Escape Shot
Tier: 1
Level: (1–20)
Cost: (11–74) Mana
Attack Damage: (65–265)% of base
Projectile Speed: 300 Units per Second
Requires: Level (1–90), (4–157) Dex
Requires: Bows
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.
Escape Shot
Converts 80% of Physical Damage to Cold Damage
Projectile count cannot be modified
+0.7 seconds to Total Attack Time
(300–585)% more Freeze Buildup
Impact radius is 2.4 metres

Additional Effects From Quality:
(0–120)% more Freeze Buildup
Ice Fragments
Attack Damage: (55–172)% of base
Projectile Speed: 32 Units per Second
Detonation Time is 2.5 seconds
Converts 100% of Physical Damage to Cold Damage
Fires 4 Projectiles
Explosion radius is 1.3 metres
Skills can be managed in the Skills Panel.
Version 0.2.0
Escape Shot
Tier: 1
Level: (1–20)
Cost: (11–80) Mana
Attack Damage: (65–265)% of base
Projectile Speed: 300 Units per Second
Requires: Level (1–90), (2–205) Dex
Requires: Bows
Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Converts 100% of Physical Damage to Cold Damage
Projectile count cannot be modified
+0.7 seconds to Total Attack Time
(300–585)% more Freeze Buildup
Impact radius is 2.4 metres

Additional Effects From Quality:
(0–120)% more Freeze Buildup
Skills can be managed in the Skills Panel.
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      Level Effect /40
      Implicit
      Impact radius is 1.3 metres
      Converts 100% of Physical Damage to Cold Damage
      +0.7 seconds to Total Attack Time
      Fires 4 Arrows
      Projectile count cannot be modified
      Detonation Time is 2.5 seconds
      Level
      Requires Level
      Dex
      Mana
      Base Damage
      300% more Freeze Buildup
      1041165%, 65%, 55%300
      2391272%, 72%, 60%315
      36141479%, 79%, 67%330
      410211687%, 87%, 73%345
      514281894%, 94%, 78%360
      6183521102%, 102%, 84%375
      7224123110%, 110%, 90%390
      8264826118%, 118%, 96%405
      9315728125%, 125%, 100%420
      10366531133%, 133%, 105%435
      11417435142%, 142%, 111%450
      12468238152%, 152%, 116%465
      13529242162%, 162%, 122%480
      145810345173%, 173%, 128%495
      156411349185%, 185%, 134%510
      166611654199%, 199%, 141%525
      177212658213%, 213%, 148%540
      187813763229%, 229%, 156%555
      198414769246%, 246%, 163%570
      209015774265%, 265%, 172%585
      2180286%, 286%, 180%600
      2286308%, 308%, 189%615
      2393332%, 332%, 199%630
      24100357%, 357%, 209%645
      25107385%, 385%, 219%660
      26115415%, 415%, 230%675
      27124447%, 447%, 241%690
      28133481%, 481%, 253%705
      29142519%, 519%, 266%720
      30152559%, 559%, 279%735
      31163602%, 602%, 293%742
      32174648%, 648%, 308%750
      33186699%, 699%, 323%757
      34198753%, 753%, 340%765
      35212811%, 811%, 357%772
      36226873%, 873%, 374%780
      37241941%, 941%, 393%787
      382561014%, 1014%, 413%795
      392731092%, 1092%, 433%802
      402901176%, 1176%, 455%810
      Attribute /7

      Escape Shot

      Name
      Show Full Descriptions
      AcronymCooldown, Hit, Trigger, Projectile, Recovery, Mark, Ailment, Hits, Electrocution
      BaseType Escape Shot
      Class Skill Gems
      TargetTypesGround, Enemy
      TypeAttack, RangedAttack, Cold, Area, ProjectileSpeed, ProjectileNumber, ProjectilesNumberModifiersNotApplied, Jumping, ProjectileNoCollision, Bow, GroundTargetedProjectile, CanCancelActions, NoAttackInPlace
      ItemTypeMetadata/Items/Gems/SkillGemEscapeShot
      ActiveSkillsCodeescape_shot
      Escape Shot
      Tier: 1
      Level: (1–20)
      Cost: (11–74) Mana
      Attack Damage: (65–265)% of base
      Projectile Speed: 300 Units per Second
      Requires: Level (1–90), (4–157) Dex
      Requires: Bows
      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.
      Escape Shot
      Converts 80% of Physical Damage to Cold Damage
      Projectile count cannot be modified
      +0.7 seconds to Total Attack Time
      (300–585)% more Freeze Buildup
      Impact radius is 2.4 metres
      base is projectile [1]
      base skill show average damage instead of dps [1]
      check for targets between initiator and projectile source [1]
      has modular projectiles enabled [1]
      is area damage [1]
      projectile distance override [20]
      projectile uses contact direction [1]
      projectile uses contact position [1]
      projectiles fire at ground [1]

