Fortifying Cry
Tier: 9
Level: (1–20)
Cost: (19–85) Mana
Cooldown Time: 8.00 s
Use Time: 0.80 sec
Requires: Level (1–90), (4–157) Str
Requires: Armoured Shield
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.
Fortifying Cry
Warcry radius is 4 metres
Guard duration is 4 seconds
Can Trigger Shield Wave once per 5 enemy Power in
range, counting up to 50 Power
Grants (2–92) Guard for every 5 enemy Power in
range, counting up to 20 Power
Shield Wave
Use Time: Instant
Critical Hit Chance: 5.00%
Attack Damage: (50–204)% of base
(3–85) to (5–128) Base Off Hand Physical Damage
6 to 8 Added Physical Damage per 15 Armour on Shield
This Attack is Triggered by Fortifying Cry and counts as Empowered by it
Shockwave radius is 2 metres
Modifiers to Damage with Warcries affect this Skill

Additional Effects From Quality:
Shockwave radius is (0–0.4) metres
Skills can be managed in the Skills Panel.
Level Effect /40
Implicit
Warcry radius is 2 metres
Can Trigger Shield Wave once per 5 enemy Power in\nrange, counting up to 50 Power
Guard duration is 4 seconds
6 to 8 Added Physical Damage per 15 Armour on Shield
LevelRequires LevelStrCostBase DamageGrants 2 Guard for every 5 enemy Power in
range, counting up to 20 Power
3 to 5 Base Off Hand Physical Damage
10419100%, 100%, 50%2, 203, 5
23922100%, 100%, 55%4, 205, 8
361424100%, 100%, 61%7, 208, 12
4102127100%, 100%, 67%11, 2011, 17
5142830100%, 100%, 73%14, 2014, 21
6183533100%, 100%, 79%18, 2018, 26
7224136100%, 100%, 85%22, 2021, 32
8264839100%, 100%, 91%26, 2025, 37
9315742100%, 100%, 97%30, 2029, 43
10366546100%, 100%, 103%35, 2033, 50
11417449100%, 100%, 109%40, 2037, 56
12468252100%, 100%, 117%45, 2042, 63
13529256100%, 100%, 125%50, 2047, 70
145810360100%, 100%, 133%55, 2052, 78
156411364100%, 100%, 142%61, 2057, 85
166611668100%, 100%, 153%67, 2062, 93
177212672100%, 100%, 164%73, 2068, 101
187813776100%, 100%, 176%79, 2073, 110
198414780100%, 100%, 189%85, 2079, 119
209015785100%, 100%, 204%92, 2085, 128
2190100%, 100%, 220%99, 2092, 137
2294100%, 100%, 237%106, 2098, 147
2399100%, 100%, 255%113, 20105, 157
24104100%, 100%, 275%121, 20112, 167
25110100%, 100%, 296%129, 20119, 178
26115100%, 100%, 319%137, 20126, 189
27120100%, 100%, 344%145, 20133, 200
28126100%, 100%, 370%153, 20141, 211
29132100%, 100%, 399%162, 20149, 223
30138100%, 100%, 430%170, 20157, 235
31144100%, 100%, 463%179, 20165, 247
32151100%, 100%, 499%189, 20173, 260
33157100%, 100%, 537%198, 20182, 273
34164100%, 100%, 579%208, 20191, 286
35171100%, 100%, 624%218, 20200, 299
36178100%, 100%, 672%228, 20209, 313
37185100%, 100%, 724%238, 20218, 327
38193100%, 100%, 780%248, 20228, 342
39201100%, 100%, 840%259, 20237, 356
40208100%, 100%, 905%270, 20247, 371
Attribute /7

