Physical Mastery
Category: Mastery
Tier: 5
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.
Version 0.2.0
Physical Mastery
Tier: 3
Level: 1
Supports Physical skills, granting them an additional level.
+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 copies of the same Support Gem socketed at the same time.
Level Effect /1
Implicit
Cost Multiplier: 100%
+1 to Level of Supported Physical Skills
LevelRequires LevelInt
100
Attribute /3

Physical Mastery

NameShow Full Descriptions
BaseType Physical Mastery
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemPhysicalMastery
Physical Mastery
Category: Mastery
Tier: 5
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 /40
  • Allow Type: Physical
  • Excluded Type: SingleLevelSkill
  • 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.
    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.
    Armour Breaker
    Strike with a forceful blow, knocking enemies back and weakening their Armour.
    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.
    Skeletal Reaver
    Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command.
    Skeletal Brute
    Activate to summon hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies and Warcry on Command. This Warcry Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an Area around them.
    Skeletal Sniper
    Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
    Vulnerability
    Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
    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.
    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 Bleeding.
    Reap
    Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
    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.
    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.
    Killing Palm
    Dash to an enemy and Strike them, Culling enemies if their life is low enough. 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.
    Staggering Palm
    Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. 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.
    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. Raising a new ring of spikes destroys the previous one.
    Unearth
    Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
    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.
    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 Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    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.
    Shield Wall
    Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
    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.
    Acidic Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
    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.
    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.
    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.
    Shard Scavenger
    While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
    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.
    Ravenous Swarm
    While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
    Blood Boil
    Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
    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.
    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.
    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.
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