Lightning Conduit
Tier: 13
Level: (1–20)
Cost: (19–195) Mana
Cooldown Time: 8.00 s
Cast Time: 1.00 sec
Critical Hit Chance: 10.00%
Requires: Level (1–90), (4–157) Int
Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
Deals (6–189) to (17–568) Lightning Damage
+1 second to Total Cast Time
20% more damage with Hits per 5% Shock Effect on Enemy
Cannot Shock
Cone length is 10 metres
(1–2) additional bolt if a Shocked enemy is in the target area

Additional Effects From Quality:
(0–5)% more damage with Hits per 5% Shock Effect on Enemy
Skills can be managed in the Skills Panel.
Version 0.2.0
Lightning Conduit
Tier: 13
Level: (1–20)
Cost: (17–184) Mana
Cast Time: 1.00 sec
Critical Hit Chance: 10.00%
Requires: Level (1–90), (2–205) Int
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.
Deals (4–99) to (11–297) Lightning Damage
Supported Skills Cannot inflict Shock
+1 second to Total Cast Time
20% more damage with Hits per 5% Shock Effect on Enemy
Cone length is 10 metres
(1–4) additional bolt hits targets if at least one Shock Consumed

Additional Effects From Quality:
(0–20)% chance on Consuming a Shock on an Enemy to reapply it
Skills can be managed in the Skills Panel.
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      Level Effect /40
      Implicit
      CooldownTime: 8000
      +1 second to Total Cast Time
      Cone length is 10 metres
      20% more damage with Hits per 5% Shock Effect on Enemy
      Cannot Shock
      Level
      Requires Level
      Int
      Mana
      Base Damage
      Deals 6 to 17 Lightning Damage
      1 additional bolt if a Shocked enemy is in the target area
      10419100%, 100%6, 171
      23922100%, 100%7, 221
      361426100%, 100%10, 311
      4102130100%, 100%13, 402
      5142835100%, 100%17, 512
      6183540100%, 100%21, 632
      7224146100%, 100%26, 772
      8264852100%, 100%31, 922
      9315759100%, 100%37, 1102
      10366566100%, 100%43, 1302
      11417475100%, 100%51, 1532
      12468284100%, 100%60, 1792
      13529294100%, 100%69, 2082
      1458103105100%, 100%81, 2422
      1564113117100%, 100%93, 2802
      1666116130100%, 100%108, 3232
      1772126144100%, 100%124, 3732
      1878137159100%, 100%143, 4292
      1984147176100%, 100%165, 4942
      2090157195100%, 100%189, 5682
      21215100%, 100%217, 6522
      22236100%, 100%250, 7492
      23260100%, 100%287, 8612
      24286100%, 100%329, 9882
      25314100%, 100%378, 11352
      26345100%, 100%435, 13052
      27378100%, 100%500, 15002
      28414100%, 100%575, 17252
      29453100%, 100%662, 19852
      30496100%, 100%762, 22862
      31542100%, 100%878, 26352
      32592100%, 100%1013, 30402
      33646100%, 100%1170, 35112
      34705100%, 100%1353, 40582
      35769100%, 100%1565, 46952
      36838100%, 100%1813, 54392
      37913100%, 100%2103, 63082
      38994100%, 100%2442, 73252
      391081100%, 100%2839, 85162
      401176100%, 100%3304, 99132
      Attribute /7

      Lightning Conduit

      Name
      Show Full Descriptions
      AcronymMelee, Damage taken, Ailment, Shock, Electrocution
      BaseType Lightning Conduit
      Class Skill Gems
      TargetTypesGround,
      TypeSpell, Damage, Area, Totemable, Trappable, Mineable, Triggerable, Multicastable, Lightning, AreaSpell, NoAttackInPlace, Cooldown
      ItemTypeMetadata/Items/Gems/SkillGemLightningConduit
      ActiveSkillsCodelightning_conduit
      Lightning Conduit
      Tier: 13
      Level: (1–20)
      Cost: (19–195) Mana
      Cooldown Time: 8.00 s
      Cast Time: 1.00 sec
      Critical Hit Chance: 10.00%
      Requires: Level (1–90), (4–157) Int
      Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
      Deals (6–189) to (17–568) Lightning Damage
      +1 second to Total Cast Time
      20% more damage with Hits per 5% Shock Effect on Enemy
      Cannot Shock
      Cone length is 10 metres
      (1–2) additional bolt if a Shocked enemy is in the target area
      range backflip conditional distance [30]