Fortifying Cry

NameShow Full Descriptions
AcronymTrigger, Warcry, Guard
BaseType Fortifying Cry
Class Skill Gems
TargetTypesAny
TypeWarcry, Area, Duration, Damage, ConsumesCharges, Cooldown, Physical, EmpowersOtherSkill, UsableWhileMoving, SkillConsumesEnduranceChargesOnUse, NoAttackInPlace, Nova
ItemTypeMetadata/Items/Gem/SkillGemFortifyingCry
ActiveSkillsCodeshielding_cry
Fortifying Cry
Tier: 9
Level: (1–20)
Cost: (19–85) Mana
Cooldown Time: 8.00 s
Use Time: 0.80 sec
Requires: Level (1–90), (4–157) Str
Requires: Armoured Shield
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.
Fortifying Cry
Warcry radius is 4 metres
Guard duration is 4 seconds
Can Trigger Shield Wave once per 5 enemy Power in
range, counting up to 50 Power
Grants (2–92) Guard for every 5 enemy Power in
range, counting up to 20 Power
base skill effect duration [8000]
can perform skill while moving [1]
cannot cancel skill before contact point [1]
display statset no hit damage [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
warcry count power from enemies [1]
warcry minimum benefit if monster power present [1]
Shield Wave
Use Time: Instant
Critical Hit Chance: 5.00%
Attack Damage: (50–204)% of base
(3–85) to (5–128) Base Off Hand Physical Damage
6 to 8 Added Physical Damage per 15 Armour on Shield
This Attack is Triggered by Fortifying Cry and counts as Empowered by it
Shockwave radius is 2 metres
Modifiers to Damage with Warcries affect this Skill
attack is melee override [1]
base skill show average damage instead of dps [1]
display statset hide usage stats [1]
replace off hand unarmed attack stats with shield type [1]
triggerable in any set [1]

Additional Effects From Quality:
Shockwave radius is (0–0.4) metres
Skills can be managed in the Skills Panel.
Supported By /149
  • Active Type: Warcry, Area, Duration, Damage, ConsumesCharges, Cooldown, Physical, EmpowersOtherSkill, UsableWhileMoving, SkillConsumesEnduranceChargesOnUse, NoAttackInPlace, Nova
  • 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.
    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.
    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.
    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.
    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.
    Second Wind I
    Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills, or modify the skills of minions.
    Second Wind II
    Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills, or modify the skills of minions.
    Second Wind III
    Supports skills with cooldowns, giving them extra uses of that cooldown and causing them to restore Life on use. Cannot support instant or triggered skills, or modify the skills of minions.
    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.
    Compressed Duration I
    Supports any skill that has a duration making that duration shorter.
    Compressed Duration II
    Supports any skill that has a duration making that duration shorter.
    Prolonged Duration I
    Supports any skill that has a duration, making that duration longer.
    Prolonged Duration II
    Supports any skill that has a duration, making that duration longer.
    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.
    Enraged Warcry I
    Supports Warcries, causing them to expend Rage to bypass their usual Cooldown.
    Enraged Warcry II
    Supports Warcries, causing them to expend Rage to bypass their usual Cooldown.
    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.
    Perpetual Charge
    Supports skills that consume Power, Frenzy or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of consuming them.
    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.
    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.
    Mobility
    Supports skills that can be used while moving, allowing you to move faster while using them.
    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.
    Escalating Poison
    Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
    Murderous Intent
    Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.
    Raging Cry
    Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power.
    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.
    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.
    Corrupting Cry I
    Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
    Corrupting Cry II
    Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
    Paquate's Pact
    Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
    Physical Mastery
    Supports Physical 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.
    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.
    Cooldown Recovery I
    Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
    Cooldown Recovery II
    Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
    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.
    Astral Projection
    Supports Nova Skills, causing those Skills to take place at the targeted location when used instead of around you.
    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.
    Bone Shrapnel
    Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
    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.
    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.
    Battershout
    Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
    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.
    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.
    Volatility
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
    Tireless
    Supports Warcry Skills. Attacks Empowered by Supported Skills have a chance not to lower the Empowerment count of Supported Skills when they are used.
    Heightened Charges
    Supports any Skill that Consumes Charges, granting a chance for benefits of that Consumption to be doubled.
    Deliberation
    Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
    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.
    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.
    Tacati's Ire
    Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
    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.
    Edit

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