour 1
str_int_armour 1
str_dex_armour 1
str_armour 1
default 0
Catalysing4Prefix(19–35)% increased Elemental Damage with Attacks Damage Elemental Attackbow 1
one_hand_weapon 1
default 0
Infusing16Prefix(36–52)% increased Elemental Damage with Attacks Damage Elemental Attackbow 1
one_hand_weapon 1
default 0
Empowering33Prefix(53–62)% increased Elemental Damage with Attacks Damage Elemental Attackbow 1
one_hand_weapon 1
default 0
Unleashed46Prefix(63–72)% increased Elemental Damage with Attacks Damage Elemental Attackbow 1
one_hand_weapon 1
default 0
Overpowering60Prefix(73–86)% increased Elemental Damage with Attacks Damage Elemental Attackbow 1
one_hand_weapon 1
default 0
Devastating81Prefix(87–100)% increased Elemental Damage with Attacks Damage Elemental Attackbow 1
one_hand_weapon 1
default 0
Catalysing4Prefix(34–47)% increased Elemental Damage with Attacks Damage Elemental Attackbow 0
two_hand_weapon 1
default 0
Infusing16Prefix(48–71)% increased Elemental Damage with Attacks Damage Elemental Attackbow 0
two_hand_weapon 1
default 0
Empowering33Prefix(72–85)% increased Elemental Damage with Attacks Damage Elemental Attackbow 0
two_hand_weapon 1
default 0
Unleashed46Prefix(86–99)% increased Elemental Damage with Attacks Damage Elemental Attackbow 0
two_hand_weapon 1
default 0
Overpowering60Prefix(100–119)% increased Elemental Damage with Attacks Damage Elemental Attackbow 0
two_hand_weapon 1
default 0
Devastating81Prefix(120–139)% increased Elemental Damage with Attacks Damage Elemental Attackbow 0
two_hand_weapon 1
default 0
1Corrupted(20–30)% increased Elemental Damage with Attacks Damage Elemental Attackbow 1
one_hand_weapon 1
1Corrupted(40–50)% increased Elemental Damage with Attacks Damage Elemental Attackbow 0
two_hand_weapon 1
Monsters mods /4
NameLevelPre/SufDescriptionWeight
1Unique50% increased Elemental Damage Damage Elemental
1UniqueEvery 10 seconds, gain 30% increased Elemental Damage for 4 seconds
elementalist elemental damage rotation [1]
Damage Elemental
1Uniqueactive skill elemental damage +% final [15] Damage Elemental
Heretic's Grip1Torment25% chance to Shock
All Elemental Damage from Hits Contributes to Shock Chance
Physical Damage from Hits also Contributes to Chill Magnitude
Elemental Cold Lightning Ailment
Misc mods /10
NameLevelDomainPre/SufDescriptionWeight
Prismatic1JewelPrefix(5–15)% increased Elemental Damage Damage Elementalstrjewel 1
dexjewel 1
intjewel 1
default 0
Prismatic1JewelPrefix(1–2)% increased Elemental Damage Damage Elementalstr_radius_jewel 1
dex_radius_jewel 1
int_radius_jewel 1
default 0
1JewelUnique10% increased Elemental Damage Damage Elemental
1JewelUnique15% increased Elemental Damage per Grand Spectrum
number of stackable unique jewels [1]
Damage Elemental
1JewelUnique(10–15)% increased Elemental Damage Damage Elemental
1AbyssUniqueConquered Small Passive Skills also grant (3–5)% increased Elemental Damage
Lightless1AbyssPrefix(4–8)% increased Elemental Damage
(4–8)% increased Magnitude of Ailments you inflict
Elemental Ailment
Amanamu's65AbyssPrefix(74–89)% increased Elemental Damage amanamu Damage Elemental
of Amanamu65AbyssSuffixEnemies Hindered by you take (4–7)% increased Elemental Damage amanamu
1AbyssPrefix(10–20)% increased Duration of Elemental Ailments on Enemies
(80–120)% increased Elemental Damage
Damage Elemental
Item /1
Warlord Cuirass
Armour: 445
Base Movement Speed: -0.05
Requires: Level 80, 121 Str
+(15–25)% of Armour also applies to Elemental Damage
Unique /9
+(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
+(40–60) to Armour
+(5–15) to Strength
+(5–15) to Intelligence
+(100–150)% of Armour also applies to Elemental Damage
+(40–60) to Stun Threshold
Gain (5–10)% of Elemental Damage as Extra Cold Damage
Gain (5–10)% of Elemental Damage as Extra Fire Damage
Gain (5–10)% of Elemental Damage as Extra Lightning Damage
100% increased Elemental Damage with Attacks
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills
Trigger skills refund half of Energy spent
Grants Skill: Level 8 Purity of Fire
Gain (40–60)% of Damage as Extra Fire Damage
Allies in your Presence Regenerate (2–3)% of their Maximum Life per second
Allies in your Presence Gain (20–30)% of Damage as Extra Fire Damage
Enemies in your Presence Resist Elemental Damage based on their Lowest Resistance
Grants Skill: Spear Throw
Adds (2–3) to (6–8) Physical Damage
Deal no Elemental Damage
20% increased Melee Strike Range with this weapon
Any number of Poisons from this Weapon can affect a target at the same time
Always Poison on Hit with this weapon
(40–50)% increased Mana Regeneration Rate
+(30–50) to Spirit
+(20–30) to Intelligence
+(10–20)% to all Elemental Resistances
(30–50)% increased Energy Shield Recharge Rate
Current Energy Shield also grants Elemental Damage reduction
(100–200)% increased Energy Shield
(30–50)% increased Energy Shield Recharge Rate
20% of Elemental damage from Hits taken as Chaos damage
+25% chance to be Poisoned
Passive /12
20% increased Elemental Damage
Witch: Minions deal 20% increased Damage
Witch: Minions have 4% increased Attack and Cast Speed
40% increased Elemental Damage if you've dealt a Critical Hit Recently
20% increased Critical Hit Chance
40% increased Elemental Damage with Attack Skills during any Flask Effect
Ascendancy Passive /3
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants +50% of Armour also applies to Elemental Damage
Ascendancy: Pathfinder
Character: Ranger
50% of Evasion Rating also grants Elemental Damage reduction
Timeless Jewel Passive /2
Transcendence
Templar Keystone
+100% of Armour applies to Elemental Damage
Armour does not apply to Physical Damage
-15% to all maximum Elemental Resistances
Master the mortal world, and you may find immortality beyond.
Militant Faith: Maxarius
Steel Bastion
Kalguuran Notable
40% increased Elemental Damage
20% increased Defences from Equipped Shield
Timeless Jewel Passive Additions /1
FactionCategoryShow Full DescriptionsCode
MarakethNotable
20% increased Elemental Damagemaraketh_notable_add_elemental_damage
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