Fire Mastery
Tier: 3
Level: 1
Requires: Level 1
Support Requirements: +5 Int
Supports Fire skills, granting them an additional level.
+1 to Level of Supported Fire Skills
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Level Effect /1
Implicit
Cost Multiplier: 100%
LevelRequires LevelInt
106
Attribute /3

Fire Mastery

KeyValue
BaseType Fire Mastery
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemFireMastery
Fire Mastery
Tier: 3
Level: 1
Requires: Level 1
Support Requirements: +5 Int
Supports Fire skills, granting them an additional level.
+1 to Level of Supported Fire Skills
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
Supported Gem /39
  • Allow Type: Fire
  • Firebolt
    Launches a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
    Detonate Dead
    Causes a Corpse to violently explode, damaging surrounding enemies.
    Volatile Dead
    Consumes a Corpse to create a fireball that seeks out enemies and explodes.
    Firestorm
    Rains flaming bolts over the targeted area. Ignites on enemies in front of you are Consumed to fuel the Firestorm, causing one bolt to be improved for each Ignite Consumed.
    Flammability
    Curses all targets in an area after a short delay, lowering their Fire Resistance.
    Incinerate
    Conjures a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground.
    Purity of Fire
    Emits an Aura that boosts the Fire Resistance of Allies in your Presence. The Aura does not affect you.
    Flameblast
    Channels to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
    Herald of Ash
    While active, enemies you sufficiently Overkill with attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
    Infernal Cry
    Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
    Skeletal Sniper
    Summons long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
    Skeletal Arsonist
    Summons bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
    Flame Wall
    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 and inflict the Ignite on hit.
    Volcanic Fissure
    Slam the ground, creating a winding fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an Aftershock, which spreads to all connected fissures.
    Explosive Grenade
    Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Gas Grenade
    Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    Oil Grenade
    Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
    Detonating Arrow
    Channel to build up power before firing off a burning arrow. At maximum charge, the arrow will detonate at the end of its flight, causing an explosion in an area around it.
    Gas Arrow
    Fires 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.
    Solar Orb
    Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
    Fireball
    Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
    Perfect Strike
    Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
    Magma Barrier
    When you raise your Shield it is infused with magma for a short time. Blocking during this time will spray magma at the attacker and grant you an Endurance Charge.
    Decompose
    Consumes a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    Raging Spirits
    While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
    Molten Blast
    Gouges molten rock from the ground and flings it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
    Living Bomb
    Plant a seed of Fire inside an enemy, which grows over a duration. When the duration expires, the seed explodes, damaging the enemy and all other enemies nearby.
    Ember Fusillade
    Conjures 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.
    Explosive Concoction
    Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Fire attack damage in an area and inflicting Fire Exposure.
    Elemental Storm
    Creates 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.
    Decompose
    Consumes a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    Elemental Expression
    Creates a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
    Unbound Avatar
    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.
    Summon Infernal Hound
    Summons a Reviving Infernal Hound which Ignites enemies near it. The Hound takes a portion of damage from Hits for you.
    Sorcery Ward
    Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
    Elemental Conflux
    Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
    Cluster Grenade
    Fires a bouncing Grenade that explodes when its fuse expires, throwing out a nova of mini Grenades that explode when they come to a stop.
    Shard Scavenger
    While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow. This can only occur once every few seconds.
    Ember Fusillade
    Conjures 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.
    Burn Away
    Quantity: 1
    • Fire Exposure you inflict lowers Total Fire Resistance by an extra 5%
    • 40% of Physical Damage Converted to Fire Damage
    • Burning Enemies you kill have a 3% chance to Explode, dealing a tenth of their maximum Life as Fire Damage
    • 50% chance to refresh Ignite Duration on Critical Hit
    • Regenerate 1 Life per second for each 1% Uncapped Fire Resistance
    • Critical Hits do not inherently Ignite
      100% increased Damage with Hits against Ignited Enemies
    Edit

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