Gems Summary /574
Leap Slam
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Shield Charge
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Armour Breaker
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Shockwave Totem
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.
Herald of Ash
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Infernal Cry
Perform 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.
Earthquake
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.
Sunder
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.
Seismic Cry
Perform a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
Earthshatter
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Boneshatter
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
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.
Rolling Slam
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
Supercharged Slam
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.
Ancestral Warrior Totem
Raise a Totem that uses socketed Mace Skills. Cannot use Channelling Skills or Skills with Cooldowns.
Perfect Strike
Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
Resonating Shield
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While using Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
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.
Scavenged Plating
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.
Molten Blast
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.
Hammer of the Gods
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.
Stampede
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.
Shield Wall
Ram your Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
Time of Need
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
Overwhelming Presence
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
Berserk
While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
Herald of Ash
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Sniper's Mark
Mark a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Rain of Arrows
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Lightning Arrow
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Barrage
Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Herald of Thunder
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Plague Bearer
While active, stores all Poison Damage you deal. Using the Plague Nova skill unleashes the stored Poison.
Rapid Assault
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
Disengage
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.
Blood Hunt
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Whirling Slash
Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
Spearfield
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.
Lightning Spear
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.
Glacial Lance
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 ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Escape Shot
Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Spiral Volley
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.
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.
Poisonburst Arrow
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Toxic Growth
Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Stormcaller Arrow
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.
Lightning Rod
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.
Snipe
Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Gas Arrow
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.
Electrocuting Arrow
Leap forward into the air and fire downward. 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.
Vine Arrow
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.
Rhoa Mount
Harnesses a Companion Rhoa that you can ride. While you're mounted on the Rhoa, you can only use Bow, thrown Spear and Mark Skills, you run at full speed when attacking, and Hits against you cause Heavy Stun buildup. While you aren't mounted, the Rhoa attacks your enemies alongside you with its beak, but can be damaged.
Twister
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.
Explosive Spear
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.
Thunderous Leap
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
Wind Dancer
While active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
Shockchain Arrow
Fire a Lightning-infused 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.
Ice Shot
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Voltaic Mark
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
Tornado Shot
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 nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Alchemist's Boon
While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
Magnetic Salvo
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.
Freezing Salvo
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.
Herald of Plague
While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
Combat Frenzy
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
Herald of Thunder
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Whirlwind Lance
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.
Primal Strikes
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Lightning Exposure, and can Consume Shock to conjure a stampede of spirits.
Cull The Weak
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge. Enemies around you that can be Culled will be highlighted.
Fangs of Frost
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause a nova of frost and leave Chilled Ground.
Wind Serpent's Fury
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies, and knocking an Enemy into terrain or another larger Enemy will cause a shockwave.
Rake
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
Bloodhound's Mark
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.
Tame Beast
Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
Spear of Solaris
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Storm Lance
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.
Elemental Sundering
Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
Companion: {0}
Summon a Reviving Beast Companion to aid you in combat.
Trinity
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
Trail of Caltrops
While active, scatters caltrops in your wake when you dodge.
Firebolt
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Ice Nova
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, and cause more Freeze buildup.
Detonate Dead
Cause a Corpse to violently explode, damaging surrounding enemies.
Volatile Dead
Consume a Corpse to create a fireball that seeks out enemies and explodes.
Raise Zombie
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Frost Wall
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies.
Shock Nova
Unleash a Nova of Lightning damage to Electrocute enemies.
Temporal Chains
Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
Enfeeble
Curse all targets in an area after a short delay, making them deal less damage.
Despair
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
Lightning Warp
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.
Firestorm
Rain flaming bolts over the targeted area. Ignites on enemies in front of you are Consumed to fuel the Firestorm by creating improved bolts.
Power Siphon
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
Discipline
Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
Arc
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies.
Arctic Armour
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Flammability
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Hypothermia
Curse all targets in an area after a short delay, lowering their Cold Resistance.
Conductivity
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Incinerate
Conjure 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
Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
Purity of Ice
Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence.
Purity of Lightning
Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.
Flameblast
Channel 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.
Ball Lightning
Fire a slow-moving orb Projectile that moves through enemies. The orb itself does not Hit enemies, but repeatedly shoots bolts of Lightning at nearby targets.
Bone Offering
Impale a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next Hit each Minion takes, then explodes. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Blasphemy
Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Frost Bomb
Create a pulsing Orb of frost. Each pulse inflicts Cold Exposure on nearby enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding enemies.
Orb of Storms
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Contagion
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.
Wither
Channel a debilitating hex that Withers enemies in the area.
Essence Drain
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Frostbolt
Fire a slow-moving Piercing Projectile that leaves a wake of Chilled Ground, deals Cold damage and explodes on colliding with terrain.
Dark Pact
Sacrifice the Life of a Reviving Minion to deal Chaos damage in an area around it. If you have no Minions, your own Life is sacrificed instead.
Skeletal Warrior
Activate to summon Reviving Skeletal Warriors.
Skeletal Reaver
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command.
Skeletal Brute
Activate to summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
Skeletal Sniper
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Skeletal Frost Mage
Activate to summon Reviving Skeletal Frost Mages that can be Commanded to cast icy explosions.
Skeletal Storm Mage
Activate to summon Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
Skeletal Arsonist
Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Skeletal Cleric
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Vulnerability
Curse all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Soulrend
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.
Sigil of Power
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
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.
Hexblast
Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
Eye of Winter
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Lightning Conduit
Call down lightning to hit all enemies in a cone in front of you. Deals significantly more damage to Shocked enemies but Consumes Shock from them after damaging them. If a Shock is Consumed, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
Galvanic Field
Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
Comet
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Mana Tempest
Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and each Spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Unleash
Infuse 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.
Cast on Shock
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
Cast on Freeze
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Cast on Ignite
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
Cast on Critical
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Bind Spectre
Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
Pain Offering
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Chaos Bolt
Fire a burst of Chaos energy at the target.
Bonestorm
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.
Bone Cage
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
Unearth
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you.
Solar Orb
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
Fireball
Launch a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Cold Snap
Shatter the frost on a Frozen enemy, Consuming the Freeze to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their Freeze Consumed.
Mana Remnants
Conjure surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Freezing Shards
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Decompose
Consume 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, Fire Spells you use yourself 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.
Profane Ritual
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.
