Hayoxi's Fulmination /2
| 24h Value | 24h volume traded |
|---|---|
4.08 Divine Orb 1 Hayoxi's Fulmination | |
371 Exalted Orb 1 Hayoxi's Fulmination |
Hayoxi's Fulmination /2
| 24h Value | 24h volume traded |
|---|---|
4.08 Divine Orb 1 Hayoxi's Fulmination | |
371 Exalted Orb 1 Hayoxi's Fulmination |
Hayoxi's Fulmination
Category: Cursed Ground
Cooldown Time: 2.00 s
Requires: Level 65
Support Requirements: +5 Int
Supports Curse Skills. Supported Curse Skills create areas which Curse enemies so long as they are within them. Cursed areas from Supported Skills gather power before erupting in a column of annihilating light after a moderate delay.
The Architect of Destruction slipped explosive powder
under the royal temple one pinch at a time. For years,
he clung to that, never finding the courage to light it.
under the royal temple one pinch at a time. For years,
he clung to that, never finding the courage to light it.
Support
Supported Skills create Cursed Ground
Enemies on the Cursed Ground from a Supported Skill are Cursed while within it
Enemies on the Cursed Ground from a Supported Skill are Cursed while within it
Maximum 2 areas of Cursed Ground
Trigger Annihilation when Cursed Ground from Supported Skills have persisted for 7 seconds
Annihilation
Cast Time: Instant
Critical Hit Chance: 9.00%
Impact radius is 1.7 metres
100% of Physical Damage Converted to other Damage Types matching the Supported Curse Gem's Tags
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Family
Level Effect /1
| Implicit |
|---|
| Mana: 100% |
| CooldownTime: 2000 |
| Maximum 2 areas of Cursed Ground |
| Trigger Annihilation when Cursed Ground from Supported Skills have persisted for 7 seconds |
| Supported Skills create Cursed Ground\nEnemies on the Cursed Ground from a Supported Skill are Cursed while within it |
| Deals 25 to 37 Physical Damage |
| Impact radius is 1.7 metres |
| Hits a total of 6 times over 2 seconds |
| 100% of Physical Damage Converted to other Damage Types matching the Supported Curse Gem's Tags |
| Level | Requires Level | Int |
|---|---|---|
| 1 | 0 | 0 |
Attribute /6
Hayoxi's Fulmination
| Name | Show Full Descriptions |
|---|---|
| Acronym | Trigger, Curse |
| Id | HayoxisFulminationSupport |
| DropLevel | 52 |
| BaseType | Hayoxi's Fulmination |
| Class | Support Gems |
| ItemType | Metadata/Items/Gem/SupportGemHayoxisFulmination |
Hayoxi's Fulmination
Category: Cursed Ground
Cooldown Time: 2.00 s
Requires: Level 65
Support Requirements: +5 Int
Supports Curse Skills. Supported Curse Skills create areas which Curse enemies so long as they are within them. Cursed areas from Supported Skills gather power before erupting in a column of annihilating light after a moderate delay.
The Architect of Destruction slipped explosive powder
under the royal temple one pinch at a time. For years,
he clung to that, never finding the courage to light it.
under the royal temple one pinch at a time. For years,
he clung to that, never finding the courage to light it.
Support
Supported Skills create Cursed Ground
Enemies on the Cursed Ground from a Supported Skill are Cursed while within it
Enemies on the Cursed Ground from a Supported Skill are Cursed while within it
Maximum 2 areas of Cursed Ground
Trigger Annihilation when Cursed Ground from Supported Skills have persisted for 7 seconds
Annihilation
Cast Time: Instant
Critical Hit Chance: 9.00%
Impact radius is 1.7 metres
100% of Physical Damage Converted to other Damage Types matching the Supported Curse Gem's Tags
is area damage [1]
triggered by hayhoxis binding % [100]
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Supported Gem /157
Magma Barrier
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to create an explosion, granting 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.
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.
Eternal Rage
While active, you constantly regenerate Rage.
Rhoa Mount
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear, and Mark Skills, and are much less slowed while using Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
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.
Mirage Archer
While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish.
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.
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. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Detonate Dead
Cause a Corpse to violently explode, damaging surrounding enemies.
Raise Zombie
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered and also create two additional non-empowered Zombies.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Enervating Nova
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Lightning Warp
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, the target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use. Highlights enemies that can be Culled.
Firestorm
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
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.
Ball Lightning
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Bone Offering
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
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.
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 is effective at Chilling enemies and explodes on colliding with terrain.
Skeletal Warrior
Activate to summon Reviving Skeletal Warriors.
Skeletal Cleric
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
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. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Reap
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
[DNT] Crushing Earth
[DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
Cast on Critical
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Chaos Bolt
Fire a burst of Chaos energy at the target.
Mana Remnants
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments 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.
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.
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.
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. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Archmage
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
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.
Frost Darts
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Mirror of Refraction
Mirrors of Refraction appear in your Presence periodically. Hitting a mirror with a Spell Projectile causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied Projectiles may be copied again when colliding with other mirrors.
Tornado
Create a storm that sucks in enemies and deals Physical damage over time. A Tornado that overlaps an Elemental Ground Surface absorbs that surface's Debuff, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
Consecrate
Create an area of Consecrated Ground around you.
Wolf Pack
Activate to summon a pack of Wolf Companions. The pack treated as a single Companion for effects that count or limit Companions, regardless of the number of Wolves in the pack.
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 drop a Remnant that grants you a Power Charge on pickup.
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.
Charged Staff
Consume all Power Charges to charge 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.
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.
Dread Banner
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Navira's Fracturing
command_minion
Navira's Well
command_minion
Ruzhan's Trap
command_minion
Ruzhan's Reckoning
command_minion
Ruzhan's Fury
command_minion
Kelari, the Tainted Sands
Summon Kelari, an invulnerable Sand Djinn Minion, to do your bidding. Kelari will only act when you Command him to do so. Kelari delivers swift Hits with massive Critical Hit potential.
Kelari's Deception
command_minion
Align Fate
While active, visages of yourself from alternate timelines will occasionally appear and cast one of your Spells from your first valid Weapon Set. Until the next visage appears, your next cast of the same Spell aligns your fate, Empowering that Spell. Visages can only cast non-Channelling, non-Buff Spells you could cast that have no cooldown.
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.
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.
Blood Boil
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Mirage Deadeye
While active, firing a ranged Projectile Attack will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish.
Trinity
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
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.
Void 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 cause damaging explosions. Copies created this way have 1 Life.
Thrashing Vines
Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
Navira's Oasis
command_minion
Briarpatch
While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
Savage Fury
While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and Onslaught but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.
Barkskin
While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
Community Wiki
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Hayoxi's Fulmination
Item acquisition
Hayoxi's Fulmination has restrictions on where or how it can drop.
Drops from a Lineage Gems Vault (Hall of Reverence) in Atziri's Temple.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Divine Orb
Hayoxi's Fulmination
Exalted Orb