      Additional Effects From Quality:
      (0–5)% more damage with Hits per 5% Shock Effect on Enemy
      Skills can be managed in the Skills Panel.
      Microtransactions /2
      Celestial Lightning Conduit Effect
      Your Lightning Conduit becomes a Celestial Effect.
      Automaton Lightning Conduit Effect
      Your Lightning Conduit becomes an Automaton Effect.
      Supported By /143
    • Active Type: Spell, Damage, Area, Totemable, Trappable, Mineable, Triggerable, Multicastable, Lightning, AreaSpell, NoAttackInPlace, Cooldown
    • Magnified Area I
      Supports any skill with an area of effect, making it larger.
      Magnified Area II
      Supports any skill with an area of effect, making it larger at the cost of damage.
      Supercritical
      Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
      Knockback
      Supports any skill that Hits enemies, causing it to Knock Back enemies.
      Rapid Casting I
      Supports Spells, causing them to cast faster.
      Rapid Casting II
      Supports Spells, causing them to cast faster.
      Rapid Casting III
      Supports Spells, causing them to cast faster for each different Spell you've cast Recently.
      Concentrated Area
      Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
      Blind I
      Supports any skill that Hits enemies, causing them to Blind on Hit.
      Blind II
      Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
      Fire Penetration I
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
      Fire Penetration II
      Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
      Cold Penetration
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
      Lightning Penetration
      Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
      Freeze
      Supports any skill that Hits enemies, making it more effective at Freezing enemies.
      Shock
      Supports any skill that Hits enemies, making it more likely to Shock.
      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.
      Bleed I
      Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
      Bleed II
      Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
      Bleed III
      Supports any skill that Hits enemies, causing it to inflict Bleeding.
      Bleed IV
      Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
      Poison I
      Supports any skill that Hits enemies, giving it a chance to Poison enemies.
      Poison II
      Supports any skill that Hits enemies, giving it a chance to Poison enemies.
      Poison III
      Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
      Lasting Shock
      Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
      Brutality I
      Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
      Brutality II
      Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
      Brutality III
      Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
      Momentum
      Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
      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.
      Second Wind I
      Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills, or modify the skills of minions.
      Second Wind II
      Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills, or modify the skills of minions.
      Second Wind III
      Supports skills with cooldowns, giving them extra uses of that cooldown and causing them to restore Life on use. Cannot support instant or triggered skills, or modify the skills of minions.
      Execute I
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
      Execute II
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
      Execute III
      Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
      Overcharge
      Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
      Inevitable Critical
      Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
      Frost Nexus
      Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
      Shock Siphon
      Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
      Shock Conduction
      Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
      Deep Freeze
      Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
      Ignite I
      Supports any skill that Hits enemies, making it more likely to Ignite.
      Ignite II
      Supports any skill that Hits enemies, making it more likely to Ignite.
      Ignite III
      Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
      Searing Flame I
      Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
      Searing Flame II
      Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
      Eternal Flame I
      Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
      Eternal Flame II
      Supports any skill that Hits enemies, causing its Ignites to last longer.
      Eternal Flame III
      Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
      Exploit Weakness
      Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
      Neural Overload
      Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
      Pinpoint Critical
      Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
      Corrosion
      Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
      Bursting Plague
      Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
      Frostfire
      Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
      Stormfire
      Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
      Electrocute
      Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
      Biting Frost
      Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
      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.
      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.
      Lockdown
      Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
      Stun I
      Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
      Stun II
      Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
      Stun III
      Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
      Pin I
      Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
      Pin II
      Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
      Pin III
      Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
      Ambush
      Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
      Bounty I
      Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
      Bounty II
      Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
      Mana Bounty
      Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
      Life Bounty
      Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
      Minion Pact I
      Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
      Minion Pact II
      Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
      Life Drain
      Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
      Soul Drain
      Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
      Escalating Poison
      Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
      Armour Demolisher I
      Supports any skill, causing Armour Break it inflicts to be stronger.
      Armour Demolisher II
      Supports any skill, causing Armour Break it inflicts to be stronger.
      Uruk's Smelting
      Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
      Rageforged I
      Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
      Rageforged II
      Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply.
      Fire Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
      Lightning Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
      Cold Exposure
      Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
      Deadly Poison I
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
      Deadly Poison II
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
      Deep Cuts I
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
      Deep Cuts II
      Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
      Lightning Mastery
      Supports Lightning skills, granting them an additional level. Does not support skills which do not have levels.
      Swift Affliction I
      Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
      Swift Affliction II
      Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
      Swift Affliction III
      Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
      Slow Potency
      Supports any skill, causing inflicted Slows to be more powerful.
      Rupture
      Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
      Armour Break I
      Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
      Armour Break II
      Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
      Armour Break III
      Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
      Cooldown Recovery I
      Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
      Cooldown Recovery II
      Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
      Potent Exposure
      Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
      Considered Casting
      Supports Spell Skills that Hit Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
      Heft
      Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
      Rising Tempest
      Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
      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.
      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.
      Zenith I
      Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not modify Skills used by Minions.
      Zenith II
      Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of their Mana cost. Does not modify Skills used by Minions.
      Bone Shrapnel
      Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
      Derange
      Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
      Verglas
      Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
      Embitter
      Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
      Rusted Spikes
      Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
      Concoct I
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
      Concoct II
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
      Ambrosia
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
      Malady
      Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
      Commiserate
      Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
      Blindside
      Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
      Volatility
      Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
      Admixture
      Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
      Stoicism I
      Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
      Stoicism II
      Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel Skill.
      Inhibitor
      Supports any Skill you use yourself or that you Trigger. Supported Skills cannot consume Charges or Infusion by any means. Cannot Support Skills which require Charges or Infusion to be used.
      Living Lightning
      Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
      Living Lightning II
      Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
      Piety's Mercy
      Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
      Enduring Impact I
      Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
      Enduring Impact II
      Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
      Xoph's Pyre
      Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
      Esh's Radiance
      Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
      Tul's Stillness
      Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
      Uul-Netol's Embrace
      Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
      Rakiata's Flow
      Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
      Tacati's Ire
      Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
      Varashta's Blessing
      Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
      Arbiter's Ignition
      Supports Fire Spell Skills. You have a chance to gain Flame Archon when Igniting with Supported Skills.
      Arakaali's Lust
      Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
      Edit

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