Soul Offering
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Dark Effigy
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Cast on Minion Death
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
Mana Drain
Siphon power from an enemy, briefly Hindering them and Leeching Mana.
Bone Blast
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.
Blink
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Malice
While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
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
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.
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.
Sacrifice
While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
Archmage
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
Withering Presence
While active, emits an Aura that periodically Withers enemies in your Presence.
Ember Fusillade
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.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Withering Presence
While active, emits an Aura that periodically Withers enemies in your Presence.
Convalescence
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.
Flicker Strike
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Falling Thunder
Infuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Artillery Ballista
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Exsanguinate
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies hit by the tendrils take Physical damage and are inflicted with a Debuff that deals Physical damage over time.
Reap
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness.
Whirling Assault
Advance while hitting enemies around you with a series of spinning Strikes.
Wind Blast
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
Wave of Frost
Flip backwards and send forth a Freezing wave in front of you.
Ice Strike
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
Glacial Cascade
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Consecrate
Create an area of Consecrated Ground around you.
Ripwire Ballista
Deploy a Ballista Totem that fires Pinning bolts which Maim Enemies.
Killing Palm
Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Shattering Palm
Dash to an enemy and Strike them with an Unarmed Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Barrier Invocation
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Cast on Dodge
While active, gains Energy when you dodge roll and triggers socketed spells on reaching maximum Energy.
Lingering Illusion
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.
Ghost Dance
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.
Explosive Grenade
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Flash Grenade
Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
Gas Grenade
Fire 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
Fire 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.
Voltaic Grenade
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires.
Tempest Flurry
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.
Staggering Palm
Dash to an enemy and Strike them with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Charged Staff
Consume all Power Charges to infuse 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.
Siphoning Strike
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Tempest Bell
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.
Frozen Locus
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 that deals Attack damage but does not use your weapon's damage.
Raise Shield
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking to perform a Shield Bash that damages and Stuns 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.
High Velocity Rounds
Load your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
Fragmentation Rounds
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode.
Siege Cascade
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Armour Piercing Rounds
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this skill again reloads the clip.
Explosive Shot
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Incendiary Shot
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target.
Rapid Shot
Load your Crossbow with a large clip of heavily modified bolts that cause Heat to build up on your crossbow, before unleashing a stream of flaming bolts that gain Fire Damage based on your Heat. Heat also grants bonus damage to Grenades you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.
Glacial Bolt
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Permafrost Bolts
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies.
Hailstorm Rounds
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
Ice Shards
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location unless the bolt hits an enemy. The ice shards shatter when enemies step on them, dealing damage to nearby enemies. Using this skill again reloads the clip.
Plasma Blast
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Galvanic Shards
Load your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. Using this skill again reloads the clip.
Stormblast Bolts
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.
Shockburst Rounds
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this skill again reloads the clip.
Life Remnants
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Critically Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
Explosive Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Fire attack damage in an area and inflicting Fire Exposure.
Fulminating Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Lightning attack damage in an area and inflicting Lightning Exposure.
Shattering Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Cold attack damage in an area and inflicting Cold Exposure.
Poisonous Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Chaos attack damage in an area. Poison inflicted by this skill has more effect.
Bleeding Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Physical attack damage in an area. Bleeding inflicted by this skill has higher Magnitude.
Meditate
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is double its normal maximum. This skill cannot be used if your Energy Shield is already double its normal maximum or you have no maximum Energy Shield.
Elemental Storm
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.
Vaulting Impact
Leap forward and Slam the ground, sending out a Stunning shockwave that is especially potent against Dazed enemies.
Storm Wave
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Mantra of Destruction
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.
Decompose
Consume 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
Create 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.
War Banner
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Attack damage and Accuracy while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
Defiance Banner
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Armour, Evasion and movement speed while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
Dread Banner
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Stun Threshold, Elemental Ailment Threshold and Flask charges while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
Freezing Mark
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
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.
Hand of Chayula
Dash to an enemy and Strike them with an unarmed Attack, applying socketed Curses and triggering socketed Marks with reduced effect. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Summon Infernal Hound
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
Encase in Jade
Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.
Temporal Rift
While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time.
Time Freeze
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.
Time Snap
Manipulate time, resetting the cooldowns of your other Skills.
Demon Form
Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
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 Invocation
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Attrition
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Into the Breach
Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
Ancestral Spirits
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
Ritual Sacrifice
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration.
Emergency Reload
Instantly reload your active Crossbow Ammunition and Empowers the loaded bolts to deal more damage.
Cluster Grenade
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a nova of mini Grenades that explode when they come to a stop.
Blink
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Charge Infusion
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
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.
Reaper's Invocation
While active, gains Energy when you kill an enemy with a Melee Attack. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Herald of Blood
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse in the process. The explosion also has a chance to Aggravate Bleeding.
Gathering Storm
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-infused 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.
Blood Boil
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Parry
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.
Infuse Weapon
Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
Fire Spell on Hit
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Manifest Weapon
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Supporting Fire
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
Temper Weapon
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
Unleash
Infuse 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.
Fire Infusion
Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
Inspiration
Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
Bludgeon
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Life Thief
Supports Attacks, causing their Physical damage to Leech Life.
Heavy Swing
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Bloodlust
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
Fire Penetration
Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
Lacerate
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Immolate
Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
Brutality
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Rage
Supports Melee Attacks, causing them to grant Rage on Hit.
Meat Shield
Supports skills which create Minions, granting them less damage taken but making them deal less damage. Cannot support skills which create undamageable Minions.
Infernal Legion
Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Lifetap
Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit.
Behead
Supports Strike skills, causing them to steal Modifiers from Rare monsters they kill.
Execute
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
Jagged Ground
Supports Slam skills, granting them a chance to create patches of Jagged Ground.
Ruthless
Supports Attacks, causing repeated uses to be more effective at Stunning enemies.
Fast Forward
Supports any skill that has a duration making that duration shorter.
Fist of War
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Unbreakable
Supports any skill that you can use, making you harder to Stun while using it.
Persistence
Supports any skill that has a duration, making that duration longer.
Impact Shockwave
Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
Ignition
Supports any skill that Hits enemies, making it more likely to Ignite.
Searing Flame
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Eternal Flame
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
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.
Devastate
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
Enraged Warcry
Supports Warcries, causing them to consume Rage to further boost Empowered Attacks.
Overpower
Supports any skill that hits enemies, causing it to build up Stun more quickly.
Break Endurance
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
Premeditation
Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage.
Raging Cry
Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power.
Demolisher
Supports any skill, causing Armour Break it inflicts to be stronger.
Rageforged
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.
Armour Explosion
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Stomping Ground
Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
Fire Exposure
Supports any skill that Hits enemies, causing it to inflict Fire Exposure when it Ignites an enemy.
Deep Cuts
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Corrupting Cry
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Vitality
Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
Herbalism
Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
Cannibalism
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
Rupture
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Splinter
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Dazing Cry
Supports Warcries, causing them to Daze Enemies on use.
Primal Armament
Supports Attacks that use a weapon, causing them to deal more weapon Elemental damage.
Font of Blood
Supports Skills which create stationary objects. Objects created by supported Skills generate a Font of Blood, creating an Aura which grants Life regeneration.
Font of Rage
Supports Skills which create stationary objects. Objects created by supported Skills generate a Font of Rage, creating an Aura which grants Rage over time, as well as preventing Rage loss.
Aftershock
Supports Slams you use yourself, giving them a chance to create an Aftershock.
Holy Descent
Supports Skills that leap into the air, causing them to create Consecrated Ground when you land
Double Barrel
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed.
Auto Reload
Supports Crossbow Ammunition Skills, causing them to automatically reload when they Heavy Stun an enemy.
Fresh Clip
Supports Crossbow Skills, granting them more damage for each bolt reloaded by that Skill in the last 6 seconds.
Upheaval
Supports Melee Attacks which create fissures in the ground, causing them to create additional fissures at the cost of damage and attack speed.
Despoiler
Supports Skills that create Ground Surfaces, causing those surfaces to last longer.
Ancestral Urgency
Supports Skills which place Totems, causing those skills to place Totems much more quickly.
Long Fuse
Supports Skills which fire Grenades, causing those Grenades to have much higher Detonation Time and damage.
Ironwood
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Heft
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
Retaliate
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
Tremors
Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause Aftershocks, but deal less Damage.
Steadfast
Supports Channelling Skills you use yourself, granting you increased Ailment Threshold while Channelling them.
Flamepierce
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
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.
Rally
Supports Slam or Strike Skills. Supported Skills Consume all Endurance Charge on use, causing you to restore a percentage of your maximum Life for each Charge Consumed.
Concoct
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.
Domain
Supports Skills which create Ground Surfaces, causing created Surfaces to only end when their duration expires.
Figurehead
Supports Skills that generate Remnants, causing those Remnants to affect Allies in your Presence when collected instead of you.
Interlude
Supports Skills that generate Remnants, causing effects of those Remnants to be more powerful, but at the cost of a delay.
Reverberate
Supports Slam Skills. Supported Skills have increased chance to cause Aftershocks the longer their Attack time.
Clash
Supports Melee Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
Syzygy
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.
Unyielding
Supports Melee Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support Channelling Skills.
Desperation
Supports Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
Defy
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
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.
Spar
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
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.
Ancestral Call
Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills.
Quill Burst
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
Unsteady Tempo
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset.
Ancestral Aid
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.
Barbs
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
Arms Length
Supports Skills which Hit Enemies, causing Knockback from those Hits to be significantly more effective.
Thornskin
Supports Persistent Buff Skills, causing you to deal increased Thorns Damage while the Supported Skill is active.
Direstrike
Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
Cool Headed
Supports Persistent Buff Skills, causing Ignite applied to you to last for a shorter duration while the Supported Skill is active.
Refraction
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.
Greatwood
Supports Totem Skills, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
Unabating
Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Armour, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.
Rip
Supports Melee Attack Skills you use yourself. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Tear
Supports Melee Attacks you use yourself. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
Brink
Supports Melee Attack Skills. Supported Skills deal more Damage against Heavily Stunned Enemies, but cannot themselves Stun.
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.
Volcanic Eruption
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
First Blood
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
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.
See Red
Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
Expedite
Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation.
Martial Tempo
Supports Attacks, causing them to Attack faster.
Scattershot
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Acceleration
Supports Projectile skills, making those Projectiles travel faster.
Bullseye
Supports Attacks, causing them to gain Accuracy.
Lightning Infusion
Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
Pierce
Supports Projectile skills, making their Projectiles Pierce an enemy but deal less damage after doing so.
Blind
Supports any skill that Hits enemies, causing them to Blind on Hit.
Lightning Penetration
Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
Chain
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Fork
Supports Projectile skills, making their Projectiles Fork.
Deceleration
Supports Projectile skills, making those Projectiles travel more slowly.
Conduction
Supports any skill that Hits enemies, making it more likely to Shock.
Envenom
Supports any skill that Hits enemies, giving it a chance to Poison enemies.
Maim
Supports Attacks, causing them to Maim enemies.
Lasting Shock
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
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.
Close Combat
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Second Wind
Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills.
Overcharge
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
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.
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.
Overabundance
Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word "Limit".
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Wind Wave
Supports any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it.
Deadly Herald
Supports Herald Skills, making their triggered effects deal more damage at the expense of higher Spirit cost.
Lockdown
Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
Mobility
Supports skills that can be used while moving, allowing you to move faster while using them.
Pin
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
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.
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 infuses all of your Attacks with Lightning damage for a short time.
Comorbidity
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
Profusion
Supports skills that can generate Charges, giving them a chance to generate an additional Charge when they do so.
Murderous Intent
Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.
Crescendo
Supports Strikes that perform a Final Strike at the end of a combination of attacks, allowing you to use the Final Strike twice in succession.
Lightning Exposure
Supports any skill that Hits enemies, causing it to inflict Lightning Exposure when it Shocks an enemy.
Deadly Poison
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Window of Opportunity
Supports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage if released with Perfect Timing but reducing the Perfect Timing window.
Swift Affliction
Supports any skill that deals damage, causing it to deal more damage over time but have a shorter duration.
Combo Finisher
Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo, or Triggered Skills.
Encumbrance
Supports any skill, causing inflicted Slows to be more powerful.
Precision
Supports Persistent Buff Skills, causing you to gain increased Accuracy while the Skill is active.
Culling Strike
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
Longshot
Supports Attacks, causing them to deal more damage from farther away.
Discombobulate
Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
Break Posture
Supports Attacks, causing them to Daze Enemies when they fully Break Armour.
Ingenuity
Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover.
Ammo Conservation
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Nimble Reload
Supports Crossbow Ammunition Skills, causing them to Reload bolts significantly faster.
Ricochet
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Payload
Supports Skills which fire Grenades, giving fired Grenades a chance to activate again, but lengthening their cooldowns.
Practiced Combo
Supports Strike Skills. Supported Skills have a chance to build additional Combo on Hit. Cannot support Skills used by Minions.
Leverage
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Culmination
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Cannot Support Skills used by Minions.
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.
Flow
Supports Skills which require Combo to use. Supported Skills lose their Combo stacks after a longer delay spent not gaining any Combo.
Adhere
Supports Grenade Skills. Grenades from Supported Skills do not bounce, instead halting movement where they intially land, but doing lower damage when they detonate.
Salvo
Supports Attack Skills you use yourself which fire Projectiles. Supported Skills accumulate Seals over time, and consume them when used. For each Seal consumed, the Attack will fire additional Projectiles. Projectiles from Supported Skills are fired in random directions. Cannot Support Skills which require Combo, have a Cooldown or already gain Seals.
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.
Volt
Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage and Chain.
Alignment
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.
Charged Shots
Supports Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
Stormchain
Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
Spectral Volley
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.
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.
Dazzle
Supports Attack Skills. Supported Skills always hit Dazed Enemies, but Consume Daze on Hit, and cannot themselves inflict Daze.
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.
Excoriate
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
Retreat
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Pursuit
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Reach
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 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 have 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.