      Additional Effects From Quality:
      (0–120)% more Freeze Buildup
      Ice Fragments
      Attack Damage: (55–172)% of base
      Projectile Speed: 32 Units per Second
      Detonation Time is 2.5 seconds
      Converts 100% of Physical Damage to Cold Damage
      Fires 4 Projectiles
      Explosion radius is 1.3 metres
      ballistic ice chunk cone angle [360]
      ballistic projectiles always bounce [1]
      base is projectile [1]
      is area damage [1]
      trigger ballistic ice chunk on hit frozen target [100]
      triggerable in any set [1]
      triggered by escape shot % [100]
      usable while shapeshifted [1]
      Skills can be managed in the Skills Panel.
      Supported By /183
    • Active Type: Attack, RangedAttack, Cold, Area, ProjectileSpeed, ProjectileNumber, ProjectilesNumberModifiersNotApplied, Jumping, ProjectileNoCollision, Bow, GroundTargetedProjectile, CanCancelActions, NoAttackInPlace
    • Fire Attunement
      Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
      Rapid Attacks I
      Supports Attacks, causing them to Attack faster.
      Rapid Attacks II
      Supports Attacks, causing them to Attack faster.
      Rapid Attacks III
      Supports Attacks, causing them to Attack faster at the cost of Damage.
      Projectile Acceleration I
      Supports Projectile skills, making those Projectiles travel faster.
      Projectile Acceleration II
      Supports Projectile skills, making those Projectiles travel faster, and granting them a chance to Pierce Enemies.
      Projectile Acceleration III
      Supports Projectile skills, making those Projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
      Cold Attunement
      Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
      Heightened Accuracy I
      Supports Attacks, causing them to gain Accuracy.
      Heightened Accuracy II
      Supports Attacks, causing them to gain Accuracy, and never miss against Enemies on full Life.
      Magnified Area I
      Supports any skill with an area of effect, making it larger.
      Magnified Area II
      Supports any skill with an area of effect, making it larger at the cost of damage.
      Lightning Attunement
      Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
      Supercritical
      Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
      Knockback
      Supports any skill that Hits enemies, causing it to Knock Back enemies.
      Life Leech I
      Supports Attacks, causing their Physical damage to Leech Life.
      Life Leech II
      Supports Attacks, causing their Physical damage to Leech Life.
      Life Leech III
      Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
      Mana Leech
      Supports Attacks, causing their Physical damage to Leech Mana.
      Chaos Attunement
      Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
      Concentrated Area
      Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
      Blind I
      Supports any skill that Hits enemies, causing them to Blind on Hit.
      Blind II
      Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
      Fire Penetration I
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
      Fire Penetration II
      Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
      Cold Penetration
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
      Lightning Penetration
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
      Projectile Deceleration I
      Supports Projectile skills, making those Projectiles travel more slowly.
      Projectile Deceleration II
      Supports Projectile skills, making those Projectiles travel more slowly.
      Ice Bite
      Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
      Freeze
      Supports any skill that Hits enemies, making it more effective at Freezing enemies.
      Shock
      Supports any skill that Hits enemies, making it more likely to Shock.
      Elemental Focus
      Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
      Wildfire
      Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
      Bleed I
      Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
      Bleed II
      Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
      Bleed III
      Supports any skill that Hits enemies, causing it to inflict Bleeding.
      Bleed IV
      Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
      Poison I
      Supports any skill that Hits enemies, giving it a chance to Poison enemies.
      Poison II
      Supports any skill that Hits enemies, giving it a chance to Poison enemies.
      Poison III
      Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
      Maim
      Supports Attacks, causing them to Maim enemies.
      Immolate
      Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
      Lasting Shock
      Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
      Brutality I
      Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
      Brutality II
      Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
      Brutality III
      Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
      Momentum
      Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
      Withering Touch
      Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
      Close Combat I
      Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
      Close Combat II
      Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
      Execute I
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
      Execute II
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
      Execute III
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
      Overcharge
      Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
      Inevitable Critical
      Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
      Frost Nexus
      Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
      Shock Siphon
      Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
      Shock Conduction
      Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
      Deep Freeze
      Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
      Ignite I
      Supports any skill that Hits enemies, making it more likely to Ignite.
      Ignite II
      Supports any skill that Hits enemies, making it more likely to Ignite.
      Ignite III
      Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
      Searing Flame I
      Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
      Searing Flame II
      Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
      Eternal Flame I
      Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
      Eternal Flame II
      Supports any skill that Hits enemies, causing its Ignites to last longer.
      Eternal Flame III
      Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
      Exploit Weakness
      Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
      Neural Overload
      Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
      Pinpoint Critical
      Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
      Corrosion
      Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
      Bursting Plague
      Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
      Frostfire
      Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
      Stormfire
      Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
      Electrocute
      Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
      Biting Frost
      Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
      Hourglass
      Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
      Fiery Death
      Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
      Lockdown
      Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
      Stun I
      Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
      Stun II
      Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
      Stun III
      Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
      Pin I
      Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
      Pin II
      Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
      Pin III
      Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
      Ambush
      Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
      Bounty I
      Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
      Bounty II
      Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
      Mana Bounty
      Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
      Life Bounty
      Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
      Minion Pact I
      Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
      Minion Pact II
      Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
      Life Drain
      Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
      Soul Drain
      Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
      Innervate
      Supports Attacks you use yourself. Killing a Shocked enemy with supported skills imbues all of your Attacks with Lightning damage for a short time.
      Escalating Poison
      Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
      Armour Demolisher I
      Supports any skill, causing Armour Break it inflicts to be stronger.
      Armour Demolisher II
      Supports any skill, causing Armour Break it inflicts to be stronger.
      Uruk's Smelting
      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.
      Rageforged I
      Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
      Rageforged II
      Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply.
      Armour Explosion
      Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
      Fire Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
      Lightning Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
      Cold Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
      Deadly Poison I
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
      Deadly Poison II
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
      Deep Cuts I
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
      Deep Cuts II
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
      Cold Mastery
      Supports Cold skills, granting them an additional level. Does not support skills which do not have levels.
      Swift Affliction I
      Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
      Swift Affliction II
      Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
      Swift Affliction III
      Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
      Slow Potency
      Supports any skill, causing inflicted Slows to be more powerful.
      Rupture
      Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
      Culling Strike I
      Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
      Culling Strike II
      Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
      Armour Break I
      Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
      Armour Break II
      Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
      Armour Break III
      Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
      Longshot I
      Supports Attacks, causing them to deal more damage from farther away.
      Longshot II
      Supports Attacks, causing them to deal more damage from farther away.
      Elemental Armament I
      Supports Attacks, causing them to deal more Elemental damage.
      Elemental Armament II
      Supports Attacks, causing them to deal more Elemental damage.
      Elemental Armament III
      Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
      Holy Descent
      Supports Skills that leap into the air, causing them to create Consecrated Ground when you land
      Potent Exposure
      Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
      Heft
      Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
      Rising Tempest
      Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
      Expanse
      Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
      Excise
      Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
      Execrate
      Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
      Ferocity
      Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
      Cadence
      Supports Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
      Bone Shrapnel
      Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
      Alignment I
      Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
      Alignment II
      Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
      Alignment III
      Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire additional Projectiles. Cannot Support Channelled Skills.
      Derange
      Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
      Charged Shots I
      Supports Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
      Charged Shots II
      Supports Bow Attacks. Every third shot with Supported Skills Gains Damage as extra Lightning Damage.
      Verglas
      Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
      Embitter
      Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
      Rusted Spikes
      Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
      Concoct I
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
      Concoct II
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
      Ambrosia
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
      Malady
      Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
      Overextend
      Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
      Overreach
      Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
      Commiserate
      Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
      Blindside
      Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
      Hit and Run
      Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
      Defy I
      Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
      Defy II
      Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
      Volatility
      Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
      Haemocrystals
      Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
      Dauntless
      Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
      Shocking Leap
      Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
      Frenzied Riposte
      Supports Attacks you use yourself or that you Trigger, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
      Incision
      Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
      Impale
      Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
      Admixture
      Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
      Stoicism I
      Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
      Stoicism II
      Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
      Inhibitor
      Supports any Skill you use yourself or that you Trigger. Supported Skills cannot consume Charges or Infusion by any means. Cannot Support Skills which require Charges or Infusion to be used.
      Living Lightning
      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.
      Living Lightning II
      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.
      Frozen Spite
      Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
      Piety's Mercy
      Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
      Enduring Impact I
      Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
      Enduring Impact II
      Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
      Xoph's Pyre
      Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
      Esh's Radiance
      Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
      Tul's Stillness
      Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
      Uul-Netol's Embrace
      Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
      Rakiata's Flow
      Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
      Rigwald's Ferocity
      Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
      Tacati's Ire
      Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
      Garukhan's Resolve
      Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
      Varashta's Blessing
      Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
      Arakaali's Lust
      Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
      Escape Shot Monster /1
      Name
      Modifiers
      Spectre
      Bronnach, the Manhuntermonster dropped item rarity +% [1500]Y
      Edit

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