Physical Mastery
Category: Mastery
Tier: 5
Support Requirements: +5 Int
Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
+1 to Level of Supported Physical Skills
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.
Level Effect /1
| Implicit |
|---|
| Mana: 100% +1 to Level of Supported Physical Skills |
| Level | Requires Level | Int |
|---|---|---|
| 1 | 0 | 0 |
Attribute /3
Physical Mastery
| Name | Show Full Descriptions |
|---|---|
| BaseType | Physical Mastery |
| Class | Support Gems |
| ItemType | Metadata/Items/Gems/SupportGemPhysicalMastery |
Physical Mastery
Category: Mastery
Tier: 5
Support Requirements: +5 Int
Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
+1 to Level of Supported Physical Skills
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 /47
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.
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.
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.
Skeletal Warrior
Activate to summon Reviving Skeletal Warriors.
Seismic Cry
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Reap
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
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.
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.
[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.
Killing Palm
Dash to an enemy and Strike them, Culling enemies if their life is low enough and performing additional dashing Strikes to other Cullable targets in range if your target was Culled. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
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.
Staggering Palm
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Raise Shield
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning 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.
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.
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.
Fortifying Cry
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Bleeding Concoction
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Vaulting Impact
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
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.
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 ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
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 if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
Blood Boil
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
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 will Activate, Consming itself and releasing an explosion of blood when they are killed or Heavy Stunned. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
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.
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.
Toxic Domain
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
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.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.