Caltrops
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
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.
Charm Bounty
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.
Warm Blooded
Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
Untouchable
Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Evasion Rating, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.
Punch Through
Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
Retort
Supports Attacks you use yourself, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
Blood in the Eyes
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Twofold
Supports any Skill that Consumes Charges, granting a chance for benefits of that Consumption to be doubled.
Delayed Gratification
Supports Skills which require some Condition to be met for use. Supported Skills can be used an additional time after their Condition has been met, but meeting that Condition is harder.
Rearm
Supports Skills which create Hazards. Hazards created by Supported Skills have a chance to be rearmed a short duration after triggering.
Delayed Reaction
Supports Skills which create Hazards, causing those Hazards to only be able to trigger immediately after creation or at the end of their duration. Created Hazards have significantly lowered duration, and deal more damage.
Gambleshot
Supports Skills which fire Projectiles that are not ground targeted. Projectiles from Supported Skills randomly Fork, Chain or Pierce.
Unerring Power
Supports Attack Skills you use yourself. When Supported Attacks are Empowered, they have significantly lowered cost and raised Accuracy.
Impale
Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
Perfection
Supports skills which have a benefit for Perfectly Timing their use. On successfully executing Perfect Timing with Supported Skills, gain Perfection, which is a powerful damage buff. However, failing to execute any Perfect Timing (even with skills not supported by Perfection) will remove all Perfection on you.
Deliberation
Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
Outmaneuver
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
Single Out
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
Tumult
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
Cold Infusion
Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
Magnified Effect
Supports any skill with an area of effect, making it larger.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Soul Thief
Supports Attacks, causing their Physical damage to Leech Mana.
Chaos Infusion
Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
Arcane Tempo
Supports Spells, causing them to cast faster.
Concentrated Effect
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Cold Penetration
Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
Spell Echo
Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills Remote skills or skills which are Triggered.
Elemental Army
Supports skills which create Minions, bolstering the Elemental Resistances of those Minions.
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.
Glaciation
Supports any skill that Hits enemies, making it more effective at Freezing enemies.
Controlled Destruction
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
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.
Arcane Surge
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.
Withering Touch
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
Unleash
Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown.
Feeding Frenzy
Supports skills which create Minions, making them deal and take more damage. Cannot support skills which create undamageable Minions.
Impending Doom
Supports Curse skills you cast yourself, causing them to trigger Doom Blast on Cursed enemies when the Curse expires.
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.
Coursing Current
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.
Essence Harvest
Supports Skills which create Reviving Persistent Minions. When those Minions die, you restore a percentage of your maximum Mana.
Pinpoint Critical
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Fortress
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage.
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.
Energy Barrier
Supports any skill that you can use, causing Energy Shield recharge to begin immediately if you are Stunned while using it.
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.
Elemental Discharge
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
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.
Mana Flare
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Minion Instability
Supports skills which create Minions, causing them to violently explode when reduced to Low Life.
Heightened Curse
Supports Curse Skills, magnifying their power.
Corpse Conservation
Supports skills that consume Corpses, giving them a chance to take effect without destroying the Corpse.
Decaying Hex
Supports Curse skills. Cursed enemies' bodies decay, taking Chaos damage over time.
Focused Curse
Supports Curse skills, causing them to Curse enemies more quickly after being cast.
Ritualistic Curse
Supports Curse skills, causing them to cover a larger area but take longer to Curse enemies.
Minion Pact
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.
Last Gasp
Supports skills that create Persistent Minions, causing those Minions to fight on for a short duration before dying when they are fatally wounded.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Cold Exposure when it Critically Hits an enemy.
Fire Mastery
Supports Fire skills, granting them an additional level.
Cold Mastery
Supports Cold skills, granting them an additional level.
Lightning Mastery
Supports Lightning skills, granting them an additional level.
Chaos Mastery
Supports Chaos skills, granting them an additional level.
Physical Mastery
Supports Physical skills, granting them an additional level.
Minion Mastery
Supports Minion skills, granting them an additional level.
Intense Agony
Supports Spells that deal non-Ailment damage over time, causing them to have a shorter duration but deal substantially more damage over time with Debuffs inflicted against enemies on full life.
Drain Ailments
Supports Spells that deal non-Ailment damage over time, causing them to consume Ailments on enemies it applies damage over time Debuffs to in order to deal substantially more damage over time.
Chaotic Freeze
Supports Spells that deal non-Ailment Chaos damage over time. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. Does not Support Skills used by Minions.
Hinder
Supports Spells that deal non-Ailment Chaos damage over time, causing damage over time they inflict to also Hinder enemies. Does not Support Skills used by Minions.
Clarity
Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Spell Cascade
Supports Spells that affect an area around you or a target location, causing those Spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills.
Cursed Ground
Supports Curse Skills. Supported Curse Skills no longer have an activation delay, instead creating areas which Curse Enemies so long as they are within them.
Font of Mana
Supports Skills which create stationary objects. Objects created by supported Skills generate a Font of Mana, creating an Aura which grants Mana regeneration.
Burning Inscription
Supports any Skill which creates Runic Inscriptions when Cast, causing those Runic Inscriptions to trigger Burning Inscription when they expire. Burning Inscription is a Spell which creates Ignited Ground based off of your Maximum Mana.
Sacrificial Lamb
Supports skills which create Minions, causing your skills which can target Minions to prioritise targeting Minions from the Supported Skill.
Strip Away
Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
Considered Casting
Supports Spell Skills that Hit Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
Wildshards
Supports Spell Skills that fire Projectiles. Supported Skills have a chance to fire many additional Projectiles in a circle.
Icicle
Supports any Skill which creates Ice Crystals, causing them to be created with lower Life.
Glacier
Supports any Skill which creates Ice Crystals, causing them to be created with higher Life.
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.
Extraction
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Astral Projection
Supports Nova Skills, causing those Skills to take place at the targeted location when used instead of around you.
Potential
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
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.
Energy Retention
Supports Meta Skills. Supported Skills gain a chance to partially Refund a portion of Energy cost when Triggering or Invoking other Skills.
Ablation
Supports Offering Skills. Supported Skills Sacrifice a portion of your life on use, but deal much more damage and have more powerful Buffs in return.
Danse Macabre
Supports Offering Skills. Supported Skills have increased Buff effect and deal more damage, but will target an additional skeletal Minion when cast. If there is not an additional skeletal Minion to target, no damage or Buff effect will be granted.
Capacitor
Supports Invocation Skills which Trigger other Skills. Supported Skills have significantly higher Maximum Energy.
Impetus
Supports Meta Skills. Supported Skills generate Energy significantly faster.
Dissipate
Supports Skills which create Remnants. Created Remnants are more powerful, but vanish quickly.
Fluke
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
Zenith
Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not Support Skills used by Minions.
Bidding
Supports Minion Skills. Supported Minions deal significantly more damage with their Command Skills.
Commandment
Supports Minions which have Command Skills. Supported Minions have massively increased cooldown recovery speed for Command Skills they use, but deal no damage with non-Command Skills.
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.
Profanity
Supports Skills you use yourself. Supported Skills consume a Corpse on use, dealing more Chaos Damage if they do. Cannot support Triggered Skills or Reservation Skills.
Burgeon
Supports Channelling Skills you use yourself, causing them to deal more damage the longer they have been Channelled.
Freezefork
Supports Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
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.
Abiding Hex
Supports Curse Skills you cast yourself. Supported Skills will consume Power Charges on use, gaining significant Curse duration if they do.
Crazed Minions
Supports Minion Skills which summon Reviving Minions. Supported Minions deal significantly more Damage if they have Revived Recently.
Deathmarch
Supports Skills which create Persistent Minions. Supported Minions will restore Life to nearby Allied Minions on death, as well as removing Ailments from those Minions.
Acrimony
Supports Skills which can Damage Enemies. Enemies affected by Damage over time from Supported Skills which was not caused by a Damaging Ailment have reduced Life regeneration rate. Only the strongest instance of this Debuff will apply. Does not Support Skills used by Minions.
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.
Unbending
Supports Spell Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Mana, with the percentage scaling higher the longer the Cast time of the Supported Skill. Cannot Support Channelling Skills.
Crackling Barrier
Supports Channelling Skills. While Channelling Supported Skills, you gain Lightning Thorns based off of your maximum Mana.
Volatility
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Muster
Supports Skills which summon Minions. Supported Minions deal more Damage the more different kinds of Persistent Minions you have summoned.
Enormity
Supports Skills which summon Persistent Minions. Supported Minions are larger, have more Life, and deal more Damage, but cost significantly more Spirit.
Magnetism
Supports Skills which create Remnants, allowing those Remnants to be collected from further away.
Rime
Supports Skills which create Ground Surfaces, causing Enemies Chilled by those Surfaces to be more easily Frozen, but at the cost of some Chill magnitude.
Mysticism
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Upwelling
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
Strong Hearted
Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
Catharsis
Supports any Skill you use yourself, causing supported Skill to detonate Volatility that is present on you. Supported Skill can only be used while you have a certain amount of Volatility and cannot support Skills which already have another Condition. Does not support Triggered Skills.
Loyalty
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.
Volatile Power
Supports Skills which you use yourself. On using Supported Skills while they are Empowered, you gain Volatility.
Suffuse
Supports Skills that create Ground Surfaces, causing those Surfaces to grow over time, up to a limit.
Hex Bloom
Supports Curses, spreading their effects when a Cursed enemy dies.
Skill Gems Gem/302
Attack Melee Strike Slam Warcry Spell Orb Nova Channelling Physical Fire Cold Lightning Chaos Projectile Chaining Minion Totem Aura Herald Travel Curse Mark Buff Persistent AoE Duration Trigger Sustained Payoff Staged Meta Conditional Companion Detonator Hazard Critical Remnant Shapeshift Ammunition Grenade Banner
Name
Herald of Ash (1)
Buff, Persistent, AoE, Fire, Duration, Herald
Boneshatter (1)
Attack, AoE, Melee, Strike
Earthquake (1)
Attack, AoE, Melee, Slam, Duration
Rolling Slam (1)
Attack, AoE, Melee, Slam
Armour Breaker (3)
Attack, AoE, Melee, Strike, Physical
Infernal Cry (3)
Warcry, AoE, Trigger, Fire, Duration
Shield Charge (3)
Attack, AoE, Melee, Physical, Channelling, Travel
Shockwave Totem (3)
Attack, Totem, AoE, Melee, Slam, Physical, Duration, Nova
Herald of Ash (4)
Buff, Persistent, AoE, Fire, Duration, Herald
Magma Barrier (4)
Buff, Attack, Persistent, AoE, Melee, Trigger, Fire, Duration
Scavenged Plating (4)
Buff, Persistent, Physical, Duration
Molten Blast (5)
Attack, AoE, Projectile, Fire
Perfect Strike (5)
Attack, AoE, Melee, Strike, Fire, Duration, Channelling
Resonating Shield (5)
Attack, AoE, Melee, Sustained, Physical, Channelling
Earthshatter (7)
Attack, AoE, Melee, Slam, Duration
Leap Slam (7)
Attack, AoE, Melee, Slam, Travel, Payoff
Shield Wall (7)
Attack, AoE, Melee, Physical, Duration
Overwhelming Presence (8)
Buff, Persistent, Aura
Time of Need (8)
Buff, Persistent, Duration
Sunder (9)
Attack, AoE, Melee, Slam, Payoff
Volcanic Fissure (9)
Attack, AoE, Melee, Slam, Sustained, Fire, Duration
Seismic Cry (11)
Warcry, AoE, Physical, Duration
Stampede (11)
Attack, AoE, Melee, Slam, Duration, Travel
Supercharged Slam (11)
Attack, AoE, Melee, Slam, Channelling, Staged
Ancestral Warrior Totem (13)
Attack, Totem, AoE, Melee, Physical, Duration, Meta
Hammer of the Gods (13)
Attack, AoE, Melee, Slam, Duration, Conditional
Berserk (14)
Buff, Persistent
Name
Companion: {0} (1)
Minion, Companion, Persistent
Herald of Thunder (1)
Buff, Attack, Persistent, AoE, Lightning, Herald, Payoff
Disengage (1)
Attack, AoE, Melee, Strike, Travel
Escape Shot (1)
Attack, AoE, Projectile, Cold
Explosive Spear (1)
Attack, AoE, Projectile, Fire, Duration, Detonator
Lightning Arrow (1)
Attack, AoE, Projectile, Lightning, Chaining
Lightning Rod (1)
Attack, AoE, Projectile, Sustained, Lightning, Duration
Poisonburst Arrow (1)
Attack, AoE, Projectile, Chaos, Duration
Twister (1)
Attack, AoE, Projectile, Duration
Whirling Slash (1)
Attack, AoE, Melee, Strike, Staged
Cull The Weak (3)
Attack, AoE, Melee, Strike
Fangs of Frost (3)
Attack, AoE, Melee, Strike, Cold
Lightning Spear (3)
Attack, AoE, Projectile, Lightning
Rake (3)
Attack, AoE, Melee, Strike, Physical, Travel
Snipe (3)
Attack, AoE, Projectile, Channelling
Stormcaller Arrow (3)
Attack, AoE, Projectile, Lightning, Duration
Vine Arrow (3)
Attack, AoE, Projectile, Chaos, Duration
Herald of Thunder (4)
Buff, Attack, Persistent, AoE, Lightning, Herald, Payoff
Plague Bearer (4)
Buff, Persistent, AoE, Physical, Chaos, Nova
Wind Dancer (4)
Buff, Attack, Persistent, AoE, Melee, Staged
Barrage (5)
Spell, Buff, Duration
Electrocuting Arrow (5)
Attack, Projectile, Lightning, Duration
Freezing Salvo (5)
Attack, AoE, Projectile, Cold, Staged
Rapid Assault (5)
Attack, AoE, Melee, Strike, Physical, Duration
Spearfield (5)
Attack, AoE, Melee, Sustained, Duration, Hazard
Storm Lance (5)
Attack, AoE, Projectile, Sustained, Lightning, Duration
Toxic Growth (5)
Attack, AoE, Projectile, Chaos
Blood Hunt (7)
Attack, AoE, Melee, Strike, Physical, Payoff
Gas Arrow (7)
Attack, AoE, Projectile, Fire, Chaos, Duration
Glacial Lance (7)
Attack, AoE, Projectile, Cold, Duration
Primal Strikes (7)
Attack, AoE, Melee, Strike, Lightning, Payoff
Sniper's Mark (7)
Spell, Mark, Duration
Voltaic Mark (7)
Spell, Attack, AoE, Mark, Lightning, Duration, Nova
Combat Frenzy (8)
Buff, Persistent
Herald of Plague (8)
Buff, Persistent, Chaos, Herald
Trail of Caltrops (8)
Attack, Buff, Persistent, AoE, Projectile, Physical, Duration, Hazard
Bloodhound's Mark (9)
Spell, Attack, AoE, Mark, Physical, Duration, Nova, Payoff
Detonating Arrow (9)
Attack, AoE, Projectile, Fire, Channelling, Detonator, Staged
Ice Shot (9)
Attack, Projectile, Cold
Rain of Arrows (9)
Attack, AoE, Projectile, Sustained
Tame Beast (9)
Minion, Companion, Persistent, Duration
Thunderous Leap (9)
Attack, AoE, Melee, Slam, Lightning, Detonator, Travel
Elemental Sundering (11)
Attack, AoE, Melee, Lightning, Cold, Fire, Nova, Payoff
Shockchain Arrow (11)
Attack, AoE, Projectile, Lightning, Chaining, Payoff
Tornado Shot (11)
Attack, AoE, Projectile, Physical, Duration
Whirlwind Lance (11)
Attack, AoE, Projectile, Duration
Magnetic Salvo (13)
Attack, AoE, Projectile, Lightning
Spear of Solaris (13)
Attack, AoE, Projectile, Sustained, Fire, Conditional
Spiral Volley (13)
Attack, Projectile, Sustained
Wind Serpent's Fury (13)
Attack, AoE, Melee, Sustained, Conditional
Alchemist's Boon (14)
Buff, Persistent, Aura
Rhoa Mount (14)
Minion, Buff, Companion, Persistent
Trinity (14)
Buff, Persistent, Lightning, Cold, Fire
Name
Bone Blast (1)
Spell, AoE, Physical, Duration
Chaos Bolt (1)
Spell, Projectile, Chaos
Decompose (1)
Spell, AoE, Fire, Chaos, Duration
Dark Pact (1)
Spell, Minion, AoE, Chaos, Nova
Discipline (1)
Buff, Persistent, Aura
Firebolt (1)
Spell, AoE, Projectile, Fire
Freezing Shards (1)
Spell, Projectile, Cold
Galvanic Field (1)
Spell, Buff, AoE, Lightning, Duration, Chaining, Orb
Lightning Bolt (1)
Spell, AoE, Lightning
Living Bomb (1)
Spell, AoE, Fire, Duration
Malice (1)
Buff, Persistent, Aura, Duration, Critical
Mana Drain (1)
Spell
Power Siphon (1)
Spell, Physical
Purity of Fire (1)
Buff, Persistent, Aura, Fire
Purity of Ice (1)
Buff, Persistent, Aura, Cold
Purity of Lightning (1)
Buff, Persistent, Aura, Lightning
Shock Nova (1)
Spell, AoE, Lightning, Nova
Sigil of Power (1)
Spell, AoE, Duration, Staged
Skeletal Sniper (1)
Minion, Persistent, Physical, Fire, Chaos
Skeletal Warrior (1)
Minion, Persistent, Physical
Soulrend (1)
Spell, Projectile, Chaos, Duration
Lightning Bolt (1)
Spell, AoE, Lightning
Ember Fusillade (1)
Spell, AoE, Projectile, Fire, Duration
Spark (1)
Spell, Projectile, Lightning, Duration
Withering Presence (1)
Buff, Persistent, Aura, Chaos, Duration
Unleash (1)
Spell, Buff, Duration
Volatile Dead (1)
Spell, AoE, Fire
Wither (1)
Spell, AoE, Chaos, Duration, Channelling
Contagion (1)
Spell, AoE, Chaos, Duration
Flame Wall (1)
Spell, AoE, Fire, Duration
Frost Bomb (1)
Spell, AoE, Cold, Duration, Orb
Ice Nova (1)
Spell, AoE, Cold, Nova
Skeletal Sniper (1)
Minion, Persistent, Physical, Fire, Chaos
Spark (1)
Spell, Projectile, Lightning, Duration
Unearth (1)
Spell, Minion, AoE, Physical, Duration
Ember Fusillade (3)
Spell, AoE, Projectile, Fire, Duration
Bone Cage (3)
Spell, AoE, Physical, Duration, Nova
Enfeeble (3)
Spell, AoE, Duration, Curse
Essence Drain (3)
Spell, Projectile, Chaos, Duration
Frostbolt (3)
Spell, AoE, Projectile, Cold, Duration
Orb of Storms (3)
Spell, AoE, Sustained, Lightning, Duration, Chaining, Orb
Skeletal Arsonist (3)
Minion, Persistent, Fire, Detonator
Arctic Armour (4)
Buff, Spell, Persistent, Sustained, Cold, Staged
Convalescence (4)
Spell, Buff, Persistent, Duration
Mana Remnants (4)
Buff, Persistent, Lightning, Remnant
Raging Spirits (4)
Buff, Minion, Persistent, Fire, Duration
Withering Presence (4)
Buff, Persistent, Aura, Chaos, Duration
Arc (5)
Spell, Lightning, Chaining
Bonestorm (5)
Spell, AoE, Projectile, Sustained, Physical, Channelling
Cold Snap (5)
Spell, AoE, Cold, Payoff
Incinerate (5)
Spell, AoE, Sustained, Fire, Duration, Channelling, Staged
Pain Offering (5)
Minion, Buff, AoE, Duration
Raise Zombie (5)
Minion, Physical, Duration
Skeletal Frost Mage (5)
Minion, Persistent, Cold
Solar Orb (5)
Spell, AoE, Sustained, Fire, Duration, Orb
Bind Spectre (7)
Minion, Persistent
Conductivity (7)
Spell, AoE, Lightning, Duration, Curse
Detonate Dead (7)
Spell, AoE, Physical, Fire, Detonator
Flammability (7)
Spell, AoE, Fire, Duration, Curse
Hypothermia (7)
Spell, AoE, Cold, Duration, Curse
Profane Ritual (7)
Spell, AoE, Chaos, Duration
Vulnerability (7)
Spell, AoE, Physical, Duration, Curse
Blasphemy (8)
Buff, Persistent, AoE, Aura, Meta
Cast on Freeze (8)
Buff, Persistent, Trigger, Cold, Meta
Cast on Ignite (8)
Buff, Persistent, Trigger, Fire, Meta
Cast on Minion Death (8)
Buff, Minion, Persistent, Trigger, Meta
Cast on Shock (8)
Buff, Persistent, Trigger, Lightning, Meta
Dark Effigy (9)
Spell, Totem, AoE, Projectile, Chaos, Duration
Despair (9)
Spell, AoE, Chaos, Duration, Curse
Fireball (9)
Spell, AoE, Projectile, Fire
Frost Wall (9)
Spell, AoE, Cold, Duration
Lightning Warp (9)
Spell, AoE, Lightning, Duration
Mana Tempest (9)
Spell, Buff, Lightning
Skeletal Reaver (9)
Minion, Persistent, Physical
Ball Lightning (11)
Spell, AoE, Projectile, Sustained, Lightning
Bone Offering (11)
Minion, Buff, AoE, Physical, Duration
Comet (11)
Spell, AoE, Cold
Firestorm (11)
Spell, AoE, Sustained, Fire, Duration, Payoff
Hexblast (11)
Spell, AoE, Chaos, Payoff
Skeletal Storm Mage (11)
Minion, Persistent, Lightning
Eye of Winter (13)
Spell, Projectile, Cold
Flameblast (13)
Spell, AoE, Fire, Channelling, Nova, Staged
Lightning Conduit (13)
Spell, AoE, Lightning, Payoff
Skeletal Brute (13)
Minion, Persistent, Physical
Skeletal Cleric (13)
Minion, Persistent
Soul Offering (13)
Minion, Buff, Duration
Temporal Chains (13)
Spell, AoE, Duration, Curse
Archmage (14)
Buff, Persistent, Lightning
Blink (14)
Buff, Spell, Persistent, Travel
Cast on Critical (14)
Buff, Persistent, Trigger, Meta
Elemental Conflux (14)
Buff, Persistent, Lightning, Cold, Fire, Duration
Sacrifice (14)
Minion, Buff, Persistent
Name
Ancestral Spirits (1)
Minion, Trigger, Duration
Bleeding Concoction (1)
Attack, AoE, Projectile, Physical
Elemental Expression (1)
Spell, AoE, Projectile, Trigger, Lightning, Cold, Fire, Chaining
Elemental Storm (1)
Spell, AoE, Trigger, Lightning, Cold, Fire, Duration, Orb
Encase in Jade (1)
Spell, Buff, Physical, Duration
Explosive Concoction (1)
Attack, AoE, Projectile, Fire, Duration
Fulminating Concoction (1)
Attack, AoE, Projectile, Lightning, Duration
Life Remnants (1)
Buff, Persistent, Remnant
Meditate (1)
Spell, Channelling
Poisonous Concoction (1)
Attack, AoE, Projectile, Physical, Chaos
Shattering Concoction (1)
Attack, AoE, Projectile, Cold, Duration
Summon Infernal Hound (1)
Minion, Companion, Persistent, Fire
Infuse Weapon (1)
Attack, AoE, Lightning, Cold, Fire
Unbound Avatar (1)
Buff, Lightning, Cold, Fire, Duration, Conditional
Unleash (1)
Spell, Buff, Duration
Blink (1)
Spell, Travel
Blood Boil (1)
Buff, Persistent, AoE, Physical, Duration
Fire Spell on Hit (1)
Buff, Persistent, Trigger, Fire, Meta
Decompose (1)
Spell, AoE, Fire, Chaos, Duration
Demon Form (1)
Shapeshift, Buff, Persistent
Exsanguinate (1)
Spell, Physical, Duration, Chaining
Into the Breach (1)
Buff, Persistent, Remnant
Manifest Weapon (1)
Minion, Companion, Persistent
Parry (1)
Attack, Melee, Physical, Duration, Channelling
Reap (1)
Spell, AoE, Physical, Duration, Critical
Ritual Sacrifice (1)
Buff, Duration
Raise Shield (1)
Attack, AoE, Melee, Physical, Channelling
Sorcery Ward (1)
Spell, Buff, Persistent, Lightning, Cold, Fire
Consecrate (1)
Spell, AoE, Duration, Nova
Supporting Fire (1)
Minion, Persistent
Temper Weapon (1)
Attack, Buff, AoE, Melee, Trigger, Fire, Channelling
Temporal Rift (1)
Spell, Buff, Persistent
Time Freeze (1)
Spell, AoE, Duration
Time Snap (1)
Spell
Herald of Ice (1)
Buff, Attack, Persistent, AoE, Cold, Herald, Payoff
Armour Piercing Rounds (1)
Attack, Ammunition, Projectile, Physical
Explosive Grenade (1)
Attack, AoE, Projectile, Grenade, Fire, Detonator
Falling Thunder (1)
Attack, AoE, Melee, Slam, Projectile, Lightning
Fragmentation Rounds (1)
Attack, Ammunition, Projectile, Payoff
Frozen Locus (1)
Attack, AoE, Melee, Cold, Duration, Nova
Glacial Cascade (1)
Attack, AoE, Melee, Cold, Payoff
Killing Palm (1)
Attack, AoE, Melee, Strike, Physical
Permafrost Bolts (1)
Attack, AoE, Ammunition, Projectile, Cold
Flash Grenade (3)
Attack, AoE, Projectile, Grenade
High Velocity Rounds (3)
Attack, Ammunition, Projectile, Physical, Payoff
Incendiary Shot (3)
Attack, AoE, Ammunition, Projectile, Fire
Staggering Palm (3)
Attack, Buff, AoE, Melee, Strike, Projectile, Physical, Duration
Tempest Bell (3)
Attack, AoE, Melee, Sustained, Duration, Nova, Conditional
Vaulting Impact (3)
Attack, AoE, Melee, Slam, Travel
Ghost Dance (4)
Buff, Persistent, Duration
Herald of Blood (4)
Buff, Attack, Persistent, AoE, Physical, Herald, Payoff
Herald of Ice (4)
Buff, Attack, Persistent, AoE, Cold, Herald, Payoff
War Banner (4)
Banner, Buff, Persistent, AoE, Aura, Duration
Galvanic Shards (5)
Attack, Ammunition, Projectile, Lightning, Chaining
Ice Shards (5)
Attack, AoE, Ammunition, Projectile, Sustained, Cold, Hazard
Ice Strike (5)
Attack, AoE, Melee, Strike, Cold
Rapid Shot (5)
Attack, Ammunition, Projectile, Fire
Tempest Flurry (5)
Attack, AoE, Melee, Strike, Lightning
Gas Grenade (5)
Attack, AoE, Projectile, Grenade, Fire, Chaos, Duration
Wind Blast (5)
Attack, AoE, Melee
Explosive Shot (7)
Attack, AoE, Ammunition, Projectile, Fire, Detonator
Freezing Mark (7)
Spell, Attack, AoE, Mark, Cold, Duration, Nova
Glacial Bolt (7)
Attack, AoE, Ammunition, Projectile, Cold, Duration
Ripwire Ballista (7)
Attack, Totem, Projectile, Duration
Voltaic Grenade (7)
Attack, AoE, Projectile, Grenade, Lightning
Siphoning Strike (7)
Attack, AoE, Melee, Strike, Lightning, Payoff
Storm Wave (7)
Attack, AoE, Melee, Lightning
Wave of Frost (7)
Attack, AoE, Melee, Cold
Barrier Invocation (8)
Buff, Persistent, Trigger, Meta
Defiance Banner (8)
Banner, Buff, Persistent, AoE, Aura, Duration
Elemental Invocation (8)
Buff, Persistent, Trigger, Lightning, Cold, Fire, Meta
Lingering Illusion (8)
Buff, Persistent, Duration
Shard Scavenger (8)
Buff, Persistent, Physical, Lightning, Cold, Fire
Artillery Ballista (9)
Attack, Totem, AoE, Projectile, Fire, Duration
Charged Staff (9)
Spell, Attack, Buff, AoE, Duration, Conditional
Hand of Chayula (9)
Attack, AoE, Melee, Strike, Chaos, Meta
Mantra of Destruction (9)
Buff, Chaos, Duration, Conditional
Oil Grenade (9)
Attack, AoE, Projectile, Grenade, Fire, Duration
Stormblast Bolts (9)
Attack, AoE, Ammunition, Projectile, Lightning, Duration
Emergency Reload (11)
Buff, Duration
Hailstorm Rounds (11)
Attack, AoE, Ammunition, Projectile, Sustained, Cold
Shattering Palm (11)
Attack, AoE, Melee, Strike, Cold, Nova
Shockburst Rounds (11)
Attack, AoE, Ammunition, Projectile, Lightning, Payoff
Whirling Assault (11)
Attack, AoE, Melee, Strike
Cluster Grenade (13)
Attack, AoE, Projectile, Grenade, Fire
Flicker Strike (13)
Attack, AoE, Melee, Strike
Gathering Storm (13)
Attack, AoE, Melee, Lightning, Duration, Channelling, Travel
Plasma Blast (13)
Attack, AoE, Ammunition, Projectile, Lightning, Channelling
Siege Cascade (13)
Attack, AoE, Ammunition, Projectile, Sustained, Fire, Payoff
Attrition (14)
Buff, Persistent
Cast on Dodge (14)
Buff, Persistent, Trigger, Meta
Charge Infusion (14)
Buff, Persistent
Dread Banner (14)
Banner, Buff, Persistent, AoE, Aura, Duration
Reaper's Invocation (14)
Buff, Persistent, Trigger, Meta
Support Gems Gem/318
Attack Melee Strike Slam Warcry Spell Channelling Physical Fire Cold Lightning Chaos Projectile Chaining Minion Totem Herald Curse Mark Support Duration AoE Trigger Buff Persistent Conditional Payoff Remnant Grenade Critical Hazard Command
Name
Fire Infusion (1)
Support, Attack, Fire
Lifetap (1)
Support
Bloodlust (1)
Support, Attack, Melee, Physical
Brutality (1)
Support, Physical
Lacerate (1)
Support, Physical
Ignition (1)
Support, Fire
Corrupting Cry (1)
Support, Warcry, Physical, Duration
Double Barrel (1)
Support
Premeditation (1)
Support
Break Endurance (1)
Support
Execute (1)
Support
Expedite (1)
Support
Fist of War (1)
Support, Attack, Melee, Slam
Eternal Flame (1)
Support, Fire
Impact Shockwave (1)
Support, Attack, AoE, Melee, Strike
Inspiration (1)
Support
Jagged Ground (1)
Support, Attack, AoE, Melee, Slam, Duration
Fast Forward (1)
Support, Duration
Meat Shield (1)
Support, Minion
Persistence (1)
Support, Duration
Overpower (1)
Support
Rage (1)
Support, Attack, Melee
Ruthless (1)
Support
Stomping Ground (1)
Support, Attack, AoE, Trigger, Physical
Tireless (1)
Support, Warcry
Unabating (1)
Support, Attack
Unbreakable (1)
Support
Unyielding (1)
Support, Attack, Melee
Vitality (1)
Support, Buff, Persistent
Aftershock (2)
Support, Attack, Melee, Slam
Ancestral Aid (2)
Support, Attack, Melee, Strike, Conditional
Ancestral Call (2)
Support, Attack, Melee, Strike
Splinter (2)
Support, Physical
Armour Explosion (2)
Support, Attack, AoE, Trigger, Fire, Payoff
Arms Length (2)
Support
Auto Reload (2)
Support
Font of Blood (2)
Support, Totem
Brink (2)
Support, Attack, Melee
Concoct (2)
Support
Desperation (2)
Support, Attack, Melee
Devastate (2)
Support
Direstrike (2)
Support, Buff, Persistent
Domain (2)
Support
Exploit Weakness (2)
Support, Payoff
Figurehead (2)
Support, Remnant
Fire Penetration (2)
Support, Fire
First Blood (2)
Support, Attack, Physical
Flamepierce (2)
Support, Projectile, Fire
Fresh Clip (2)
Support
Herbalism (2)
Support, Buff, Persistent
Holy Descent (2)
Support, AoE, Duration
Demolisher (2)
Support, Spell
Infernal Legion (2)
Support, Minion, AoE, Fire
Ironwood (2)
Support, Totem
Bludgeon (2)
Support
Life Thief (2)
Support, Attack, Physical
Heavy Swing (2)
Support, Attack, Melee, Physical
Raging Cry (2)
Support, Warcry
Rally (2)
Support, Attack, Melee, Strike, Slam
Rusted Spikes (2)
Support
Spar (2)
Support, Attack, Melee
Steadfast (2)
Support, Channelling
Thornskin (2)
Support, Buff, Persistent
Ancestral Urgency (2)
Support, Totem
Primal Armament (2)
Support, Attack
Barbs (3)
Support, Attack, Melee, Strike
Battershout (3)
Support, Warcry, AoE, Trigger, Physical, Payoff
Behead (3)
Support, Attack, Melee, Strike
Cannibalism (3)
Support, Buff, Persistent
Clash (3)
Support, Attack, Melee
Cool Headed (3)
Support, Buff, Persistent
Dauntless (3)
Support, Conditional
Dazing Cry (3)
Support, Warcry
Searing Flame (3)
Support, Fire
Deep Cuts (3)
Support, Physical
Defy (3)
Support, Attack
Enraged Warcry (3)
Support, Attack, Warcry
Fire Exposure (3)
Support, Fire, Duration
Greatwood (3)
Support, Totem
Despoiler (3)
Support, Duration
Haemocrystals (3)
Support, Attack, AoE, Physical
Heft (3)
Support, Physical
Immolate (3)
Support, Fire, Payoff
Incision (3)
Support, Attack, Physical
Interlude (3)
Support, Remnant
Long Fuse (3)
Support, Grenade
Quill Burst (3)
Support, Attack, AoE, Melee, Trigger, Physical
Font of Rage (3)
Support, Totem
Rageforged (3)
Support
Refraction (3)
Support, Buff, Persistent
Retaliate (3)
Support, Attack, Melee
Reverberate (3)
Support, Attack, Melee, Slam
Rip (3)
Support, Attack, Melee, Physical, Duration, Remnant
Rupture (3)
Support, Physical
See Red (3)
Support, Attack, Physical
Syzygy (3)
Support, Attack, Melee, Slam, Fire
Tear (3)
Support, Attack, Melee, Physical
Tremors (3)
Support, Attack, Melee, Slam
Unsteady Tempo (3)
Support, Attack, Melee, Critical
Upheaval (3)
Support, Attack, Melee
Volcanic Eruption (3)
Support, Attack, AoE, Melee, Strike, Projectile, Trigger, Fire
Name
Lightning Infusion (1)
Support, Attack, Lightning
Adhere (1)
Support, Grenade
Ammo Conservation (1)
Support
Blindside (1)
Support, Critical
Blood in the Eyes (1)
Support, Physical
Chain (1)
Support, Projectile, Chaining
Envenom (1)
Support, Chaos
Conduction (1)
Support, Lightning
Combo Finisher (1)
Support, Attack, Melee, Strike, Conditional
Corrosion (1)
Support, Physical, Chaos
Crescendo (1)
Support, Attack, Melee, Strike
Murderous Intent (1)
Support
Encumbrance (1)
Support, Spell
Martial Tempo (1)
Support, Attack
Acceleration (1)
Support, Projectile
Overabundance (1)
Support
Innervate (1)
Support, Attack, Lightning, Duration
Wind Wave (1)
Support, AoE, Trigger
Lasting Shock (1)
Support, Lightning
Leverage (1)
Support
Life Drain (1)
Support
Lockdown (1)
Support
Profusion (1)
Support
Comorbidity (1)
Support, Chaos
Scattershot (1)
Support, Projectile
Outmaneuver (1)
Support, Physical
Perpetual Charge (1)
Support
Pierce (1)
Support, Projectile
Pin (1)
Support, Physical
Precision (1)
Support, Buff, Persistent
Pursuit (1)
Support, Attack, Melee
Retreat (1)
Support, Projectile
Second Wind (1)
Support
Deceleration (1)
Support, Projectile
Bursting Plague (1)
Support, AoE, Trigger, Physical, Chaos
Swift Affliction (1)
Support, Duration
Untouchable (1)
Support, Attack
Window of Opportunity (1)
Support, Channelling
Bullseye (2)
Support, Attack
Blind (2)
Support
Cadence (2)
Support, Attack
Close Combat (2)
Support, Attack
Commiserate (2)
Support
Ingenuity (2)
Support
Break Posture (2)
Support, Attack
Dazzle (2)
Support, Attack
Delayed Gratification (2)
Support
Electrocute (2)
Support, Lightning
Excoriate (2)
Support, Attack, Melee
Longshot (2)
Support, Attack
Ferocity (2)
Support
Flow (2)
Support
Hit and Run (2)
Support, Attack, Conditional
Lightning Penetration (2)
Support, Lightning
Maim (2)
Support, Attack
Momentum (2)
Support
Overextend (2)
Support, Attack, Critical
Practiced Combo (2)
Support, Attack, Melee, Strike
Reach (2)
Support, Attack, AoE
Rearm (2)
Support, Hazard
Retort (2)
Support, Attack
Shocking Leap (2)
Support, AoE, Duration
Single Out (2)
Support, Mark, Physical
Stormchain (2)
Support, Projectile, Lightning, Chaining
Ricochet (2)
Support, Projectile
Twofold (2)
Support
Unerring Power (2)
Support, Attack
Volt (2)
Support, Attack, Projectile, Lightning, Chaining
Alignment (3)
Support, Attack, Projectile
Caltrops (3)
Support, Attack, AoE, Projectile, Trigger, Physical, Duration, Hazard
Charged Shots (3)
Support, Attack, Projectile
Charm Bounty (3)
Support
Culling Strike (3)
Support, Attack
Culmination (3)
Support, Attack, Melee, Conditional
Discombobulate (3)
Support, Attack, Physical
Deadly Herald (3)
Support, Herald
Deadly Poison (3)
Support, Chaos
Delayed Reaction (3)
Support, Hazard
Deliberation (3)
Support
Fork (3)
Support, Projectile
Gambleshot (3)
Support, Projectile
Impale (3)
Support, Attack, Physical
Life Bounty (3)
Support
Lightning Exposure (3)
Support, Lightning, Duration
Malady (3)
Support
Mana Bounty (3)
Support
Soul Drain (3)
Support
Mobility (3)
Support
Neural Overload (3)
Support, Lightning
Nimble Reload (3)
Support
Overcharge (3)
Support, Lightning
Payload (3)
Support, Grenade
Perfection (3)
Support
Punch Through (3)
Support, Attack, Melee
Salvo (3)
Support, Attack, Projectile
Spectral Volley (3)
Support, Attack, Projectile
Tumult (3)
Support, Physical
Warm Blooded (3)
Support, Buff, Persistent
Name
Cold Infusion (1)
Support, Attack, Cold
Ambush (1)
Support, Critical
Arcane Surge (1)
Support, Spell, Duration
Burgeon (1)
Support, Channelling
Frost Nexus (1)
Support, AoE, Cold
Clarity (1)
Support, Buff, Persistent
Concentrated Effect (1)
Support, AoE
Controlled Destruction (1)
Support, Spell, Critical
Heightened Curse (1)
Support, Curse
Decaying Hex (1)
Support, Chaos, Curse
Elemental Army (1)
Support, Minion
Energy Barrier (1)
Support
Essence Harvest (1)
Support, Minion, Persistent
Expanse (1)
Support, AoE
Arcane Tempo (1)
Support, Spell
Glaciation (1)
Support, Cold
Hourglass (1)
Support
Ice Bite (1)
Support, Attack, Cold, Duration
Impending Doom (1)
Support, Spell, AoE, Trigger, Chaos
Magnified Effect (1)
Support, AoE
Last Gasp (1)
Support, Minion, Persistent, Duration
Deep Freeze (1)
Support, Cold
Minion Instability (1)
Support, Minion, Fire
Minion Pact (1)
Support, Minion
Profanity (1)
Support, Chaos
Sacrificial Lamb (1)
Support, Minion
Spell Cascade (1)
Support
Unbending (1)
Support, Spell
Unleash (1)
Support, Spell
Fortress (1)
Support
Withering Touch (1)
Support, Chaos, Duration
Zenith (1)
Support, Spell
Abiding Hex (2)
Support, Curse
Acrimony (2)
Support
Ambrosia (2)
Support
Bidding (2)
Support, Command, Minion
Bone Shrapnel (2)
Support, AoE, Trigger, Physical
Catharsis (2)
Support, Physical, Chaos, Conditional
Cold Penetration (2)
Support, Cold
Commandment (2)
Support, Command, Minion
Considered Casting (2)
Support, Spell
Corpse Conservation (2)
Support
Coursing Current (2)
Support, AoE, Lightning
Crackling Barrier (2)
Support, Lightning, Channelling
Crazed Minions (2)
Support, Minion, Persistent
Deathmarch (2)
Support, Minion, Persistent
Dissipate (2)
Support, Remnant
Embitter (2)
Support, Cold
Excise (2)
Support
Feeding Frenzy (2)
Support, Minion
Fiery Death (2)
Support, Spell, Fire
Focused Curse (2)
Support, Curse
Freezefork (2)
Support, Projectile, Cold
Glacier (2)
Support
Hinder (2)
Support, Spell, Chaos
Icicle (2)
Support
Impetus (2)
Support
Inevitable Critical (2)
Support, Critical
Intense Agony (2)
Support, Spell, Duration
Loyalty (2)
Support, Minion
Mana Flare (2)
Support, Spell, Trigger, Fire, Critical
Font of Mana (2)
Support, Totem
Soul Thief (2)
Support, Attack, Physical
Muster (2)
Support, Minion
Mysticism (2)
Support, Buff, Persistent
Pinpoint Critical (2)
Support, Critical
Potential (2)
Support
Rime (2)
Support, Cold
Ritualistic Curse (2)
Support, Curse
Spell Echo (2)
Support, Spell, AoE
Strip Away (2)
Support, Spell
Suffuse (2)
Support, AoE
Rising Tempest (2)
Support
Upwelling (2)
Support, Buff, Persistent
Wildfire (2)
Support, AoE, Fire
Ablation (3)
Support
Chaos Infusion (3)
Support, Attack, Chaos
Astral Projection (3)
Support
Biting Frost (3)
Support, Cold, Payoff
Burning Inscription (3)
Support, AoE, Trigger, Fire
Capacitor (3)
Support
Chaos Mastery (3)
Support, Chaos
Chaotic Freeze (3)
Support, Spell, Chaos
Cold Exposure (3)
Support, Cold, Duration, Critical
Cold Mastery (3)
Support, Cold
Cursed Ground (3)
Support
Danse Macabre (3)
Support
Derange (3)
Support
Drain Ailments (3)
Support, Spell
Elemental Discharge (3)
Support, Spell, Trigger, Lightning, Cold, Fire, Payoff
Elemental Focus (3)
Support
Energy Retention (3)
Support, Trigger
Enormity (3)
Support, Minion, Persistent
Execrate (3)
Support
Extraction (3)
Support, Spell
Fire Mastery (3)
Support, Fire
Fluke (3)
Support, Trigger
Frostfire (3)
Support, Cold, Fire, Payoff
Hex Bloom (3)
Support, AoE, Curse
Supercritical (3)
Support, Critical
Lightning Mastery (3)
Support, Lightning
Magnetism (3)
Support
Minion Mastery (3)
Support, Minion
Physical Mastery (3)
Support, Physical
Stormfire (3)
Support, Lightning, Fire
Strong Hearted (3)
Support, Buff, Persistent
Verglas (3)
Support, Cold
Volatile Power (3)
Support, Physical, Chaos
Volatility (3)
Support, Physical, Chaos, Critical
Wildshards (3)
Support, Spell, Projectile
Meta Skill Gem Gem/13
Attack Melee Strike Physical Fire Cold Lightning Chaos Minion Totem Aura AoE Duration Meta Buff Persistent Trigger
Name
Ancestral Warrior Totem (13)
Attack, Totem, AoE, Melee, Physical, Duration, Meta
Name
Blasphemy (8)
Buff, Persistent, AoE, Aura, Meta
Cast on Freeze (8)
Buff, Persistent, Trigger, Cold, Meta
Cast on Ignite (8)
Buff, Persistent, Trigger, Fire, Meta
Cast on Minion Death (8)
Buff, Minion, Persistent, Trigger, Meta
Cast on Shock (8)
Buff, Persistent, Trigger, Lightning, Meta
Cast on Critical (14)
Buff, Persistent, Trigger, Meta
Name
Fire Spell on Hit (1)
Buff, Persistent, Trigger, Fire, Meta
Barrier Invocation (8)
Buff, Persistent, Trigger, Meta
Elemental Invocation (8)
Buff, Persistent, Trigger, Lightning, Cold, Fire, Meta
Hand of Chayula (9)
Attack, AoE, Melee, Strike, Chaos, Meta
Cast on Dodge (14)
Buff, Persistent, Trigger, Meta
Reaper's Invocation (14)
Buff, Persistent, Trigger, Meta
Spirit Gems Gem/53
Attack Melee Spell Nova Physical Fire Cold Lightning Chaos Projectile Minion Aura Herald Travel Buff Persistent AoE Duration Trigger Payoff Staged Hazard Companion Sustained Remnant Meta Banner
Name
Herald of Ash (4)
Buff, Persistent, AoE, Fire, Duration, Herald
Magma Barrier (4)
Buff, Attack, Persistent, AoE, Melee, Trigger, Fire, Duration
Scavenged Plating (4)
Buff, Persistent, Physical, Duration
Overwhelming Presence (8)
Buff, Persistent, Aura
Time of Need (8)
Buff, Persistent, Duration
Berserk (14)
Buff, Persistent
Name
Herald of Thunder (4)
Buff, Attack, Persistent, AoE, Lightning, Herald, Payoff
Plague Bearer (4)
Buff, Persistent, AoE, Physical, Chaos, Nova
Wind Dancer (4)
Buff, Attack, Persistent, AoE, Melee, Staged
Combat Frenzy (8)
Buff, Persistent
Herald of Plague (8)
Buff, Persistent, Chaos, Herald
Trail of Caltrops (8)
Attack, Buff, Persistent, AoE, Projectile, Physical, Duration, Hazard
Alchemist's Boon (14)
Buff, Persistent, Aura
Rhoa Mount (14)
Minion, Buff, Companion, Persistent
Trinity (14)
Buff, Persistent, Lightning, Cold, Fire
Name
Arctic Armour (4)
Buff, Spell, Persistent, Sustained, Cold, Staged
Convalescence (4)
Spell, Buff, Persistent, Duration
Mana Remnants (4)
Buff, Persistent, Lightning, Remnant
Raging Spirits (4)
Buff, Minion, Persistent, Fire, Duration
Withering Presence (4)
Buff, Persistent, Aura, Chaos, Duration
Blasphemy (8)
Buff, Persistent, AoE, Aura, Meta
Cast on Freeze (8)
Buff, Persistent, Trigger, Cold, Meta
Cast on Ignite (8)
Buff, Persistent, Trigger, Fire, Meta
Cast on Minion Death (8)
Buff, Minion, Persistent, Trigger, Meta
Cast on Shock (8)
Buff, Persistent, Trigger, Lightning, Meta
Archmage (14)
Buff, Persistent, Lightning
Blink (14)
Buff, Spell, Persistent, Travel
Cast on Critical (14)
Buff, Persistent, Trigger, Meta
Elemental Conflux (14)
Buff, Persistent, Lightning, Cold, Fire, Duration
Sacrifice (14)
Minion, Buff, Persistent
Name
Ghost Dance (4)
Buff, Persistent, Duration
Herald of Blood (4)
Buff, Attack, Persistent, AoE, Physical, Herald, Payoff
Herald of Ice (4)
Buff, Attack, Persistent, AoE, Cold, Herald, Payoff
War Banner (4)
Banner, Buff, Persistent, AoE, Aura, Duration
Barrier Invocation (8)
Buff, Persistent, Trigger, Meta
Defiance Banner (8)
Banner, Buff, Persistent, AoE, Aura, Duration
Elemental Invocation (8)
Buff, Persistent, Trigger, Lightning, Cold, Fire, Meta
Lingering Illusion (8)
Buff, Persistent, Duration
Shard Scavenger (8)
Buff, Persistent, Physical, Lightning, Cold, Fire
Attrition (14)
Buff, Persistent
Cast on Dodge (14)
Buff, Persistent, Trigger, Meta
Charge Infusion (14)
Buff, Persistent
Dread Banner (14)
Banner, Buff, Persistent, AoE, Aura, Duration
Reaper's Invocation (14)
Buff, Persistent, Trigger, Meta
Unknown Gem/164
Attack Melee Strike Slam Warcry Spell Orb Channelling Physical Fire Cold Lightning Chaos Bow Projectile Minion Totem Aura Travel Buff Persistent Trigger Meta Support AoE Duration Conditional Companion Remnant Staged Ammunition
Name
[DNT] Axe Chop (1)
Attack, Melee, Strike
[DNT] Axe Execute (1)
Attack, Melee, Strike
[DNT] Axe Heavy Cleave (1)
Attack, Melee, Strike
[DNT] Axe Leaping Chop (1)
Attack, Melee, Strike
[DNT] Axe Raised Chop (1)
Attack, Melee, Strike, Slam
[DNT] Axe Slash (1)
Attack, Melee, Strike
[DNT] Axe Whirling Slash (1)
Attack, Melee, Strike
Cast on Melee Stun (1)
Buff, Persistent, Trigger, Meta
[DNT] Leaping Axe Catch (1)
Attack, Melee, Strike
[DNT] Lingering Presence (1)
Support
[DNT] Overwhelming Force (1)
Support
Shielding Cry (1)
Attack, Warcry, AoE, Melee, Trigger, Physical, Duration
Spinning Inferno (1)
Attack, AoE, Melee, Strike, Fire
[DNT] Spinning Throw (1)
Attack, Projectile
[DNT] Spiral Throw (1)
Attack, Projectile
[DNT] Timerot (1)
Support, Buff
Undermine (1)
Support, Physical
[DNT] Vulnerable Extension (1)
Support, Buff, Duration
Name
Infusion (1)
Support, Buff
Chance to Freeze (1)
Support
[DNT] Claw Rake (1)
Attack, Melee, Strike, Slam
Detonate Minion (1)
Spell, AoE, Fire
Elemental Siphon (1)
Attack, Melee, Strike, Lightning, Cold, Fire, Duration
[DNT] Evasive Strike (1)
Attack, Melee, Strike, Slam
Fusillade (1)
Bow, Support, Attack, Projectile
[DNT] Manaforged Shots (1)
Buff, Persistent, Meta
[DNT] Spear Discharge (1)
Attack, AoE, Projectile, Lightning, Cold, Fire, Conditional
[DNT] Spear Vortex (1)
Attack, AoE, Melee
[DNT] Spectral Palm (1)
Support
[DNT] Titanic Arrows (1)
Support, AoE, Physical
Name
[DNT] Ailment CDR (1)
Support
[DNT] Block CDR (1)
Support
Cast when Stunned (1)
Buff, Persistent, Trigger, Meta
Cast while Channelling (1)
Buff, Persistent, Trigger, Meta
Demon Magus (1)
Minion, Companion, Persistent, Meta
Shock Siphon (1)
Support, Lightning
[DNT] Eternal Service (1)
Support, Minion
[DNT] Frosthunger (1)
Support
Frozen Vortex (1)
Support, AoE, Cold, Duration
Grim Feast (1)
Buff, Minion, Persistent, Remnant
Hoarfrost (1)
Support, Spell, AoE, Cold, Duration
Hydra Familiar (1)
Minion, Buff, Persistent, Trigger, Meta
Invocation (1)
Support, Spell, Trigger
Lightning Storm (1)
Spell, AoE, Lightning, Duration
Nadir (1)
Support, Staged
Rolling Magma (1)
Spell, AoE, Projectile, Fire
Enervation (1)
Support
Soulbreaker (1)
Support, AoE, Chaos
[DNT] Spellblade (1)
Support
Spreading Frost (1)
Support, Cold
[DNT] Stun CDR (1)
Support
Spectre: {0} (1)
Minion, Persistent
Name
Maul (1)
Attack, Melee, Strike
Rampage (1)
Attack, AoE, Melee, Slam, Duration, Channelling, Travel
[DNT] Blade Dance (1)
Attack, Melee, Strike, Slam
[DNT] Blade Nova (1)
Spell, Projectile, Physical, Duration
Lightning Spell on Hit (1)
Buff, Persistent, Trigger, Lightning, Meta
Cast on Block (1)
Buff, Persistent, Trigger, Meta
Cast on Charm Use (1)
Buff, Persistent, Trigger, Meta
Cast on Death (1)
Buff, Persistent, Trigger, Meta
Cast on Melee Kill (1)
Buff, Persistent, Trigger, Meta
Cast when Damage Taken (1)
Buff, Persistent, Trigger, Meta
Chaotic Infusion (1)
Attack, AoE, Chaos
[DNT] Combo Knife Throw (1)
Spell, Projectile, Physical, Duration
[DNT] Dodge Roll (1)
[DNT] Dominating Aura (1)
Spell, Minion, Persistent, AoE, Aura, Duration
Ferocious Roar (1)
Warcry, AoE, Meta
[DNT] Flame Slice (1)
Attack, Melee, Strike
Furious Slam (1)
Attack, AoE, Melee, Slam
[DNT] Hyper Slash (1)
Attack, Melee, Strike
[DNT] Icewalker (1)
Buff, Persistent
[DNT] Knife Flip (1)
Spell, Projectile, Physical, Duration
[DNT] Meta Bow Totem (1)
Totem, Duration, Meta
[DNT] Meta Spell Totem (1)
Totem, Duration, Meta
Axe Slash (1)
Attack, AoE, Melee, Strike
Mace Strike (1)
Attack, AoE, Melee, Strike
Sword Slash (1)
Attack, AoE, Melee, Strike
Axe Slash (1)
Attack, AoE, Melee, Strike
Mace Strike (1)
Attack, AoE, Melee, Strike
Sword Slash (1)
Attack, AoE, Melee, Strike
Axe Slash (1)
Attack, AoE, Melee, Strike
Bow Shot (1)
Attack, Projectile
Claw Stab (1)
Attack, AoE, Melee, Strike
Claw Stab (1)
Attack, AoE, Melee, Strike
Crossbow Shot (1)
Attack, AoE, Ammunition, Projectile
Dagger Stab (1)
Attack, AoE, Melee, Strike
Dagger Stab (1)
Attack, AoE, Melee, Strike
Flail Strike (1)
Attack, AoE, Melee, Strike
Mace Strike (1)
Attack, AoE, Melee, Strike
Quarterstaff Strike (1)
Attack, AoE, Melee, Strike
Spear Stab (1)
Attack, AoE, Melee, Strike
Spear Stab (1)
Attack, AoE, Melee, Strike
Spear Throw (1)
Attack, AoE, Projectile
Sword Slash (1)
Attack, AoE, Melee, Strike
Punch (1)
Attack, AoE, Melee, Strike
Playtest Attack (1)
Attack, AoE, Melee, Strike
Playtest Slam (1)
Attack, AoE, Melee, Slam, Travel
Playtest Spell (1)
Spell, AoE, Projectile, Fire
[DNT] Plunging Blade (1)
Attack, Melee
[DNT] RingOfBlades (1)
Spell, Projectile
[DNT] Shadow Ambush (1)
Attack, Melee, Strike
[DNT] Shadow Dash (1)
Attack, Melee, Strike
[DNT] Shadow Thief Slash (1)
Attack, Melee
Shroud (1)
Spell, Buff, Persistent
[DNT] Spinning Flail (1)
Attack, Melee, Strike, Channelling
[DNT] Storm Blade (1)
Attack, AoE, Melee, Cold
Summon Companion (1)
Attack, Minion, Companion, Persistent, Ammunition, Meta
Summon Wolf (1)
Spell, Minion
[DNT] Sword Leap Slash (1)
Attack, Melee, Strike
[DNT] Sword Lunge (1)
Attack, Melee, Strike
Tornado (1)
Spell, AoE, Physical, Duration, Orb
[DNT] Detonation (1)
AoE
[DNT] Gas Cloud (1)
AoE, Duration
[DNT] Triple Slash Combo (1)
Attack, Melee, Strike
Removed Skill (1)
Volcano (1)
Spell, AoE, Projectile, Fire, Duration, Channelling
[DNT] Howl (1)
Spell
[DNT] Leaping Claw (1)
Attack, Melee, Strike
[DNT] Maul (1)
Attack, Melee, Strike

Community Wiki

Edit

Gems

Tier information was added to the skills on the poe2db website. Tier will require the corresponding Uncut Gem Level to unlock. Tier will also affect the Skill Gem/Spirit Gem minimum required level. Class within Tier is a source, not limit. Most gems without Tier information have been removed at the start of Early Access.

Path of Exile 2 features 300 Skill Gems that grant devastating active skills and 200 Support Gems that modify their behaviour. Combine these together to create your perfect build.

This is the next generation of Path of Exile's famous skill system. Support Gems are now socketed directly into Skill Gems, removing many of the frustrations present in the old system while maintaining all the previous depth. It's now possible to six-link every skill your character uses.

Skill Gems

  • Characters start with 9 Skill gem sockets.
  • "Effectiveness of Added Damage" has also been removed
  • Skill gems have their own sockets, always have 2 gem sockets by default.
  • Attacks scale more significantly with levels.
  • Socket crafting (extra sockets) is deterministic.
  • Socket has no colour
  • Jeweller's Orb tiers: Each upgrade tier is rarer than the previous.
  • Summons reservation Spirit
  • High level summon gems require less Spirit
  • Vaal gems will not be composite gems
  • Uncut Skill Gems have levels, which can be used to improve the gem level by Uncut Skill Gem
  • Uncut Skill Gem Level can unlock Gem below the same level Gem Tier. They are 1/3/5/7/9/11/13 Levels.

Support Gems

  • Each support gem can only be used once
  • All Support gems with Level 1 requirements
  • Support Gems don't have levels
  • Uncut Support Gem Level can unlock Gem below the same level Gem Tier, only 3 Tiers.
  • Support Gems do not grant raw damage modifiers.
  • Support Gems add additional attribute requirements to Skill Gems based on the support's attribute theme.
  • If a Support gem does not support the Skill gem, it cannot be placed in the socket of the active gem.
  • Support gems no longer have the Support ending
  • Support gems have no "Cost & Reservation Multiplier", only "Cost Multiplier"
  • You can have one support gem per 5 points in that attribute
  • You cannot have multiple copies of the same Support Gem socketed at the same time

Spirit Gems

  • Buff reservation Spirit
  • Uncut Spirit Gem Level can unlock Gem below the same level Gem Tier. They are 4/8/14 Levels.

Meta Gems

  • Meta gems are special types of skill gems that and can be supported by both support gems and other skill gems.
  • Meta gems can trigger skills or provide more complex effects.
  • Most trigger meta gems activate the supported gems when you fulfill the condition enough times.
  • Meta Gems reservation Spirit
  • Triggered skill can't generate Energy

Uncut Skill Gem

Players can find "Uncut Skill Gem" which can be crafted into a skill gem in the Gemcutting menu. Skills in the Gemcutting menu are categorized by each of the 12 character classes, but are not class-locked; any skill of appropriate level can be crafted on any character. The resulting gem's level will be scaled relative to its item level.

Uncut Gems can be turned into specific gems via the Gemcutting menu. Skills are not locked by class and are only sorted by theme per class.

New Skills

Many skills have in-built dynamic movement to close gaps if targeting far away or move away from enemies for some charge-up skills, and can change directions mid-skill (longer animations can turn further).

Extra skill options and shift-attack behaviours, as well as targeting options

Skills will mostly be limited to a single type of weapon.

  • Brands somewhat merged with Totems
  • Mines and traps are no longer spells or attacks and instead a separate damage type. They also are a separate weapon type with different detonation types (proximity, manual, etc)
  • Wand skills now are spells (as wands do not have attack stats)

Raise Spectre

Though now the gem functions kind of like a pokeball, where you Bind Spectre to the gem once and then it will permanently summon that spectre when used, reserved Spirit, rather than having to stress about corpses all the time.

  • Faridun Impaler: 120 Spirit
  • Winged Fiend: 40 Spirit

Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.